LUA script generally does allow IF sentences just like C++ but do paradox games have this possibility?
So is it possible to have "trigger inside a modifier" like this:
is_triggered_only = yes
ruler = {
(tab) add_trait = corrupt
(tab) (tab) IF = {
(tab) (tab) (tab) ruler = { traits = cruel }
(tab) (tab) (tab) (tab) add_trait = vengeful
(tab) (tab) }
}
The event is triggered by another so it doesn't depend on character traits. So if the above isn't possible is the only way making a ton of events to cover all traits and then use
is_triggered_only = yes
trigger = {
traits = x
}
I probably remember wrong but a long time ago (when I was still playing Rome 1.3) and didn't know anything about scripting I saw IF sentence(s) in some files.. Though it could have been any other game as well.
Help is appreciated
- Wave
So is it possible to have "trigger inside a modifier" like this:
is_triggered_only = yes
ruler = {
(tab) add_trait = corrupt
(tab) (tab) IF = {
(tab) (tab) (tab) ruler = { traits = cruel }
(tab) (tab) (tab) (tab) add_trait = vengeful
(tab) (tab) }
}
The event is triggered by another so it doesn't depend on character traits. So if the above isn't possible is the only way making a ton of events to cover all traits and then use
is_triggered_only = yes
trigger = {
traits = x
}
I probably remember wrong but a long time ago (when I was still playing Rome 1.3) and didn't know anything about scripting I saw IF sentence(s) in some files.. Though it could have been any other game as well.
Help is appreciated
- Wave
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