Remove the braces around event_target:duelist_2.
Thank you!
An other question:
Is there an easy way to check a variable which I set or changed (change_variable)? Can I see ingame if my event has change a character variable?
Remove the braces around event_target:duelist_2.
Do you mean check as in use it as a condition or check as in display it as text?Thank you!
An other question:
Is there an easy way to check a variable which I set or changed (change_variable)? Can I see ingame if my event has change a character variable?
Do you mean check as in use it as a condition or check as in display it as text?
For the former use the check_variable = { which = "x" value = x } command and its variations.
For the latter use a localisation string like [Root.variable_name.GetName] and [Root.variable_name.GetValue] to get the name of the variable and its value, the name must be localised as well to be:
variable_name;My Variable Name;;;;;;;;;;;;;x
Just [duelist_1.variable_name.GetValue] is neededThank, i have a following question:
What if i want to display the variable of a specific character? I made event_target:duelist_1 and event_target:duelist_2, what should i use if i want to show the variable_name of duelist_1, something like: [event_target:duelist_1.variable_name.GetValue] ??
A short question: does any_spouse scope to concubines?
Is it possible to add a modifier (or event), that the AI joins a crusade after 1300 is more unlikely?
My MOD for some reason stops "Take Concubine" from working. What might cause this as I have only altered history, dynasty & province files?
Diplomatic actions that stop working are a strange side effect of errors somewhere else in the mod, likely related to titles.
I'd recommend fixing the most serious mod errors with the help of the validator, for instance invalid baronies in some province history, errors in landed_titles etc.
We had a similar issue in WtWSMS and I believe SWMH did too at some point.
guiButtonType = {
name ="button_portrait" # Does anyone have a good, working list of these and what they do?
quadTextureSprite= "GFX_char_50"
position = { x= 11 y = 7 } # Pretty self- explanatory, but suggestions for taking the guess work out of it would certainly be appreciated
Orientation = "UPPER_LEFT" # No idea what this is
pdx_tooltip = "CHARACTER_TOOLTIP" # Information about the character when you hover your mouse over their portrait?
pdx_tooltip_delayed = "CHARACTER_TOOLTIP_DELAYED"
guiButtonType = {
name ="character_portrait" # Looks promising for character's portrait, but since I don't know the names, I don't know which "character" will be displayed or how to define that
quadTextureSprite # What's a "quad" TextureSprite? = "GFX_char_150" # referencing one of the single character frames in the gfx folder. I'd wondered what they were for.
position = { x= 76 y = 7 }
Orientation = "UPPER_LEFT"
pdx_tooltip = "CHARACTER_TOOLTIP"
pdx_tooltip_delayed = "CHARACTER_TOOLTIP_DELAYED"
}
http://forums.tripwireinteractive.com/showthread.php?t=33153 seems to address your problem. Looks like you need to "flatten" the image. When I have a multi- layer image in Paint.Net, it tells me something like... "this image format doesn't support multiple layers. Would you like to flatten?" If photoshop isn't doing that for you then maybe you need to "flatten" the image manually.How do I edit .dds files without losing their transparency? I downloaded the NVIDIA dds plugin and installed it on photoshop...
No such effect exists at the moment, made a note on my todo list about it. I did have a quick check on the combat modifiers for character modifiers also. My primary concern is the performance concern by having to check for more things when we update the modifiers so I can't really promise anything.@Divine is there anyway to directly call a combat tactic from an event? For instance, I want a morale boost combat pulse event, that when it triggers forces the army lead by the character to go into a specific courageous advance tactic.