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rlopez1605

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Quote Originally Posted by zebez View Post
I'm trying to make a trait that makes you immune to incapable. Is there a better way than going trough all events that gives incapable and add a check for my trait? - No.

I found a way to get around this though. I've created an event where my 'goddess' heals the character in question of all diseases and congenital traits. It seems to work pretty good. An example of the trigger and act would be:

Code:
character_event = {
    id = blahblah
    desc = "My priests and priestesses have prayed for me"
    picture = "blahblah"

    only_women
    min_age = 16
    max_age = 50

    trigger = {
        #### Here is where you put who gets healed.  In my case, it is only the player character but you can do a lot of thing here####
        ai = no
        trait = incapable ###I have a lot of different traits here but, in your case, this one alone suffices.
    }
    mean_time_to_happen = {
        days = 1  ### Keep it at days = 1 so that it checks every day. Doesn't mean it will happen every day but it will give a chance to happen every day so your character doesn't die or, in your case, stays incapable just waiting for the event to trigger ####
    }
    option = {
        name = "Aphrodite has answered!"
        remove_trait = incapable ##Bye bye trait ###
    }
}
 
Last edited:

riknap

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I found a way to get around this though. I've created an event where my 'goddess' heals the character in question of all diseases and congenital traits. It seems to work pretty good. An example of the trigger and act would be:

Code:
character_event = {
    id = blahblah
    desc = "My priests and priestesses have prayed for me"
    picture = "blahblah"

    only_women
    min_age = 16
    max_age = 50

    trigger = {
        #### Here is where you put who gets healed.  In my case, it is only the player character but you can do a lot of thing here####
        ai = no
        trait = incapable ###I have a lot of different traits here but, in your case, this one alone suffices.
    }
    mean_time_to_happen = {
        days = 1  ###Keep it at days = 1 so that it checks every day. Doesn't mean it will happen every day but it will give a chance to happen every day so your character  ####
    }
    option = {
        name = "Aphrodite has answered!"
        remove_trait = incapable ##Bye bye trait ###
    }
}
...
heh, that works.

incidentally, the interval between actual checks can be lessened, making the MTTH closer to actually 1, by changing this defines.lua value

Code:
NEngine = {
	EVENT_PROCESS_OFFSET = 20, -- Events are checked every X day per character or province (1 is ideal, but CPU heavy)
},

this might be relevant in-case some events that kill of the incapable character fire before your magical event (though the chance is minimal though)
 

zebez

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I found a way to get around this though. I've created an event where my 'goddess' heals the character in question of all diseases and congenital traits. It seems to work pretty good. An example of the trigger and act would be:

Code:
character_event = {
    id = blahblah
    desc = "My priests and priestesses have prayed for me"
    picture = "blahblah"

    only_women
    min_age = 16
    max_age = 50

    trigger = {
        #### Here is where you put who gets healed.  In my case, it is only the player character but you can do a lot of thing here####
        ai = no
        trait = incapable ###I have a lot of different traits here but, in your case, this one alone suffices.
    }
    mean_time_to_happen = {
        days = 1  ### Keep it at days = 1 so that it checks every day. Doesn't mean it will happen every day but it will give a chance to happen every day so your character doesn't die or, in your case, stays incapable just waiting for the event to trigger ####
    }
    option = {
        name = "Aphrodite has answered!"
        remove_trait = incapable ##Bye bye trait ###
    }
}

This will actually work pretty nice, thanks!

