Playr10 Posted September 29, 2020 Share Posted September 29, 2020 As far as I'm aware, the only way to do this is to put it into negotiation_defs.lua, but I don't think that would work for people who install the workshop mod. Link to comment Share on other sites More sharing options...
Newbiespud Posted September 29, 2020 Share Posted September 29, 2020 It's late and I'm tired but here's my best attempt at explaining: Arguments, bounties, inceptions, and cores are all types of Modifiers. You can add a modifier in the negotiation_data of a CharacterDef or in a local Modifiers container in your own lua content files, so long the file the modifier is in is required/loaded before your character-defining file in the modinit OnLoad order. Here's an example of creating a Core Argument in my WIP playable Arint mod's negotiation_cards file: local negotiation_defs = require "negotiation/negotiation_defs" local CARD_FLAGS = negotiation_defs.CARD_FLAGS local EVENT = negotiation_defs.EVENT local MODIFIERS = { PC_ARINT_CORE = { name = "Well Connected", desc = "Your opponent's arguments come into play with 1 less resolve.", modifier_type = MODIFIER_TYPE.CORE, icon = "negotiation/modifiers/arint_weakness.tex", event_handlers = { [ EVENT.MODIFIER_ADDED ] = function ( self, modifier, source ) if modifier.negotiator == self.anti_negotiator and modifier.max_resolve ~= nil and modifier.modifier_type == MODIFIER_TYPE.ARGUMENT then modifier:ModifyResolve(-1, self) end end } }, } for i, id, def in sorted_pairs( MODIFIERS ) do Content.AddNegotiationModifier( id, def ) end Then in my file with my CharacterDef, there's this block: negotiation_data = { behaviour = { OnInit = function( self, difficulty ) self.negotiator:AddModifier( "PC_ARINT_CORE" ) end, } }, Thus, my custom negotiator loads in with a custom Core Argument. Hope that's enough of an example to point you in the right direction. Link to comment Share on other sites More sharing options...
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