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    Simple Trigger Help

    Scheduled Pinned Locked Moved Map Making
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    • RogerCooperR Offline
      RogerCooper @Name
      last edited by

      @Name I have been working on a system for randomizing alliances (and giving bonuses and penalties based upon your allies & enemies). Alliances can chain together can work, but make sure that you start from neutrality. You can ally with 2 powers that always hostile or create dummy powers which just work to ally with.

      N 1 Reply Last reply Reply Quote 0
      • N Offline
        Name @RogerCooper
        last edited by Name

        @RogerCooper
        Do you mean start with all factions at neutral, then set alliances with triggers?
        Dummy powers you mean "empty" players, always at war with each other?

        Edit:
        How would I have a condition & trigger like the following fire only once? But not cancelled as effect. Nor as condition, since the condition might be used for other triggers as well.

        <attachment name="Lyttian_War_Condition" attachTo="Macedon" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
        	<option name='alliedPresenceTerritories' value='Carpathian Sea:Cretan Sea' count='1'/> 
        	<option name='unitPresence' value='Pirate_Fleet:Fleet' count='2'/>		
        </attachment>	
        
        <attachment name="Lyttian_War" attachTo="Rhodos" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
        	<option name="conditions" value="Lyttian_War_Condition"/>
        	<option name="relationshipChange" value="Rhodos:Macedon:any:War"/>
        	<option name='notification' value='Social_War'/>			
        	<option name="chance" value="6:6"/>
         </attachment>
        
        wc_sumptonW RogerCooperR 2 Replies Last reply Reply Quote 0
        • wc_sumptonW Offline
          wc_sumpton @Name
          last edited by

          @Name
          Not sure if I am understanding your question. You want the condition and trigger to fire only once, even if the 'chance' fails ('6:6' should not fail). Then you could add:

             <option name="uses" value="1"/>
          

          to the trigger.

          If you mean to not fire 'Lyttian_War' after a successful 'chance' (even though 'chance' value might change). Then have the trigger set a 'switch' condition:

          <attachment name="Lyttian_War_Switch" attachTo="Rhodos" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
          	<option name="switch" value="true"/>		
          </attachment>
          
          <attachment name="Lyttian_War" attachTo="Rhodos" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
          	<option name="conditions" value="Lyttian_War_Condition:Lyttian_War_Switch"/>
          	<option name="relationshipChange" value="Rhodos:Macedon:any:War"/>
          	<option name='notification' value='Social_War'/>			
          	<option name="chance" value="6:6"/>
                  <option name="players" value="Rhodos"/>
                  <option name="playerAttachmentName" value="RulesAttachment" count="Lyttian_War_Switch"/>
                  <option name="playerProperty" value="switch" count="false"/>
          </attachment>
          

          If you want the 'Lyttian_War_Condition' to always remain 'true' even if one or both of the Pirate_Fleet get removed, the set the switch/trigger on the condition.

          Hope this helps.

          Cheers...
          P.S. I think you should consider adding a 'when' option to the triggers, to control when you want them to fire.

          N 1 Reply Last reply Reply Quote 0
          • wc_sumptonW Offline
            wc_sumpton @Cernel
            last edited by

            @Cernel
            I am sorry, I misunderstood what you were saying. I believe the problem is with 'canMoveLandUnitsOverOwnedLand', it should not stop the entering of a territory, just continued movement over/through territories.

            Cheers...

            1 Reply Last reply Reply Quote 0
            • N Offline
              Name @wc_sumpton
              last edited by Name

              @wc_sumpton
              What I mean is I wanted the trigger to fire just once, but the condition to stay for potential use for other triggers.

              From what I've understood reading XOB, 1 use makes the trigger fire once per turn, not what I'm looking for.
              I'm confused on switch.

                  <option name="playerProperty" value="switch" count="false"/>
              

              Means no more rolls after succcess?

              and

              <option name="switch" value="true"/>	
              

              Means condition always true after the first time it was valid?

              Since the triggers I'm using so far deal with relationship changes, I found a workaround, setting the condition to work depending on current relationship, besides other things.

