Thanks for letting me know Jursamaj, but I've already done that. ( Added a series of new foci )Just so you know, I'm pretty sure you can add new fully functional focuses to focusview.gui. You just need to define a guiButtonType with name=button_focus_<myfocus>, and an iconType with name=selected_focus_<myfocus>. Of course, you'll have to make the appropriate GFX_focusicon_* tag and accompanying focusicon_*.dds/tga (which contains both selected & unselected states). focusview.gui contains all 3, childhood focus, education focus, and adult focus.
As for how discerning the game is assigning childhood focuses, it appears to be fully random. The definitions of the focuses all contain potential, allow, and ai_chance clauses, and none of them imply anything other than fully random. I don't believe there's anything hard-coded to be otherwise, as the childhood focus names are *not* in the executable file. A modder could easily change the potential, allow, and ai_chance clauses to make it more discerning.
His question got me to thinking... If he was getting rid of his focus window anyway (randomly allocating foci), and wanted a whole NEW window, could he use the obsolete (for his purposes) focus window to add something entirely new to his mod? It would do the same thing but, since focuses are pretty versatile, he'd have a lot of options available to him. Sure, it'd still be the focus window (technically) but he could use it as a open space to create a new interface mechanic (or rather, give the appearance of one)
One could do this anyway (by drawing an addition onto the window), but it would irk me to have the only access to that window be part of the focus one.
i.e.
if your mod distributed all foci by event there would be no need to have that window so you could:
rename all three something else (in game) and use them for whatever you want
click this button = terms for this trigger = event
A while ago I asked about what was possible with interface editing and this seems to be a loop- hole that I could exploit if I really wanted to create an original window.
Example:
If I wanted to create a picture of a castle and on this picture, I wanted to have options to improve that castle:
1) I'd assign all foci via event or not bother with foci (Freeing up the window)
2) I'd draw the image I wanted my window to display (in this case, a castle)
3) I'd put a button on the walls, towers, barracks, etc. etc.
4) I'd make custom "foci" triggers for events
5) I'd make these events do whatever my heart desires.
6) write localisation for tooltips/hints/names etc.
Simultaneously I could do this for adolescents:
2b) Draw an image of a fighting ring
3b) put buttons to meet conditions to fire an event which shows variables (standings in a childhood war game tournament)
- have a series of buttons with different potential blocks that tie into different events to simulate said tournament.
And for children:
Have a childhood friend mechanic:
2c) draw image blah
3c) Create a whole new diplomatic lay- out for children, wherein you can meet other ruler's children, possibly forming alliances that will be practical in adulthood.
-No plans for these or anything else to the effect. It just seems like an interesting thing to do-
Obviously, I could do any of these things with decisions but, to me, there's no contest between a series of buttons in the intrigue menu and an interactive window.
EDIT: And as for a discerning allocation of foci. Thank you and I stand corrected.
EDIT: And, if one wanted to switch between the three windows, one could add a "foci" that did nothing else, but trigger an event, which changed the age of the player/ added a flag and have that event re- fire, to revert the age back/clear flag, after a single game- day had passed. All the player would need to do would be to close the window and reopen (kind of tacky, but what do you want) and the age change if you clicked on your portrait (temporary though it may be) would get on my nerves...
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