Average
Yes, new to modding, and i get embarrassed having to ask for help anytime i get stumped by this, but ive noticed there has been no star wars mod for warband, with help from a forum user i was able to figure out how to generally use python, but i cant figure out most triggers....i know its a big part, i read the tutorial, but wow. Thing is, im doing this in the clone wars, and i was just going to do two factions (yes, im leaving out Hutt Cartel, as they dont rise largely until the Empire), But anyway, The Cofederacy of Independent Systems (CIS) and the Galactic Republic. So using Morphs i simply combined all the factions increased relations with other factions and put negative relations with other factions. Tis be hard. When they start, they instantlly declare peace with atleast one faction, and i know in time theyd declare war on their combined faction. I remember reading somewhere a trigger could reset their wars...making them longer and their peace, so i can make all the combined factions always at peace, and always at war with the other.... ive been looking through the Module_Triggers.py and Module_simple_triggers.py and ive discovered in the simple triggers, this little line.
That sends off a little bell that it could mean war and peace, sure, there plenty more of war and peace things, but Diplomatic status stands out, is this what i should edit? and if so, how? Sorry for my idiocy. Im cautios doing Tech like stuff, as problems tend to find me. Ive also had problems with Thogrim Map editor, but ive found a topic with a similar question being answered and im waiting on that to be finished, plus i shouldnt edit the map until i atleast have factions... Any reply is helpful.#diplomatic indices
(24,
[
(call_script, "script_randomly_start_war_peace_new", 1),
(try_begin),
(store_random_in_range, ":acting_village", villages_begin, villages_end),
(store_random_in_range, ":target_village", villages_begin, villages_end),
(store_faction_of_party, ":acting_faction", ":acting_village"),
(store_faction_of_party, ":target_faction", ":target_village"), #target faction receives the provocation
(neq, ":acting_village", ":target_village"),
(neq, ":acting_faction", ":target_faction"),
(call_script, "script_diplomacy_faction_get_diplomatic_status_with_faction", ":target_faction", ":acting_faction"),
(eq, reg0, 0),
(try_begin),
(party_slot_eq, ":acting_village", slot_center_original_faction, ":target_faction"),
(call_script, "script_add_notification_menu", "mnu_notification_border_incident", ":acting_village", -1),
(else_try),
(party_slot_eq, ":acting_village", slot_center_ex_faction, ":target_faction"),
(call_script, "script_add_notification_menu", "mnu_notification_border_incident", ":acting_village", -1),
(else_try),
(set_fixed_point_multiplier, 1),
(store_distance_to_party_from_party, ":distance", ":acting_village", ":target_village"),
(lt, ":distance", 25),
(call_script, "script_add_notification_menu", "mnu_notification_border_incident", ":acting_village", ":target_village"),
(try_end),
(try_end),