钢铁雄心2事件指令解释
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command = { type = trigger which = 51 } # UK Gears up for war
command = { type = trigger which = 52 } # France Gears up for war
command = { type = sleepevent which = 2060 }
under_attack = [tag] 某国在被推
attack = [tag] 某国在攻击
difficulty = X 当前游戏难度,0最易、1容易、2一般、3困难、4最难
garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } 有部队驻守在该省份。不填军种type表示什么部队都行。area = yes指将该地区(就是地区模式地图上显示的那种小地区)所有由该国控制的省份的部队都算在内。如果省份代码是海的话不能填area = yes
rare_materials = x 稀有金属数量大于或等于x
metal = x 金属数量大于或等于x
supplies = x 补给数量大于或等于x
lost_VP = { country = [tag] value = X } 某国失去x%的胜利点
lost_national = { country = [tag] value = X } 某国失去x%的国土
event = {
id = 2000 事件的代码,每个事件都有一个唯一的代码
random = no 事件是否随机,yes是,no否
country = GER 发生该事件的国家,国家代码见config文件夹下的worldname
trigger = {
ai = no
NOT = {
guarantee = { country = [tag1] country = [tag2] } 1保证2的独立
war = { country =a country = b } 1和2在对掐
year = x 年份大于或等于x年
energy = x 能源数量大于或等于x
oil = x 石油数量大于或等于x
access = { country = [tag1] country = [tag2] } 1准许2在其土地上的军事通行
non_aggression = { country = [tag1] country = [tag2] } 1和2签订了互不侵犯条约
trade = { country = [tag1] country = [tag2] } 1和2有贸易单子
axis = X 轴心拥有至少X点胜利点
allies = X 同盟拥有至少X点胜利点
comintern = X 共际拥有至少X点胜利点
vp = X 当前拥有胜利点和额外胜利点大于或等于X(额外胜利点是啥玩意?)
range = { min = x max = x } 当前胜利点在最小值min与最大值max之间
command = { type = relation which = BEL value = -10 }
command = { type = relation which = HOL value = -5 }
command = { type = belligerence which = GER value = 5 }
war = { country = GER country = FRA }
alliance = { country = GER country = FRA }
}
garrison = { country = GER province = 75 size = 1 }
} trigger = {}是事件的触发条件,具体解释见下文
name = "EVT_2000_NAME" 事件名称
desc = "EVT_2000_DESC" 事件描述
style = 0 不晓得啥意思,反正几乎所有事件都有这句,所以照搬就好了
picture = "Rhineland" 事件图片,必须是gfx\event_pics下的同名图片
intel_diff = x >= x, x = 我们的情报等级减去敌人的情报等级
dissent = x 国内不满大于或等于x
leader = x 代码为x的将领存在
government = [communist/fascist/democratic] 该国政体为括号内填入的具体类型
belligerence = { country = [tag] value = X } 不填国家代码就是本国,填了就是某国好战大于或等于X
[div type] = X 某种部队数量大于或等于X
[div type] = { country = TAG value = X } 某国拥有数量大于或等于X的某种部队
date = { day = 0 month = january year = 1936 } 开始检测事件的日期
offset = 1 检测事件的条件是否满足的周期
deathdate = { day = 30 month = december year = 1963 } 事件关闭的日期,此日期后即使满足条件,事件也不会再发生了
ideology =
[nazi/fascist/paternal_autocrat/social_conservative/market_liberal/social_liberal/social_democrat/left_wing_radical/leninist/stalinist] 这个不翻译了,不然会被河蟹夹死的...