Edit: And for anyone wondering, I'm adding a Immortal trait. So the character doesn't die of old age or diseases, (immortal = yes, already built in). But the character always ended up incapable when they got old making the trait less than useful.
 

rlopez1605

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Code:
min_age = 16
	max_age = 99
	only_women = yes
	

	trigger = {
		ai=no
		is_female = yes <- since you're using only_women above, no need for this one, right?
		in_command = no
		OR = {
			trait = procrastinator
			trait = slothful
			trait = content
		}
NOT = { <- as far as I know, NOT should be out of the OR brackets you've used before
				OR = {
					trait = ambitious
					trait = cunning
				}
			}
		mother = {
			in_command = no
			is_female = yes <- don't think you need this, mothers are females...
			prisoner = no
			is_alive = yes
			at_location = ROOT
		}
	}
Hey, these traits look familiar. :cool:

Just one correction. In my mod, fathers can be 'female' and mothers (assuming I'll make a same-sex male marriage) can be male. In this case, I wanted all female mothers and no male mothers (though not necessary for me since I haven't implemented male-male marriages yet).

As for my answer, richv helped me out some as well as others. I was reading my code backwards. The answer to my own question is OR = OR <positive statements such as trait = slothful> OR NOT <negative statement.

I rewrote my code like below and it works perfectly.
Code:
min_age = 16
max_age = 99
only_women = yes


trigger = {
    ai=no
    in_command = no
    OR = {
        trait = procrastinator
        trait = slothful
        trait = content
        OR = {
            NOT = {
                OR = {
                    trait = ambitious
                    trait = cunning
                }
            }
        }
    }
    mother = {
        in_command = no
        is_female = yes
        prisoner = no
        is_alive = yes
        at_location = ROOT
    }
}
 
Last edited:

rlopez1605

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...
heh, that works.

incidentally, the interval between actual checks can be lessened, making the MTTH closer to actually 1, by changing this defines.lua value

Code:
NEngine = {
	EVENT_PROCESS_OFFSET = 20, -- Events are checked every X day per character or province (1 is ideal, but CPU heavy)
},

this might be relevant in-case some events that kill of the incapable character fire before your magical event (though the chance is minimal though)

Yes, but be careful with that one though. I set it to 1 and BOY did I have to wait a while for each day to pass. I ended up overloading my computer until the game (and my computer too) crashed. When you do that, apparently, the game checks all of your events 'every day' if I change the 20 to a 1. Every day, it went through a long 'freeze' for me. I went back and put it to 20 and now, I only get a much lesser 'freeze' once every 20 days with only January 21, 1066 as the major freeze.
 

richvh

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In the case of:
Code:
        OR = {
            NOT = {
                trait = ambitious
                trait = cunning
            }
        }
the OR does nothing useful, as only one alternative is offered: NOT ( ambitious AND cunning ) which will be true as long as ROOT does not have both traits. If you want to return FALSE if ROOT has either trait, i.e., NOT ( ambitious OR cunning ) you need to use:
Code:
        NOT = {
            OR = {
                trait = ambitious
                trait = cunning
            }
        }
 

jordarkelf

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Wouldn't it make more sense to have something like this then ->

-the player (ai = no)

OR this:
Non-charitable
Does not have -25 or higher opinion of the victim (FROM)
OR one of the three:
either greedy AND less than 0 opinion, arbitrary AND less than 0 opinion, ambitious AND less than 0 opinion,
OR one of these:
either greedy AND less than 25 opinion.

?

Code:
OR = {
	AND = {
		trait = greedy
		NOT = { opinion =  { who = FROM value = 0 } }
	}
	AND = {
		trait = arbitrary
		NOT = { opinion =  { who = FROM value = 0 } }
	}
	AND = {
		trait = ambitious
		NOT = { opinion =  { who = FROM value = 0 } }
	}
is much slower than the current check for zero extra benefit.
 

richvh

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Hi,
I found this piece of code in one of the cb_types files, specifying who can use a cb:
Code:
	ROOT = {
			OR = { 
				ai = no
				AND = {
					NOT = { trait = charitable }
					NOT = { opinion = { who = FROM value = -25 } }
					OR = {
						trait = greedy
						trait = arbitrary
						trait = ambitious
						NOT = { opinion = { who = FROM value = 0 } }
					}				
					OR = {
						trait = greedy
						NOT = { opinion = { who = FROM value = 25 } }
					}
				}
			}
		}

The thing is... I'm not sure I follow its logic.
Does it make sense to you? My lack of "code-reading" might be getting to me...

