Creating traits that are always present on randomisation/small chance of replace

Started by Blopbi, August 07, 2016, 03:53:03 PM

Previous topic - Next topic

Blopbi

So - here's my problem. I'm making a mod based on a particular book series, and there's two types of people in it - one of the traits is 'Normal', and the other is "Mutant".

The only reason I'm not just having no 'Normal' trait and just a "Mutant" trait is because the "Normal" trait is going to sometimes trigger a lower mood, and sometimes even fights between the two. Is this a waste of time? Or does this make sense?

Anyways, the main question: how would I get it so that there's always a "Normal" trait, and if the character doesn't have the "Normal" trait, they automatically have the "Mutant" trait?

This is the code so far:
<?xml version="1.0" encoding="utf-8" ?>
<TraitDefs>

  <TraitDef>
    <defName>Mutant</defName>
    <commonality>0.1</commonality>
    <degreeDatas>
      <li>
        <label>mutant</label>
        <description>NAME is a mutant, capable of powers beyond normal human limits. HECAP can be deadly in a   fight; teleport; and are usually capable of other extraordinary powers.</description>
      </li>
    </degreeDatas>
  </TraitDef>

  <TraitDef>
    <defName>Normal</defName>
    <commonality>0.9</commonality>
    <degreeDatas>
      <li>
        <label>normal</label>
        <description>NAME is a 'normal', a term used to describe the citizens that don't possess any mutation or power. HECAP, on occasion, feel downed if HECAP lives with a mutant, due to jealousness or other causes.</description>
      </li>
    </degreeDatas>
  </TraitDef>


Blopbi

Hmm, I've added conflicting traits. But still no way to ensure that either one appears on every character.

CallMeDio

Now that they are conflicting traits try increasing the commonality of both to a value way bigger than the commonality of any other trait (maybe 1 on both). I believe this will make them be present in every character and as they are conflicting only one will be there.

You will need to start a new game after to check the results because the characters that already exist gonna keep their traits, you can also enable dev mode and spawn a lot of characters to test.
QuoteYou may need a rubber duck.  Also, try some caveman debugging.

Released mods: No Mood Loss on Prisoner Sold or Died