              Another question on triggers with chances. If the condition remains active, but the trigger isn't successful yet, will it fire 2 times on the next turn?

              Say we've got this:

                  <attachment name="Lyttian_War_Condition" attachTo="Macedon" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                     <option name='alliedPresenceTerritories' value='Carpathian Sea:Cretan Sea' count='1'/> 
                     <option name='unitPresence' value='Pirate_Fleet:Fleet' count='2'/>		
               </attachment>	
              
                   <attachment name="Lyttian_War" attachTo="Rhodos" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
              	<option name="conditions" value="Lyttian_War_Condition"/>
              	<option name="relationshipChange" value="Rhodos:Macedon:any:War"/>
              	<option name='notification' value='Social_War'/>			
              	<option name="chance" value="1:6"/>
               </attachment>
              

              If the Fleets are present on the next turn, and the trigger didn't succeed on the first, how many times will the trigger roll? Same scenario but the fleets not there anymore?

              If we use switch on the condition, how many rolls when the trigger fires?

              wc_sumptonW 1 Reply Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @Name
                last edited by redrum

                @Name Interesting. You may have found a bug then in alliancesCanChainTogether. As if Macedon, Achaia, and Macedonian_Allies are all allied and then Achaia declares war on Macedon, it should also declare war on Macedonian_Allies. At this point, I would have to do some tests as not the many maps use this property.

                I'll look to set up this scenario with alliancesCanChainTogether and see if I see the same behavior you do:

                1. Player A, B, C are all Allied
                2. Player A declares War on Player B
                3. Result should be that Player A is then at War with Player B & C and Player B & C are still Allied

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                N 1 Reply Last reply Reply Quote 1
                • wc_sumptonW Offline
                  wc_sumpton @Name
                  last edited by

                  @Name
                  'uses' is the number of time a condition/trigger can be called.

                     <option name="uses" value="4"/>
                  

                  Means that the condition/trigger can only be call 4 times, it can be call 4 times in 1 turn, or take all game to make the 4 calls. After the 4th call, then the trigger can not be used any more for the rest of the game.

                  The 'switch' is a condition option. In my above example I created a condition called 'Lyttian_War_Switch' which contained '<option name="switch" value="true"/>'. So this condition is always true for any condition/trigger that uses it.

                  Then I changed the 'conditions' for Lyttian_War trigger and add a check for Lyttian_War_Switch:

                     <option name="conditions" value="Lyttian_War_Condition:Lyttian_War_Switch"/>
                  

                  So the trigger will only fire when both conditions are true. With a chance of 6 or less out of 6 (always true, you will always get a 6 or less, when the highest value is 6) then the relationship between Rhodos and Mecedon will change to war. Then I changed the Lyttian_War_Switch condition to false. The next three lines are taken together:

                          <option name="players" value="Rhodos"/> <!-- not needed because the trigger is attached to this player -->
                          <option name="playerAttachmentName" value="RulesAttachment" count="Lyttian_War_Switch"/> <!-- changing a player RulesAttachment name 'Lyttian_War_Switch' -->
                          <option name="playerProperty" value="switch" count="false"/> <!-- changing the 'switch' value from true to false for what uses this condition -->
                  

                  Hopes this helps what I was trying to say.

                  @Name said in Simple Trigger Help:

                  If we use switch on the condition, how many rolls when the trigger fires?

                  Again it is hard to understand what you are asking, the trigger will only roll once every time it fires. How may times will this trigger fire per turn is hard to say with out a 'when'.

                  Cheers...

                  N 1 Reply Last reply Reply Quote 0
                  • N Offline
                    Name @redrum
                    last edited by Name

                    @redrum
                    Could it be cause I have used this isDefaultWarPosition (without really being sure what it does 😛 )?
                    If true, any players that reach an alliance chaining relationship, will have their enemies who are not yet at war with, set to this relationship.