I think that block's poorly designed, and that something like this was intended:
Code:
	ROOT = {
			OR = { 
				ai = no
				AND = {
					NOT = { trait = charitable }
					OR = {
						NOT = { opinion = { who = FROM value = -25 } }
						AND = {
							OR = {
								trait = arbitrary
								trait = ambitious
							}
							NOT = { opinion = { who = FROM value = 0 } }
						}				
						AND = {
							trait = greedy
							NOT = { opinion = { who = FROM value = 25 } }
						}
					}
				}
			}
		}
so you have to either be a player or, if the AI, not be charitable and also one of the following: have lower than -25 opinion of the CB target, have lower than 0 opinion and be either ambitious or arbitrary, or have lower than 25 opinion and be greedy (removed greedy from the block with arbitrary and ambitious as it's redundant.) As written you need to be lower than 25 opinion, and not be charitable, all other conditions are ignored/redundant.
 

rlopez1605

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In the case of:
Code:
        OR = {
            NOT = {
                trait = ambitious
                trait = cunning
            }
        }
the OR does nothing useful, as only one alternative is offered: NOT ( ambitious AND cunning ) which will be true as long as ROOT does not have both traits. If you want to return FALSE if ROOT has either trait, i.e., NOT ( ambitious OR cunning ) you need to use:
Code:
        NOT = {
            OR = {
                trait = ambitious
                trait = cunning
            }
        }

OOPS You're right... Mistype on my post. That's what I did. OR > OR > NOT > OR. I just edited my previous post
 

ash001

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so you have to either be a player or, if the AI, not be charitable and also one of the following: have lower than -25 opinion of the CB target, have lower than 0 opinion and be either ambitious or arbitrary, or have lower than 25 opinion and be greedy (removed greedy from the block with arbitrary and ambitious as it's redundant.) As written you need to be lower than 25 opinion, and not be charitable, all other conditions are ignored/redundant.

Right, thanks for the clarification.

EDIT - I might not have explained myself well before... sorry about that.
 

rlopez1605

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This will actually work pretty nice, thanks!

Edit: And for anyone wondering, I'm adding a Immortal trait. So the character doesn't die of old age or diseases, (immortal = yes, already built in). But the character always ended up incapable when they got old making the trait less than useful.

BTW: 'immortal = yes' does not protect you from diseases. I figured that one out to my dis-benefit. It's why I had to create a 'bad traits' healing event
 

Dutchling

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Yes, by doing something like this in person scope:
Code:
any_war = {
		limit = {
			defender = {
				character = ROOT
			}
			attacker = {
				same_realm = ROOT
			}
		}
		end_war = invalid
	}

You can use any war ending condition there, such as whitepeace, success, fail, reverse_demand, invalid.

Thanks! But I'm afraid I don't quote understand the ROOT and scope part of that. How would an event look that would end a war, with the only condition is the game having passed certain year? Basically, no more wars after a certain date, unless RNG doesn't fire the event for some reason.
 

Abnwtwtud

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How do you make culturally specific titles, as in the different between an Earl or a Count? What file would that be in to edit?
 

Abnwtwtud

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I'm looking under localization files, and I have not been able to find where that is located. What's the precise file name/location?
 

richvh

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You can do it in any .csv file in the localisation folder.
 

jordarkelf

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I'm looking under localization files, and I have not been able to find where that is located. What's the precise file name/location?
That specific one is in text1.csv but you only need to create a new CSV file for your mod with the changed strings.

If you want german counts to be called Graf and dukes Herzog, your loc file will contain this:
Code:
count_german;Graf;Graf;Graf;;Graf;;;;;;;;;x
duke_german;Herzog;Herzog;Herzog;;Herzog;;;;;;;;;x
 

Swxpert

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How do you change the names of god? I go into religion and edit the names and when a name pops up in an event it is the all caps GOD_THE_XXXXX whatelse do I need to change?