LoL now I'm a troll...
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.
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...
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>
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.
'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.
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'.
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.
P.S. I think you should consider adding a 'when' option to the triggers, to control when you want them to fire.
Btw trying to test the things discussed above I think I found a bug.
Corinth (Territory) belongs to Achaia, but has some of (Allied) Macedon's units starting there. When I have the following option enabled for the Allied relationshipTypeAttachment
<option name='canTakeOverOwnedTerritory' value='true'/>
and I move ALL of Macedon's troops to invade a neighbouring territory, Corinth ownership changes to Macedon.
I guess I need two allied types to fix this, one for true alliance and one for capturable vassals, but it still seems unintended/strange anyway.
This sound right to me. If 'canTakeOverOwnedTerritory' is set 'true'. Then the Macedon's starting units have 'ownership' of Corinth, even though Corinth 'originalOwner' is set to Achaia. (PoS2 'By setting true, you can take over territories of an ally'). Since the Macedon's units were placed there at game start, it is my guess that the change didn't happen until after they moved, I don't think that attacking of another territory made the change, just the movement out of Corinth.
@Cernel Blitzing has nothing to do with this, since Achaia and Macedon are allies, and my guess is that 'canMoveLandUnitsOverOwnedLand' is set 'true' or 'default', so passage over Corinth is freely given.
Hope this is helpful.
No you do not have to upload to GitHub. Just include you changes in the map folder. You should be able to test your mod then. I find it easer if the map folder is un-zipped. I also take the '-master' off the un-zipped folder, and relocate the original downloaded zipped file.
Hope this helps.