                    @wc_sumpton I'll study what you said and open a specific thread with any remaining related questions soon.

                    redrumR 1 Reply Last reply Reply Quote 0
                    • wc_sumptonW Offline
                      wc_sumpton
                      last edited by

                      @Name
                      I am still trying to understand what you are asking. Let me breakdown what I think so far.

                      <!-- You are creating a condition and attaching it to player Macedon -->
                      <attachment name="Lyttian_War_Condition" attachTo="Macedon" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                         <!-- Now check for something in the Carpathian Sea or Cretan Sea. -->
                         <!-- OR so only one territory has to contain something. -->
                             <option name='alliedPresenceTerritories' value='Carpathian Sea:Cretan Sea' count='1'/> 
                         <!-- Checking for Pirate_Fleet OR Fleet, and there must be 2 or more of them in a single territory.-->
                         <!-- If there is 1 in each territory then this will return 'false' -->
                             <option name='unitPresence' value='Pirate_Fleet:Fleet' count='2'/>		
                      </attachment>	
                      
                      <!-- A trigger to check condition Lyttian_War attached to player Rhodos -->
                      <attachment name="Lyttian_War" attachTo="Rhodos" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                         <!-- There must be 2 or more Pirate_Fleet or Fleet units in a single Carpathian Sea or Cretan Sea territory, --> 
                      	<option name="conditions" value="Lyttian_War_Condition"/>
                         <!-- Change Rhodos and Macedon to be at war with each other. -->
                      	<option name="relationshipChange" value="Rhodos:Macedon:any:War"/>
                         <!-- Show this notification to the Rhodos player. -->
                      	<option name='notification' value='Social_War'/>
                         <!-- There will be a 1 in 6 chance every time this trigger is called -->			
                      	<option name="chance" value="1:6"/>
                         <!-- Add to fire only after Macedon NCM -->
                              <option name="when" value="after:MacedonNonCombatMove"/>
                       </attachment>
                      

                      @Name said in Simple Trigger Help:

                      If the Fleets are present on the next turn, and the trigger didn't succeed on the first, how many times will the trigger roll? Same scenario but the fleets not there anymore?

                      Yes this trigger will fire every time there are fleets there. Even if Rhodos and Macedon are at War, if the fleets are there this trigger will fire. If the fleets leave, then the trigger will not fire. If the fleets return the trigger will fire again.

                      How may times will this trigger roll/fire? Not sure, I think it should fire at the end of the Macedon NCM. But it could be many times per game turn.

                      Hope this is helpful.

                      Cheers...

                      1 Reply Last reply Reply Quote 2
                      • N Offline
                        Name @wc_sumpton
                        last edited by

                        @wc_sumpton

                        Ok I think I get most of it.
                        switch = always true.
                        Setting switch to false for a condition will disable it.
                        uses 1 = 1 time in total that the trigger can fire.

                        Those triggers seem to all fire during the politics phase. I'll keep it that way without "when" for now, until the gameplay is more settled on and I know when I want them.

                        Question:
                        Can I have a notification display to all or a number of players?

                        My confusing question rephrased, and probably answered:
                        Does a trigger run again on it's own during the next turn if it failed it's roll? Probably not. What I was asking for about "rolls" (chances) is if it could roll two times next turn. One because it triggered again and one because it keeps checking from the previous turn. This chanceIncrementOnFailure made me think that possibly a trigger could auto-retry with increased chances next turn. Probably not.

                        wc_sumptonW 1 Reply Last reply Reply Quote 0
                        • wc_sumptonW Offline
                          wc_sumpton @Name
                          last edited by wc_sumpton

                          @Name said in Simple Trigger Help:

                          Question:
                          Can I have a notification display to all or a number of players?

                          Yes add <option name="players" value="Rhodos:Macedon"/>. Just list the players, separated with a colon.

                          @Name said in Simple Trigger Help:

                          My confusing question rephrased, and probably answered:
                          Does a trigger run again on it's own during the next turn if it failed it's roll?

                          Yes, if the condition, the fleets are still there. No if the fleets are not there. Chance has nothing to do with the trigger firing, only the 'conditions' value.

