First-person roleplaying game, based on White Wolf's popular Vampire: The Masquerade pen-and-paper RPG. Vampire: The Masquerade - Bloodlines combines intense first-person action with an open, non-linear world, rich character development and an immersive storyline. The game plunges players into the dark and gritty vampire underworld of modern day L.A. as a creature of the night, interacting with and battling mortals and other creatures of darkness with an incredible array of vampire powers, skills and traits. Developed by Troika, Vampire: The Masquerade - Bloodlines runs on Valve Source Technology - the same game engine technology that powers Half-Life 2.

Post tutorial Report RSS How to change clans, part 4

Part 4: coding stuff in traiteffects000.

Posted by on - Intermediate Starting a mod

Here we go to one of the core elements of this game, /vdata/system/traiteffects000.txt

Open it and study the instructions at the top:

//	TraitEffect
//	{
//		"Trait"	-- The Trait (Attribute/Ability/etc.) to modify
//		"Modify"	-- How to modify the Trait:
//					"+" or "-"	-- Add or subtract to the base value
//					"*"		-- Multiply the base value
//					"/"		-- Divide the base value
//					"Max"		-- The Maximum possible value is this
//					"Min"		-- The Minimum possible value is this
//					"%"		--
//					"Value"		-- Ignore the base value.  Use this instead.
//					"Cost"		-- Use this cost structure instead of the default.
//					"BloodCost"	-- Modify the BloodCost to activate this (discipline) by a given value (+/-).
//					"Damage"	-- Modify the Damage from this (discipline) by a given %.
//					"Duration"	-- Modify the Duration of this (discipline) by a given %.
//	}

Now scroll to the first clan traits, and since in clandoc000 we haven't changed the code in the 270th line which states the 1st clan's traits we'll replace the Brujah's one. If you want a more elegant code you can change it (like for example "Clan (Maeghar)") in clandoc000 but you have to change it in traiteffect000.txt too (or add a new "TraitEffectGroup" section with that name.)

Anyway, we want the Maeghar to have a hell of a time raising his disciplines. Look at Brujah's traits:

		TraitEffectGroup
		{
			"InternalName"	"Clan (Brujah)"

			TraitEffect  // added by wesp
			{
				"Trait"	"VampHeal_Type"
				"Modifier"	"Duration 200%"
			}  

			TraitEffect
			{
				"Trait"	"Close_Combat_Brawl"	// Feat
				"Modifier"	"+1"
			}

			TraitEffect
			{
				"Trait"	"Frenzy_Check_Mod"
				"Modifier"	"-2"
			}

			TraitEffect	// added by wesp
			{
				"Trait"	"Animalism"
				Costs
				{
					"Raise"	"Table: 6, 8, 12, 18, 24"
				}			
			}

			TraitEffect	// added by wesp
			{
				"Trait"	"Animalism"
				"Modifier"	"Max 3"
			}

			TraitEffect	// added by wesp
			{
				"Trait"	"Fortitude"
				Costs
				{
					"Raise"	"Table: 6, 8, 12, 18, 24"
				}			
			}

			TraitEffect	// added by wesp
			{
				"Trait"	"Fortitude"
				"Modifier"	"Max 3"
			}

			TraitEffect	// added by wesp
			{
				"Trait"	"Protean"
				Costs
				{
					"Raise"	"Table: 6, 8, 12, 18, 24"
				}			
			}

			TraitEffect	// added by wesp
			{
				"Trait"	"Protean"
				"Modifier"	"Max 3"
			}

The first one, VampHeal_Type, was added in the UP for all clans. If we're using the UP and it will be present leave it as it is, unless you want for that clan/bloodline to have a different healing speed (smaller the value, faster the healing).

Then there are the bonus in "Close_Combat_Brawl" and the malus in "Frenzy_Check_Mod", replace them with:

			TraitEffect
			{
				"Trait"	"Obfuscate"
				Costs
				{
					"Raise"	"Table: 6, 8, 12, 18, 24"
				}			
			}

			TraitEffect
			{
				"Trait"	"Potence"
				Costs
				{
					"Raise"	"Table: 6, 8, 12, 18, 24"
				}			
			}

			TraitEffect
			{
				"Trait"	"Presence"
				Costs
				{
					"Raise"	"Table: 6, 8, 12, 18, 24"
				}			
			}

This will make its disciplines more expensive (and only to it).

Now we see costs and max levels for three disciplines Brujah doesn't have at all. That's because the UP made possible to learn one of these discipline from Beckett (Celerity if you're a Gangrel and so already knows them). Make sure the other clans will have the extra traits of the disciplines they will have the chance to learn (Noiad can only learn Fortitude, the two Tzimisce only Fortitude and Protean, the others all three disciplines).

Now for the other clans let's see their weaknesses:

  • the Noiad not being able to drink to rats is set in clandoc000 (sorry for not pointing this out in the previous lesson). Go to the Noiad's ClanData section, scroll down to "Is_BlueBlood" and set it to "1". This will make him vomit from drinking from rats but also bums and prostitutes. I bet a python code if added or replacing this option will work better.... Remember to change in the other ClanData sections this option to "0" to revert the Ventrue weakness.
  • the Dominate Malks might be left as they are. Or if you want to make things different you can make the UP's "Subtly Insane" history the default option (and make a "Extremely Insane" history in replacement of the old history).... be creative!
  • the Kiasyd being weak to cold iron might be tricky. Or you can make a malus in traiteffect000 for "Automatic_Soak_Successes" or a python code. Your choice
  • the Antitribu clans will be covered in one of the next lessons

For today is everything, have a nice evening!

EDIT (03 JULY 2023)
I've made a small mistake, to make the Noiad not drink rats it's enough to use as trait effect these lines:

			TraitEffect
			{
				"Trait"	"Fx_Cannot_Rat_Feed"
				"Modifier"	"+1"
			}

No need to make a python code :P

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