Stupidity_0122
Member
- Nov 1, 2019
- 193
- 71
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This is the top section of the <game folder>\data\modifiers.txt . Hope that helps.
Code:
# Format:
# mod <mod_id> "<label>" <base> <decay> <limit> gossip_type
# traits <trait>:<effect> ...
# likes <like>:<effect>
# taboo <taboo>
#
# <base> is the base effect that modifier has on the opinion
# A value of 50 adds 50 points to the opinion
# Set it to 0 for it to be just a flag
# <decay> shows how many points it drops per year. If 0 it never goes down
# <trait>:<effect> changes the base value by <effect> times the trait value
# of the NPC
# <like>:<effect> changes the base value by <effect> times 50x the opinion
# of the NPC of <like>
#
# <limit> is how many instances of this modifier can be active at once
#
# The values for effect are floats in the -1:1 range.
#
# For example for close_family an NPC with trait of comp=40 and who dislikes
# family would have an initial mod value of: 50 + 0.2*40 + 0.4*(-1*50) = 38
#
# Note that if the initial value changes sign, then it's not applied (i.e a
# negative opinion can't be turned into a positive one becaue of traits/likes)
#
# Careful: don't create a modifier with key starting with "like_". Those are
# dynamically created from the like values.
#
# Default modifiers - these are based on the relationship type (they don't decay)
#
# Family relations #####################################
#
# max: 50+0.2*100+0.1*100 = 80
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