Make sure you're localisation file is saved in .csv and encoded in ANSI.http://prntscr.com/7nr7fm Once again with the blank messages and an over abundance of them....
Localisation:
http://prntscr.com/7nr7pt
- 1
Make sure you're localisation file is saved in .csv and encoded in ANSI.http://prntscr.com/7nr7fm Once again with the blank messages and an over abundance of them....
Localisation:
http://prntscr.com/7nr7pt
Oh wait I didn't notice. Your trigger means that any time the game sees that the character has -200 piety, it'll trigger the event. That means it'll keep happening until they gain piety. I think it should be like this:Okay, I messed up somewhere.
http://prntscr.com/7nr48d
<ignore stupid name of mod, just temporary as it has several life and death traits>
Where did I go wrong with this? Also I dont know how to do the boxes for code as done above.
namespace = Trait1
character_event = {
id = Lifemods.001 }
desc = "LFM.001.DESC"
is_triggered_only = yes
trigger = {
piety = -200}
effect = {
NOT = {trait = Anti_Christ}
}
option = {
name = "LFM.001.A"}
* edit to say I noticed I'm missing a }
namespace = Trait1
character_event = {
id = Lifemods.001 }
desc = "LFM.001.DESC"
trigger = {
piety = -200
NOT = {trait = Anti_Christ}
}
effect = {
trait = Anti_Christ
}
option = {
name = "LFM.001.A"}
You have an extra } after the event ID line (and are missing one after the end of your option, which is doing nothing.) You don't use effect in events (and wouldn't put a condition in it even if it was allowed.) Your namespace doesn't match the namespace used in your event ID. It's fine to use is_triggered_only with trigger, just be aware that even if the calling event/decision/on_action fires the event, it will abort if the trigger conditions aren't met.Okay, I messed up somewhere.
http://prntscr.com/7nr48d
<ignore stupid name of mod, just temporary as it has several life and death traits>
Where did I go wrong with this? Also I dont know how to do the boxes for code as done above.
namespace = Trait1
character_event = {
id = Lifemods.001 }
desc = "LFM.001.DESC"
is_triggered_only = yes
trigger = {
piety = -200}
effect = {
NOT = {trait = Anti_Christ}
}
option = {
name = "LFM.001.A"}
* edit to say I noticed I'm missing a }
You have an extra } after the event ID line (and are missing one after the end of your option, which is doing nothing.) You don't use effect in events (and wouldn't put a condition in it even if it was allowed.) Your namespace doesn't match the namespace used in your event ID. It's fine to use is_triggered_only with trigger, just be aware that even if the calling event/decision/on_action fires the event, it will abort if the trigger conditions aren't met.
Code tags are done like this: {code}Insert code here{/code} except with [ and ] instead of { and }.
@HREmperor: I think you're forgetting that piety = -200 means piety is AT LEAST -200.
namespace = Lifemods
character_event = {
id = Lifemods.001
desc = "LFM.001.DESC"
trigger = {
piety = -200
NOT = {trait = Anti_Christ}
}
effect = {
trait = Anti_Christ
}
option = {
name = "LFM.001.A"} }
Use NOT = { piety = -200 }, or else it will go off when the character has more than -200 piety.So would this be right?Code:namespace = Lifemods character_event = { id = Lifemods.001 desc = "LFM.001.DESC" trigger = { piety = -200 NOT = {trait = Anti_Christ} } effect = { trait = Anti_Christ } option = { name = "LFM.001.A"} }
Had 8 piety, still activated.Use NOT = { piety = -200 }, or else it will go off when the character has more than -200 piety.
If there's no MTTH, wouldn't it fire instantly?Close, but there shouldn't be an effect section, and the trait = Anti_Christ goes in the option section. Also, do you really want saints to get the Anti_Christ trait? I think you want your trigger to be NOT = { piety = -200 } (piety is less than -200); as it is anyone with piety of -200 or above will get the trait.
If this event isn't being called from anywhere and you want it to fire automatically, you should have a mean_time_to_happen section.
It does, I get about 100 blank dialogue boxes.If there's no MTTH, wouldn't it fire instantly?
namespace = Lifemods
character_event = {
id = Lifemods.001
desc = "LFM.001.DESC"
trigger = {
NOT = {piety = -200}
NOT = {trait = Anti_Christ}
mean_time_to_happen = {
months = 1}
{trait = Anti_Christ}
option = {
name = "LFM.001.A"} }
namespace = Lifemods
character_event = {
id = Lifemods.001
desc = "LFM.001.DESC"
trigger = {
NOT = {piety = -200}
NOT = {trait = Anti_Christ}
}
mean_time_to_happen = {
months = 1
}
option = {
name = "LFM.001.A"} }
add_trait = Anti_Christ
}
}
I think it should look like this:
Code:namespace = Lifemods character_event = { id = Lifemods.001 desc = "LFM.001.DESC" trigger = { NOT = {piety = -200} NOT = {trait = Anti_Christ} } mean_time_to_happen = { months = 1 } option = { name = "LFM.001.A"} } add_trait = Anti_Christ } }
Still not right.I think it should look like this:
namespace = Lifemods
character_event = {
id = Lifemods.001
desc = "LFM.001.DESC"
trigger = {
NOT = {piety = -200}
NOT = {trait = Anti_Christ}
}
mean_time_to_happen = {
months = 1
}
option = {
name = "LFM.001.A"
add_trait = Anti_Christ
}
}
The trait and image file do but the desc file does not. What do I do for the desc fileOh, do Anti_Christ and Anti_Christ_desc actually exist as traits? Did you make a trait file with them in it?
That just needs to exist in localisation. It automatically becomes the description of the trait. I made a mistake in mentioning it in that post.The trait and image file do but the desc file does not. What do I do for the desc file
Anti_Christ;Anti-Christ;;;;;;;;;;;;x
Anti_Christ_desc;This person is believed to be the Anti-Christ incarnate.;;;;;;;;;;;;;x
Anti_Christ is the trait, you need localizations for traits and the descriptions of traits. You put these in your .csv file in localisation/.
Something like:
Code:Anti_Christ;Anti-Christ;;;;;;;;;;;;x Anti_Christ_desc;This person is believed to be the Anti-Christ incarnate.;;;;;;;;;;;;;x