lost_IC = { country = [tag] value = X } 某国失去x%的IC
domestic = { type = field value = x } 某项国策值为x
(国策有:democratic、political_left、freedom就是开放/保守社会、free_market、professional_army、defense_lobby、interventionism)
and = {} 括号内的所有条件都必须满足
or = {} 括号内的条件满足任一即可
not = {} 括号内的条件都不可满足
event = x 某事件已经发生过
random = x 检测事件的随机性,即每次检测的时候在条件满足的情况下有多少几率发生该事件,没有这句的话事件满足条件必然发生
command = { type = domestic which = defense_lobby value = 1 } 这些都是该选项的命令,具体解释见下文
}
}
如果事件有多个选项的话,按上文格式依次以action_b、action_c这样排列下去即可
二、事件的触发条件(即trigger = {}括号内的指令):
atwar = [yes/no/country tag] 某国处于战争状态,atwat = ger就是元首在打仗,atwar = yes或者no就是你在不在打仗
minister = [minister id] 该代码的部长存在
major = [yes/no] 该国是否为主流国家,主流国家是英、法、德、日、美、苏、意
一、事件的基本格式:
以德国的“重新占领莱茵兰”为例
#########################################################################
# Re-occupation of the Rhineland - HUMAN ONLY
#########################################################################
headofgovernment = [minister id] 政府首脑为该代码的部长
headofstate = [minister id] 国家元首为该代码的部长
ai = [yes/no/country tag] 某国是否由AI控制
technology = x 该国已研究好x技术
land_percentage = { ry = [tag] value = [X] } 该国拥有至少X数量的陆军
control = { province = a data = tag } 该省份是否为该国控制(如果data = -1则指发生该事件的国家)
(所有应该是指省份图上只有该国一面国旗,控制就是说你刚抢到也算)
exists = [country tag] 某国存在
alliance = { country =a country = b } a与b有联盟关系
division_exists = { type = [id type] id = [id id] } 某部队还存在
division_in_province = { id = { type = [id type] id = [id id] } province = X } 某部队在某省份
technology = { country = TAG value = x } 某国已研究好x技术
is_tech_active = [tech id] x技术是否可以研究(还未研究)
manpower = x 人力大于或等于x
flag = [name] global flag是否存在
local_flag = [name] local flag是否存在
(至于这两个flag是啥玩意我就不晓得了,貌似CHC大补包的作者知道,他的战备生产以及星星之火事件中有一堆这玩意,改天请教他去)
owned = { province = a data = tag } 该省份是否为该国所有(如果data = -1则指发生该事件的国家)
(题外话,算上CHI和CHC就是俗称的“九流”了,然后三大阵营是“三教”,因此小胡子养成计划也可以叫作三教九流大乱战...)
ispuppet = [Country Tag] 某国是傀儡
puppet = { country = [tag 1] country = [tag 2] } 1是2的傀儡
写在一开始:
字母大小写均可;
所有表示几率的地方直接写数字就行,不需要%;
事件的代码不得重复
不要漏掉任何一个“{”或者“}”;
写指令时[]是不需要的;
几乎所有的-1都表示随机,少数情况下除外;
在事件中如果想作备注的话,在指令后面加个#然后写就可以了,以#开头的语句在游戏中是忽略的;
type= xxx都是要包括在command = {}中使用的
action_a = { 事件选项
name = "OK" 选项名称
command = { type = relation which = FRA value = -15 }
command = { type = relation which = ENG value = -5 }
command = { type = dissent value = -2 }
command = { type = money value = 500 }
command = { type = peacetime_ic_mod value = 10 }
command = { type = manpowerpool value = 50 }
command = { type = trigger which = 52 } # France Gears up for war
command = { type = sleepevent which = 2060 }
under_attack = [tag] 某国在被推
attack = [tag] 某国在攻击
difficulty = X 当前游戏难度,0最易、1容易、2一般、3困难、4最难
garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } 有部队驻守在该省份。不填军种type表示什么部队都行。area = yes指将该地区(就是地区模式地图上显示的那种小地区)所有由该国控制的省份的部队都算在内。如果省份代码是海的话不能填area = yes
rare_materials = x 稀有金属数量大于或等于x
metal = x 金属数量大于或等于x
supplies = x 补给数量大于或等于x
lost_VP = { country = [tag] value = X } 某国失去x%的胜利点
lost_national = { country = [tag] value = X } 某国失去x%的国土
event = {
id = 2000 事件的代码,每个事件都有一个唯一的代码
random = no 事件是否随机,yes是,no否
country = GER 发生该事件的国家,国家代码见config文件夹下的worldname
trigger = {
ai = no
NOT = {
guarantee = { country = [tag1] country = [tag2] } 1保证2的独立
war = { country =a country = b } 1和2在对掐
year = x 年份大于或等于x年
energy = x 能源数量大于或等于x
oil = x 石油数量大于或等于x
access = { country = [tag1] country = [tag2] } 1准许2在其土地上的军事通行
non_aggression = { country = [tag1] country = [tag2] } 1和2签订了互不侵犯条约
trade = { country = [tag1] country = [tag2] } 1和2有贸易单子
axis = X 轴心拥有至少X点胜利点
allies = X 同盟拥有至少X点胜利点
comintern = X 共际拥有至少X点胜利点
vp = X 当前拥有胜利点和额外胜利点大于或等于X(额外胜利点是啥玩意?)
