'tend faut vérifier, je conjecture car à vu de nez tu n'a pas fait d’erreur. Faut vérifier.
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Lorsque tu remets le fichier dans son état initial, tout fonctionne normalement ?
Et à quoi exactement correspond l'effet ? Je ne connais pas cette commande.
Il faudrait chercher dans tout le fichier (et les autres fichiers de script) si le facteur modifié par tes triggers n'est pas régi ou limité ailleurs, d'où deux ordres potentiellement contradictoires lors du test.
EDIT : et d'ailleurs ça plante quand et comment précisément ?Dernière modification par Caulaincourt, 21-02-2013, 11h56.
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Oui à la première question.
L'effet, je l'ai mis au premier post, avec tout les tenants et sous-tenant ca court sur deux fichiers ( celui des scripts, celui des traits).
Le yearspassed est un trait fait pour compter les années dans Eb(vu que un tour = une saison, fallait trouver autre chose), je met les traits là, mais je vois pas le problème :
Code:;Trait: YearsPassed ; o One_Year ; o Two_Years ; o Three_Years ; o Four_Years ; o Five_Years Trait YearsPassed Characters family Hidden NoGoingBackLevel 6 AntiTraits ReverseYears Level One_Year Description One_Year_desc EffectsDescription One_Year_effects_desc Threshold 1 Level Two_Years Description Two_Years_desc EffectsDescription Two_Years_effects_desc Threshold 2 Level Three_Years Description Three_Years_desc EffectsDescription Three_Years_effects_desc Threshold 3 Level Four_Years Description Four_Years_desc EffectsDescription Four_Years_effects_desc Threshold 4 Level Five_Years Description Five_Years_desc EffectsDescription Five_Years_effects_desc Threshold 5 ;Mod: EBMod883 - 09/19/06 : Added two and three
Code:Trigger yearspassed_sync01 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05 WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 0 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 0 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05b WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 1 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 1 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 0 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05c WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 2 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 2 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 0 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05d WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 3 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 3 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 0 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05e WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 4 and Trait YearsPassed = 5 Affects ReverseYears 5 Chance 100 Affects YearsPassed 4 Chance 100 ;------------------------------------------ Trigger yearspassed_sync01f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 0 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync02f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 1 Affects ReverseYears 1 Chance 100 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync03f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 2 Affects ReverseYears 2 Chance 100 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync04f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 3 Affects ReverseYears 3 Chance 100 Affects YearsPassed 5 Chance 100 ;------------------------------------------ Trigger yearspassed_sync05f WhenToTest CharacterTurnStart Condition AgentType = family and not IsFactionLeader and FactionLeaderTrait YearsPassed = 5 and Trait YearsPassed = 4 Affects ReverseYears 4 Chance 100 Affects YearsPassed 5 Chance 100
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Bon, ben ça signifie juste que tu as forcément raté une étape spécifique au modding de EB.
Le fichier moddé n'est pas pris en compte par ton jeu et le fait planter. As-tu déjà réussi à modder des fichiers d'EB sans plantage, et des fichiers de scripts notamment (campaign_script, export ancillaries, export character)?
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Yop ca y'est, j'ai scripté en bidouillant mais en gardant à l'esprit ce que je voulais faire dans le fichier de traits.
Je viens de le tester, DEUX FOIS, pour tester toutes les possibilités, à grands renforts d'add money et auto-win. Et bien, ca marche, et ca marche même impeccablement et sans problème ! Voilà le script en question :Code:;Section 2b: Saka Reforms ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Modifie Coniurationes catilinae ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Compteur de villes declare_counter IndgCondition ; Check Conditions monitor_event FactionTurnEnd FactionType pontus and I_CompareCounter Saka_Reform = 0 ; Conditional Reforms if I_SettlementOwner Baktra = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Opiana = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Taksashila = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Patala = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Alexandropolis = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Kophen = pontus inc_counter IndgCondition 1 end_if if I_SettlementOwner Pura = pontus inc_counter IndgCondition 1 end_if ;Check if Reforms Conditions are met if I_CompareCounter IndgCondition = 4 set_counter Saka_Reform 1 terminate_monitor end_if ;Reset Counters set_counter IndgCondition 0 end_monitor ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; declare_counter Saka_Reform_Building_Exists monitor_event FactionTurnStart FactionType pontus and FactionIsLocal and I_CompareCounter Saka_Reform = 1 and I_CompareCounter Saka_Reform_Building_Exists = 0 advance_advice_thread Saka_Reforms_Message terminate_monitor end_monitor monitor_event SettlementTurnEnd SettlementBuildingExists = saka set_counter Saka_Reform 1 set_counter Saka_Reform_Building_Exists 1 terminate_monitor end_monitor monitor_event SettlementTurnStart SettlementName Adrumeto and I_CompareCounter Saka_Reform = 1 and not SettlementBuildingExists = saka and I_SettlementOwner Adrumeto = pontus console_command create_building Adrumeto "saka" end_monitor (ect)
Edit : Merci à vous tous !Dernière modification par Faras, 21-02-2013, 18h00.
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Ouais encore merci de votre aide.
