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Run/Skip Count

Posted: Sat Sep 24, 2016 7:03 pm
by StrategyGamer
What is run count? Is it how many times the outcome can happen (For instance, something that has a run count of 2 can happen twice)? and what about skip count? Does it skip that many times before it actually does anything?
Thanks in advance.

Re: Run/Skip Count

Posted: Sat Sep 24, 2016 10:01 pm
by captainjack
I think it works as follows:
Run X, Skip Y
Runs it X times with a break of Y turns between each action.

While waiting for one of the more experienced modders to confirm or correct this, setting message actions is probably the best way to test it.
I'd suggest creating a few different messages each with different run and skip instructions - if you put run x skip y in the body of the message you will get rapid confirmation of what is happening.

It's strange that I hadn't thought of doing this until you asked just now, as it looks simple and sensible.

Re: Run/Skip Count

Posted: Sun Sep 25, 2016 9:27 am
by BiteNibbleChomp
Never used the Skip function. I can't think of any reason why I would need to. If I did want something to repeat every something or other number of turns, usually I would just create a series of events.

The run thing is good if you want to set up variables like Number of towns = Prestige per turn, then set run = 999 and individual events for each possible number of towns. I leave this on 1 all the other times.

- BNC

Re: Run/Skip Count

Posted: Mon Sep 26, 2016 7:43 am
by captainjack
BiteNibbleChomp wrote:if you want to set up variables
I didn't know it was possible to do this.
Shame I'm so slow at writing mods or I could find a use for it!

Re: Run/Skip Count

Posted: Mon Sep 26, 2016 9:23 am
by BiteNibbleChomp
'tag' function lets you assign a label that can be checked in future. I've used it a bit in WotW2.

I was more referring to the idea of programming a series of events relating to an attribute, eg. number of towns = number of pp.

- BNC