I would guess the weights (including 0 weight) only apply when picking a name at random, so wouldn't apply to father/mother/grandfather/grandmother chances.
This is awesome. But does it have higher priority than the father/mother and grandfather/grandmother chances? As in, could a name with 0 chance of being generated at random still promulgate in a family due to it being the name of an ancestor?
I would guess the weights (including 0 weight) only apply when picking a name at random, so wouldn't apply to father/mother/grandfather/grandmother chances.
Update:
- Added support for weighted names (i.e. Lars_Laurence:50, where default value is set at 1)
Would it be possible to have something higher than 1 as the default? If 1 is the default for adding a name that should only show up seldom values for all the existing names have to be set, too ...
Update:
- Variables can be displayed with localization system (i.e. "[Root.PrimaryTitle.test_var.GetName] has value [Root.PrimaryTitle.test_var.GetValue].")
! is this in response to when i asked if variables can be shown in in the interface or is this purely for event text? either way its a help![]()
Can you localize to global variables as well?It "only" means that you can use it in all places where you normally can use localisation based on a scope, such as events, decisions, etc.
Can you localize to global variables as well?
I mean actual variables. Unless there aren't actually any global variables (E.G., you might want to have something to track something that's not really tied to any specific character/title/province).By global variables, do you mean the globally saved event targets? Because then yes (that was already in). What this update concerned was the province, character and titles variables.
I mean actual variables. Unless there aren't actually any global variables (E.G., you might want to have something to track something that's not really tied to any specific character/title/province).
Oh okay.There are no global variables.
calc_true_if = {
amount = 3
culture = swedish
religion = catholic
is_female = no
is_adult = yes
age = 50
}
Is it cal_true_if (like in your comment) or calc_true_if (like in your code snippet)?
Update:
- All any-triggers now support the use of count = x
- Added calc_true_if trigger
calc_true_if returns true if at least amount of the triggers in it returns true. In this example at least 3 of the 5 triggers need to return true:
Code:calc_true_if = { amount = 3 culture = swedish religion = catholic is_female = no is_adult = yes age = 50 }
Update:
- Variables can be displayed with localization system (i.e. "[Root.PrimaryTitle.test_var.GetName] has value [Root.PrimaryTitle.test_var.GetValue].")
wealth = Root.PrimaryTitle.test_var.GetValue
So this makes it possible to use variables to be used as right side value?
Will something like this work?:
Code:wealth = Root.PrimaryTitle.test_var.GetValue