                          Turn 1: two Fleet units in Cretan Sea so trigger Lyttian_War fires and chance 1:6 fails.

                          Turn 2: one Fleet still in Cretan Sea with the other in Carpathian Sea with a Pirate_Fleet so trigger will fire. If you added:

                             <option name="chanceIncrementOnFailure" value="1"/>
                          

                          Now the chance is 2 or less out of 6, but fails again.

                          Turn 3 the Fleet as left Carpathian Sea leaving the Pirate_Fleet with a Fleet in Cretan Sea. The trigger 'Lyttian_War' will not fire.

                          Turn 4 the Pirate_Fleet moved to Cretan Sea with the Fleet and the trigger will fire again, this time at 3:6. Success and Rhodos and Macedon are at war!

                          Turn 5 the Pirate_Fleet and Fleet are still in Cretan Sea. Trigger 'Lyttian_War' fires at 3:6 failure but Rhodos and Macedon are still at war.

                          Turns 6-9 the Fleet has left Cretan Sea for Carpathian Sea so Trigger 'Lyttian_War' does not fire

                          Turns 10-15 the Pirate_Fleet has joined the Fleet at Carpathian Sea so Trigger 'Lyttian_War' will fire. Some fail, some success. With every failure the chance will increase by 1 until it matches 6, then the chance will not fail. With every success Rhodos and Macedon will be set to War, even if they are already at war, and everyone listed in the 'players' value will get notified.

                          So yes the trigger will fire again and again, as long as 2 units are in 1 of the listed territories, the trigger will fire.

                          And yes on every failure with 'chanceIncrementOnFailure' value of 1 will increase the chance of success until it reaches state of always true (6:6).

                          Hope this helps...

                          Cheers...

                          N 1 Reply Last reply Reply Quote 2
                          • redrumR Offline
                            redrum Admin @Name
                            last edited by

                            @Name Anything is possible and I'd need to take a closer look at the code and do some testing but I'm 99% sure that isDefaultWarPosition would only ever cause chaining war and cause additional war declarations which doesn't appear to be the issue you're seeing 🙂

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            B 1 Reply Last reply Reply Quote 3
                            • B Offline
                              beelee @redrum
                              last edited by

                              @redrum said in Simple Trigger Help:

                              @Name Anything is possible ...

                              👍

                              1 Reply Last reply Reply Quote 0
                              • N Offline
                                Name @wc_sumpton
                                last edited by

                                I've made a thread for the map showcasing some of it's planned features.
                                https://forums.triplea-game.org/topic/1726/ancient-empires-222-bc

                                @wc_sumpton
                                Thanks, everything seems clear now 🙂

                                wc_sumptonW redrumR 2 Replies Last reply Reply Quote 1
                                • wc_sumptonW Offline
                                  wc_sumpton @Name
                                  last edited by

                                  @Name
                                  Sure, no problem. Have fun and welcome to TripleA xml scripting.

                                  Cheers...

                                  1 Reply Last reply Reply Quote 2
                                  • redrumR Offline
                                    redrum Admin @Name
                                    last edited by

                                    @Name So I looked a bit closer and the reason alliancesCanChainTogether isn't working as we would think is that it only happens during the politics phase not during triggered relationship changes. So if you'd say declare war using a politics action instead of the trigger then you would see the effect I described. This could probably be enhanced and either way a bit better documentation in POS2 would be helpful.

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                    N 1 Reply Last reply Reply Quote 3
                                    • N Offline
                                      Name @redrum
                                      last edited by

                                      @redrum
                                      Thanks. I think I can deal with it for now, setting only a number of essential triggered changes to depict the era and including whatever players are needed in each case.

                                      1 Reply Last reply Reply Quote 0
                                      • RogerCooperR Offline
                                        RogerCooper @Name
                                        last edited by

                                        @Name Yes, all powers start at neutral, with alliances set with triggers.