Voilà j'ai aussi réussi à foutre une limite de temps sur la seconde réforme celte (qui s'enclenchera vers 200 av. J-C, sachant que la ref marienne pour le joueur arrive en 170, ce qui est parfait) :Code:declare_counter Celt_Reform ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Section 2a: Celtic Reforms ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; declare_counter Celt_ForumCount declare_counter Celt_CityCount declare_counter Celt_TempleCount declare_counter HadCeltReform1 declare_counter HadCeltReform2 ; ; Determine if reforms have already occurred ; monitor_event SettlementTurnEnd SettlementIsLocal and SettlementBuildingExists = celt2 set_counter HadCeltReform1 1 terminate_monitor end_monitor ; monitor_event SettlementTurnEnd SettlementIsLocal and SettlementBuildingExists = celt3 set_counter HadCeltReform2 1 terminate_monitor end_monitor ; ; Count Celtic great markets ; monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = forum inc_counter Celt_ForumCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = forum and I_CompareCounter Celt_Reform < 2 inc_counter Celt_ForumCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = forum inc_counter Celt_ForumCount 1 end_monitor ; Count Celtic large cities monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = proconsuls_palace and I_TurnNumber >= 288 inc_counter Celt_CityCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = proconsuls_palace and I_TurnNumber >= 288 and I_CompareCounter Celt_Reform < 2 inc_counter Celt_CityCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = proconsuls_palace and I_TurnNumber >= 288 inc_counter Celt_CityCount 1 end_monitor ; Count Celtic major temples ;temple_of_battle_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_battle_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_battle_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_battle_awesome_temple inc_counter Celt_TempleCount 1 end_monitor ;temple_of_farming_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_farming_awesome_temple inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_farming_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_farming_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;temple_of_fertility_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_fertility_awesome_temple inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_fertility_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_fertility_awesome_temple inc_counter Celt_TempleCount 1 end_monitor ;temple_of_forge_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 and SettlementBuildingExists = temple_of_forge_awesome_temple inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_forge_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_forge_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;temple_of_fun_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_fun_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_fun_awesome_temple and I_CompareCounter Celt_Reform < 2 and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_fun_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;temple_of_governors_awesome_temple monitor_event SettlementTurnStart FactionType gauls and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_governors_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType scythia and SettlementBuildingExists = temple_of_governors_awesome_temple and I_TurnNumber >= 288 and I_CompareCounter Celt_Reform < 2 inc_counter Celt_TempleCount 1 end_monitor monitor_event SettlementTurnStart FactionType britons and I_CompareCounter Celt_Reform < 2 and SettlementBuildingExists = temple_of_governors_awesome_temple and I_TurnNumber >= 288 inc_counter Celt_TempleCount 1 end_monitor ;reset Celt counters monitor_event FactionTurnEnd FactionIsLocal if I_CompareCounter Celt_ForumCount > 5 set_counter Celt_Reform 1 end_if if I_CompareCounter Celt_ForumCount > 9 and I_CompareCounter Celt_CityCount > 5 and I_CompareCounter Celt_TempleCount > 5 set_counter Celt_Reform 2 end_if if I_CompareCounter Celt_Reform < 2 set_counter Celt_ForumCount 0 set_counter Celt_CityCount 0 set_counter Celt_TempleCount 0 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and I_CompareCounter Celt_ForumCount > 5 set_counter Celt_Reform 1 end_monitor monitor_event FactionTurnStart FactionIsLocal and I_CompareCounter Celt_ForumCount > 9 and I_CompareCounter Celt_CityCount > 5 and I_CompareCounter Celt_TempleCount > 5 set_counter Celt_Reform 2 end_monitor
Dernière modification par Faras, 21-02-2013, 19h32.
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Ca y'essssst, j'ai fini ma réforme sur les phalanges du koinon hellenon. Réforme crée de toutes pièces et dès le premier test ca a marché ! Seul problème, s'il y a un message du conseiller sur l'agôgé en même temps, le message de réforme ne pope pas ! (+ vilaine fôte d'aurthograf déja corrigée sur le screen).
Le but de la réforme : Avoir les deux casernes au plus haut niveau à Sparte et à Corinthe (= Cléomène et Philippoemen, les deux réformateurs des phalanges sont spartiates et achéens) + avoir un personnage qui soit un commandant d'infanterie de génie ( ce qu'étaient les deux zigotos plus haut). Avec cela (+ des tours des jeux, mais pas là pour tester), un nouveau bâtiment apparait (oui oui je sais y'a pas de descriptions ect, d'ailleurs faut que je change l'image mais j'ai pas bien compris comment faire et je suis un peu perdu, si quelqu'un peut m'expliquer d'ailleurs...) qui permet de débloquer les phalanges pour le koinon.
Screens un peu commentés, et je pense que heum...mardi, je posterais les bout de scripts, je pense que ca intéressera du monde, surtout pour voir comment on peut faire des unités apparaissant dans les casernes déja construites rien qu'en ajoutant un bâtiment.
Vous voyez que malgré le fait que Koinon Hellenon Phalangitai apparait dans la liste des unités recrutables dans le bâtiment, on ne peut les recruter.
Même chose à Athènes !
Même avec le dernier CMI à Sparte, impossible de recruter ces phalanges : tout marche impect.
Le dernier CMI est construit à Corinthe, la réforme ne s'enclenche pas, tout va bien
Magie du give_trait !
Oui je sais les tours correspondent pas, mais j'ai du recommencer à cause du 5545ddùù^!:; message d'agôgé. Désolé pour la fôte.
Pour montrer que rien n'est truqué : avant la réforme :
Après :
Un curieux bâtiment apparait !
Tada !
Ultime vérification : le bâtiment doit apparaître dans les provinces concernées par le recrutement des phalanges si je la conquiers, je vérifie si le script marche :
Dernière modification par Faras, 24-02-2013, 19h01.
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