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KonradRichtmark

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Feb 20, 2005
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I've been playing around with an event of my own to nerf the insane child stat development of DV, since I have a bit different aims with it than jordarkelf had with his event in DVIP. I don't merely want to make super-competent characters rarer, I want to decrease the stats of everyone across the board (making the competent less competent and the stupid even stupider), so modified his event.

Basically it is meant to decrease on average one randomly chosen stat per year of child development. Here it is:

Code:
character_event = { #Child development
   id = 9530 

   picture = "event_education" 

   trigger = { 
      condition = { type = age value = 1 } 
      condition = { type = not value = { type = age value = 16 } } 
   } 

   mean_time_to_happen = { 
      months = 10 
   } 

   immidiate = { 
      effect = { type = random_list 
		 52 = { type = no_effect }
         12 = { type = martial value = -2 } 
         12 = { type = diplomacy value = -2 } 
         12 = { type = intrigue value = -2 }  
         12 = { type = stewardship value = -2 } 
      } 
   } 
}

While this will do the trick eventually when properly balanced, the game makes an event popup every time it fires, which is annoying and unnecessary (since no actual choices are involved). Is there any way to turn off the notification, or, any other way to implement the same effect without causing a popup notification?
 
Could you get around that by having it (formally) fire for the AI, but target the player? I mean, there are other events that affect several characters despite only firing for one.
 
Hmm, seems like it's unavoidable then. I suppose I'll just have to accept the popping-up of an event note.

Is it possible to make an event which has no MTTH, but rather automatically happens when certain conditions are fulfilled and only once per guy? I'm thinking of something along the lines of an event that always fires on (say) the 16th birthday of a character and never else. Then I'd get away with a single event per kid, and could conveniently define the nerf distribution I want.
 
The only way to reliably do that is to use a trait as a marker -- check for it in the trigger, and set it by event. Disadvantage will be that all characters get the trait, and the event will not fire for characters who already have that specific trait.

Another way is to play with the MTTH. Set the trigger for type = age value = 16 and NOT = { type = age value = 17 } to lock it to 16-17, then use an MTTH of 10 months or so. This will make it fire most of the time for everyone, and virtually never for someone twice.
 
How about adding it to the finished education events (those that trade court/clerical education for flamboyant schemer, misguided warrior, etc)? Everyone gets exactly one of those sometime not too late past the age of 16, right?
 
Or, how about adding, to each education event, an additional effect, which is simply to trigger another event, i.e. the one reducing stats? Would that work?
 
Goody. I wrote up the first event for martial. Is the following correct, or have I done something wrong?

Code:
character_event = { # Nerfing Martial upon child maturity, triggered by finishing education
	id = 9999 #number here used as example

	picture = "event_education"

	immidiate = { # Approximate Gaussian distribution decreasing stat by average of 5 points
		effect = { type = random_list
			1  = { type = no_effect }
			3  = { type = martial value = -1 }
			7  = { type = martial value = -2 }
			12 = { type = martial value = -3 }
			17 = { type = martial value = -4 }
			20 = { type = martial value = -5 }
			17 = { type = martial value = -6 }
			12 = { type = martial value = -7 }
			7  = { type = martial value = -8 }
			3  = { type = martial value = -9 }
			1  = { type = martial value = -10 }
		}
}

And to launch it I would add the following line (coloured) to all "finish education" events. Is this correct?

Code:
	immidiate = { 
		effect = { type = remove_trait value = court_education }
		effect = { type = add_trait value = naive_wirepuller }
[COLOR="Red"]                effect = { type = trigger for = this value = 9999 }[/COLOR]
	}