                                        Here is the code

                                              <attachment name="relationshipTypeAttachment" attachTo="War" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
                                              <option name="archeType" value="war"/>
                                              <option name="isDefaultWarPosition" value="true"/>
                                            </attachment>
                                            <attachment name="relationshipTypeAttachment" attachTo="Allied" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
                                              <option name="archeType" value="allied"/>
                                              <option name="alliancesCanChainTogether" value="true"/>
                                            </attachment>
                                            <attachment name="relationshipTypeAttachment" attachTo="Neutrality" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
                                              <option name="archeType" value="neutral"/>
                                            </attachment>
                                        <attachment name="conditionAttachmentTurn1" attachTo="A" 
                                        javaClass="games.strategy.triplea.attachments.RulesAttachment"  type="player"><option name="rounds"  value="1"/></attachment>
                                        
                                        <attachment name="triggerAttachmentJapanToA" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Japanese:A:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:2"/>
                                              <option name="when"  value="before:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentJapanToB" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Japanese:B:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:1"/>
                                              <option name="when"  value="after:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentGermansToA" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Germans:A:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:2"/>
                                              <option name="when"  value="before:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentGermansToB" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Germans:B:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:1"/>
                                              <option name="when"  value="after:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentItaliansToA" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Italians:A:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:2"/>
                                              <option name="when"  value="before:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentItaliansToB" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Italians:B:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:1"/>
                                              <option name="when"  value="after:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentChineseToA" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Chinese:A:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:2"/>
                                              <option name="when"  value="before:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentChineseToB" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Chinese:B:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:1"/>
                                              <option name="when"  value="after:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentAmericansToA" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Americans:A:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:2"/>
                                              <option name="when"  value="before:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentAmericansToB" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="Americans:B:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:1"/>
                                              <option name="when"  value="after:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentBritishToA" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="British:A:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:2"/>
                                              <option name="when"  value="before:ABidPlace"/>
                                            </attachment>
                                        <attachment name="triggerAttachmentBritishToB" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                              <option name="conditions" value="conditionAttachmentTurn1"/>
                                              <option name="relationshipChange" value="British:B:Neutrality:Allied"/>
                                              <option name="uses" value="1"/>
                                              <option name="chance" value="1:1"/>
                                              <option name="when"  value="after:ABidPlace"/>
                                            </attachment>
                                        
                                        

                                        Each power has 50% of joining alliance A, and a 50% of joining alliance B.

                                        Note that alliances chain together not wars. Declaring war on a member of an alliance does not put you at war with the rest. However allying with another country gives you identical diplomatic relationships (for the peace and war archetypes).

                                        N RogerCooperR 2 Replies Last reply Reply Quote 3
                                        • N Offline
                                          Name @RogerCooper
                                          last edited by Name

                                          @RogerCooper Thanks, I'll consider it when I get more deeply into how to handle diplomacy.

                                          Btw does this format work with trigger notifications? or only with political actions?

                                          Social_War=<body>Blah Blah!</body>
                                          Social_War.NOTIFICATION_SUCCESS=<body>Aetolia is now Allied with Sparta against Macedon!</body>
                                          Social_War.OTHER_NOTIFICATION_SUCCESS=<body>Aetolia is now Allied with Sparta against Macedon!</body>
                                          Social_War.NOTIFICATION_FAILURE=<body>Aetolia is not yet Allied with Sparta against Macedon!</body>
                                          Social_War.OTHER_NOTIFICATION_FAILURE=<body>Aetolia is not yet Allied with Sparta against Macedon!</body>
                                          

                                          I can't seem to get it replace things like:

                                          Trigger Rolling is a Failure! (Rolled at 3 out of 6 Result: 4  for Social War)
                                          
                                          C 1 Reply Last reply Reply Quote 0
                                          • C Offline
                                            Cernel Moderators @Name
                                            last edited by

                                            @Name Yeah, as far as I know, the success/failure notifications are manageable only from the user side. If so, I certainly believe this is unpolished, as it should be up to the mapmaker to decide if to show them or not, at least as default (for example, there is no point showing a success notification if that also triggers a custom notification, explaining the matter).

                                            N 1 Reply Last reply Reply Quote 0

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