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Questions about character mods

PostPosted: Sat Aug 04, 2018 7:40 am
by fubarbarian
I'm working on a couple mods and have some questions:
1) In character variations, is it possible to apply other properties besides images? For example, if I wanted different combat dice or a status applied or a character flag by male or female animal variation. As a workaround it seems I have to create a separate animal entry.
2) Is it possible to create a pack animal that is not mountable and have the crates image overlay? At the moment, if I set ismountable to false, the game will not display the crates image by default. I don't have a missing crates image load error either.

Re: Questions about character mods

PostPosted: Mon Aug 13, 2018 6:05 am
by fubarbarian
I've managed a lot of other things in my mod, but still have the same questions above, as they haven't been directly solvable.

I have a new question though: I want to add a status check to the village leave event, but the status check is pretty deep and I haven't found an example for targetId that references a sub sub target. Is it possible? At this point I think I'd need to replace the entire select block, but would greatly increase the chances that this mod will be incompatible with others.

Code: Select all
  {
    id: evt-village-leave
    actionText: txt-evt-leave-action
    alwaysShown: true
    select: [
      {
        ...
      }
      {
        prio: 1
        charEvents: [
          ...
        ]
        partyEvents: [
          {
            ...
          }
          {
            optional: true
            chance: 0.5
            reqStanding: -3..-1
            reqPartyStatus: -followed-natives    <---- I want to add another status here
            setPartyStatus: +followed-natives
            text: txt-evt-village-leave-4
          }
          {
            optional: true
            reqStanding: -10..-4
            reqPartyStatus: -followed-natives    <---- and here
            setPartyStatus: +followed-natives
            text: txt-evt-village-leave-5
          }
        ]
      }
    ]
  }

Re: Questions about character mods

PostPosted: Mon Aug 13, 2018 12:30 pm
by riadd
Hello fubarbarian,

unfortunately the targetId does not allow changes to data which is not in the upper hierarchy. In this case we should probably simplify the events to be more shallow so that they can be easier be changed. Or add a way to allow more complex search syntax.

Depending on what you want to achieve exactly maybe there could be a way to handle the requirements that you're interested in first before forwarding the call to the regular events?

Also fee free to join our https://discord.gg/maschinen-mensch . We also have a modding channel there where you can real-time feedback.

Re: Questions about character mods

PostPosted: Tue Aug 14, 2018 9:47 pm
by fubarbarian
Thanks for the hint about modifying the sending event! I was able to target evt-village-actions instead and add a new block that redirects to the normal leave event or sends to my custom leave event instead, based on checks.

Re: Questions about character mods

PostPosted: Wed Aug 15, 2018 8:43 am
by riadd
Nice! In addition we'll probably update the event to be more modular for the next update, but this should have no breaking impact on your mod.