Ok guys I'm needing a little help with determining what the code means with the factor modifiers and other thing. I'll post a few examples. I'm trying to tweak a few problems I see with some of the chracter trait developments and potentially add new ones.
Example.
#
# An offspring finishes his/her education
# He/she became a midas_touched
#
character_event = {
id = 1036
picture = "event_education"
trigger = {
condition = { type = gender value = male }
condition = { type = age value = 15 }
condition = { type = trait value = court_education }
}
mean_time_to_happen = {
months = 50
modifier = {
condition = { type = not value = { type = diplomacy value = 5 } }
factor = 1.05
}
modifier = {
condition = { type = diplomacy value = 8 }
factor = 0.95
}
modifier = {
condition = { type = not value = { type = intrigue value = 5 } }
factor = 1.05
*****************************************************
Questions:
Do you have to achieve every trigger to get the event to fire or just one?
(I'm kind of thinking just one as I have a king who is 23 and just lost his martial education but want to make sure)
On the condition values, when such is triggered, is that factor modifier an added thing? Or is it a multiple? And what are we looking for as an end result to 'get' the trait or 'not get' the trait?
Months= <-----I'm assuming this means CK checks this specific firing every x ammount of months.
Id=1036 <--------------Are there finite numbers of these, do they have any special relation if there are not. Can we add more, or would that cause very bad things to happen. What importance if any does this valiue have.
*********************************************
MODDING Buildings.
royal_post =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 12
lasting_effects =
{
demesne = 0.2
percentage_score = { gold = 0.95 }
# periodic_score = { gold = -1 }
}
additional_return_on_investment = 0.06 #demesne bonus
**********************************
Cost I understand, I'm running into problems with a few commands.
Demesne = .2 <---------------is this a multiplier or an added modifier? (sometimes i think one sometimes i think the other.)
Can I add the demesne modifier to other buildings? When done if i can, will it report the modifier correctly in the gui, or does it need something added which I am unable to do without decompiling things?
percentage_score = { gold = .95} <---------------This is clearly a multiple modifier, and that's part of the confusion from above.
periodic_score = {gold = -1} <---------------No clue would love an explination. Although from the # at the first of the line i'm thinking it is commented out.
Additional_return_on_investment = .06 <------is this where it was changed to a .8 bonus from a .2 as it was previously for the appearance of it working 'backward' and how can you specify what 'additional return on investment' will modify. or does it always modify the value of the modifier which isn't in brackets?
Example.
#
# An offspring finishes his/her education
# He/she became a midas_touched
#
character_event = {
id = 1036
picture = "event_education"
trigger = {
condition = { type = gender value = male }
condition = { type = age value = 15 }
condition = { type = trait value = court_education }
}
mean_time_to_happen = {
months = 50
modifier = {
condition = { type = not value = { type = diplomacy value = 5 } }
factor = 1.05
}
modifier = {
condition = { type = diplomacy value = 8 }
factor = 0.95
}
modifier = {
condition = { type = not value = { type = intrigue value = 5 } }
factor = 1.05
*****************************************************
Questions:
Do you have to achieve every trigger to get the event to fire or just one?
(I'm kind of thinking just one as I have a king who is 23 and just lost his martial education but want to make sure)
On the condition values, when such is triggered, is that factor modifier an added thing? Or is it a multiple? And what are we looking for as an end result to 'get' the trait or 'not get' the trait?
Months= <-----I'm assuming this means CK checks this specific firing every x ammount of months.
Id=1036 <--------------Are there finite numbers of these, do they have any special relation if there are not. Can we add more, or would that cause very bad things to happen. What importance if any does this valiue have.
*********************************************
MODDING Buildings.
royal_post =
{
cost = { gold = 100 prestige = 0 piety = 0 }
construction_time = 12
lasting_effects =
{
demesne = 0.2
percentage_score = { gold = 0.95 }
# periodic_score = { gold = -1 }
}
additional_return_on_investment = 0.06 #demesne bonus
**********************************
Cost I understand, I'm running into problems with a few commands.
Demesne = .2 <---------------is this a multiplier or an added modifier? (sometimes i think one sometimes i think the other.)
Can I add the demesne modifier to other buildings? When done if i can, will it report the modifier correctly in the gui, or does it need something added which I am unable to do without decompiling things?
percentage_score = { gold = .95} <---------------This is clearly a multiple modifier, and that's part of the confusion from above.
periodic_score = {gold = -1} <---------------No clue would love an explination. Although from the # at the first of the line i'm thinking it is commented out.
Additional_return_on_investment = .06 <------is this where it was changed to a .8 bonus from a .2 as it was previously for the appearance of it working 'backward' and how can you specify what 'additional return on investment' will modify. or does it always modify the value of the modifier which isn't in brackets?