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How to make character traits

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Revision as of 10:08, 4 November 2007 by Makanyane (talk | contribs) (Reverted edits by 121.241.160.19 (Talk); changed back to last version by Makanyane)
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Summary

This article is based on How to make Character VnVs (traits) the original article was written by Spartan and imported with his permission as part of the Scriptorium project. The article may have been altered since import - please refer to the history page for details of changes, or reference the original document.

Quote from Spartan:

I have invested a lot of time studying the VnV and trait system to further advance our community's collective modification capability. In addition, I have successfully implement a few new ones based on what I have learned. Overall, I must say I was impressed with the shear number of possibilities available; if one has a creative mind and a need to address. Anyway, what follows is a quick and dirty overview. I hope it makes for an informative read.

Guide

It is possible to exclude cultures "ExcludeCultures". Create diametrically opposed traits "AntiTraits" as well as assign multiple ones to boot! You can also compose epithets and assign a can't get rid of feature "NoGoingBackLevel".

The applicable known groups are:

characters spy
characters diplomat
characters family
characters assassin
characters admiral

I have organized into three (3) general groups, the variable that can be affected on a +/- ( The highest I have seen was +60) scale. They are:

Variables

Combat:

Command
Attack
Defence
Ambush
TroopMorale
SiegeAttack
SiegeDefence
LineOfSight
SiegeEngineering
NightBattle
NavalCommand
HitPoints
InfantryCommand
CavalryCommand
Combat_V_[Plural Name of Culture] (except "Cathaginians" has to be mispelled for it to work)
Looting
MovementPoints

Civil:

Law
Management
Construction
PublicSecurity
Trading
TrainingAgents
Unrest
Farming
Mining
Squalor
TaxCollection

Social:

Influence
BribeResistance
PersonalSecurity
Subterfuge
Negotiation
Bribery
Fertility
SenateStanding
PopularStanding
Electability


In addition there are defined culture group. They are:

Roman, Barbarian, Greek, Eastern, Egyptian, Carthaginian, Slaves

When to Test Options

As far as triggers go, there are many as well. The when to test (WhenToTest)options are:

PostBattle
PreBattleWithdrawal
OfferedForAdoption
OfferedForMarriage
CharacterTurnEnd
CharacterComesOfAge
CharacterMarries
CharacterBecomesAFather
SettlementTurnEnd
GovernorBuildingCompleted
BattleGeneralRouted
BecomesFactionLeader
BecomesFactionHeir
BecomeAedile
BecomeCensor
BecomeConsul
BecomePontifexMaximus
BecomePraetor
BecomeQuaestor
CeasedAedile
CeasedCensor
CeasedConsul
CeasedPontifexMaximus
CeasedPraetor
CeasedQuaestor
IsUnderSiege
GeneralCaptureSettlement
GeneralCaptureWonder
LeaderDestroyedFaction
CharacterDamagedByDisaster
BrotherAdopted
LostLegionaryEagle
CapturedLegionaryEagle
RecapturedLegionaryEagle
SenateExposure
QuaestorInvestigationMinor
QuaestorInvestigation
QuaestorInvestigationMajor
SpyMission
AgentCreated
LeaderOrderedSpyingMission
AssassinationMission
LeaderOrderedAssassination
SufferAssassinationAttempt
SabotageMission
LeaderOrderedSabotage
BriberyMission
LeaderOrderedBribery
AcceptBribe
RefuseBribe
Insurrection
DiplomacyMission
LeaderOrderedDiplomacy
LeaderSenateMissionSuccess
GovernorBuildingDestroyed
GovernorUnitTrained
GovernorBuildingCompleted
GovernorCityRiots
GovernorCityRebels
EnslavePopulation
ExterminatePopulation
GeneralDevastatesTile
LesserGeneralOfferedForAdoption

You can also have self perpetuating triggers!

How to add a custom VnV:

1. First open "export_VnVs.txt" and add something like this:

 ¬---------------------
 
 {Cerean}	Cerean
 
 {Cerean_desc}
 James Bond has nothing on this man!
 
 {Cerean_effects_desc}
 Subterfuge  +8 (This man is the slickest of all)
 
 {Cerean_lose_desc}
 This man is now a loser!
 
 {Cerean_gain_desc}
 This man has made a name for himself with the Gods!
 
 {Cerean_epithet_desc}	The Spy Lord 
 
 ¬--------------------

2. Then open "export_descr_VnVs_enums.txt" and add something like this:

 Cerean
 Cerean_desc
 Cerean_gain_desc
 Cerean_lose_desc
 Cerean_epithet_desc

3. After that open "export_descr_character_traits.txt" and add something like this:

 ;------------------------------------------
 
 Trait Cerean
   Characters spy
 
   Level Cerean
       Description Cerean_desc
       EffectsDescription Cerean_effects_desc
       GainMessage Cerean_gain_desc
       Threshold  1 
 
       Effect Subterfuge  8
 
 ;------------------------------------------

Finally add a trigger or modify one something like this:


 ;------------------------------------------
 Trigger agents4
   WhenToTest SpyMission
 
   Condition MissionSuccessLevel = highly_successful
 
   Affects GoodSpy  1  Chance  100 
   Affects GoodConspirator  1  Chance  50
   Affects Cerean  1  Chance  100
 
 ;------------------------------------------

Then save and you are on your way!

Note: the first number is for the threshold of the trait and the second is the percentage of chance.

You can also assign your trait to a character in the "descr_strat.txt" if you wish to start with it.

Note if you make changes to the "export_descr_VnVs_enums.txt" AFTER you have the game started you MUST restart completely for them to take effect. This tip cost me over two (2) hours to figure out :cry Template:Imported

See Also

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