range = { min = x max = x } 当前胜利点在最小值min与最大值max之间
command = { type = relation which = BEL value = -10 }
command = { type = relation which = HOL value = -5 }
command = { type = belligerence which = GER value = 5 }
war = { country = GER country = FRA }
alliance = { country = GER country = FRA }
}
garrison = { country = GER province = 75 size = 1 }
} trigger = {}是事件的触发条件,具体解释见下文
name = "EVT_2000_NAME" 事件名称
desc = "EVT_2000_DESC" 事件描述
style = 0 不晓得啥意思,反正几乎所有事件都有这句,所以照搬就好了
picture = "Rhineland" 事件图片,必须是gfx\event_pics下的同名图片
intel_diff = x >= x, x = 我们的情报等级减去敌人的情报等级
dissent = x 国内不满大于或等于x
leader = x 代码为x的将领存在
government = [communist/fascist/democratic] 该国政体为括号内填入的具体类型
belligerence = { country = [tag] value = X } 不填国家代码就是本国,填了就是某国好战大于或等于X
[div type] = X 某种部队数量大于或等于X
[div type] = { country = TAG value = X } 某国拥有数量大于或等于X的某种部队
date = { day = 0 month = january year = 1936 } 开始检测事件的日期
offset = 1 检测事件的条件是否满足的周期
deathdate = { day = 30 month = december year = 1963 } 事件关闭的日期,此日期后即使满足条件,事件也不会再发生了
ideology =
[nazi/fascist/paternal_autocrat/social_conservative/market_liberal/social_liberal/social_democrat/left_wing_radical/leninist/stalinist] 这个不翻译了,不然会被河蟹夹死的...
lost_IC = { country = [tag] value = X } 某国失去x%的IC
domestic = { type = field value = x } 某项国策值为x
(国策有:democratic、political_left、freedom就是开放/保守社会、free_market、professional_army、defense_lobby、interventionism)
and = {} 括号内的所有条件都必须满足
or = {} 括号内的条件满足任一即可
not = {} 括号内的条件都不可满足
event = x 某事件已经发生过
random = x 检测事件的随机性,即每次检测的时候在条件满足的情况下有多少几率发生该事件,没有这句的话事件满足条件必然发生
command = { type = domestic which = defense_lobby value = 1 } 这些都是该选项的命令,具体解释见下文
}
}
如果事件有多个选项的话,按上文格式依次以action_b、action_c这样排列下去即可
二、事件的触发条件(即trigger = {}括号内的指令):
atwar = [yes/no/country tag] 某国处于战争状态,atwat = ger就是元首在打仗,atwar = yes或者no就是你在不在打仗
minister = [minister id] 该代码的部长存在
major = [yes/no] 该国是否为主流国家,主流国家是英、法、德、日、美、苏、意
一、事件的基本格式:
以德国的“重新占领莱茵兰”为例
#########################################################################
# Re-occupation of the Rhineland - HUMAN ONLY
#########################################################################
headofgovernment = [minister id] 政府首脑为该代码的部长
headofstate = [minister id] 国家元首为该代码的部长
ai = [yes/no/country tag] 某国是否由AI控制
technology = x 该国已研究好x技术
land_percentage = { ry = [tag] value = [X] } 该国拥有至少X数量的陆军
control = { province = a data = tag } 该省份是否为该国控制(如果data = -1则指发生该事件的国家)
(所有应该是指省份图上只有该国一面国旗,控制就是说你刚抢到也算)
exists = [country tag] 某国存在
alliance = { country =a country = b } a与b有联盟关系
division_exists = { type = [id type] id = [id id] } 某部队还存在
division_in_province = { id = { type = [id type] id = [id id] } province = X } 某部队在某省份
technology = { country = TAG value = x } 某国已研究好x技术
is_tech_active = [tech id] x技术是否可以研究(还未研究)
manpower = x 人力大于或等于x
flag = [name] global flag是否存在
local_flag = [name] local flag是否存在
(至于这两个flag是啥玩意我就不晓得了,貌似CHC大补包的作者知道,他的战备生产以及星星之火事件中有一堆这玩意,改天请教他去)
owned = { province = a data = tag } 该省份是否为该国所有(如果data = -1则指发生该事件的国家)
(题外话,算上CHI和CHC就是俗称的“九流”了,然后三大阵营是“三教”,因此小胡子养成计划也可以叫作三教九流大乱战...)
ispuppet = [Country Tag] 某国是傀儡
puppet = { country = [tag 1] country = [tag 2] } 1是2的傀儡
写在一开始:
字母大小写均可;
所有表示几率的地方直接写数字就行,不需要%;
事件的代码不得重复
不要漏掉任何一个“{”或者“}”;
写指令时[]是不需要的;
几乎所有的-1都表示随机,少数情况下除外;
在事件中如果想作备注的话,在指令后面加个#然后写就可以了,以#开头的语句在游戏中是忽略的;
type= xxx都是要包括在command = {}中使用的
action_a = { 事件选项
name = "OK" 选项名称
command = { type = relation which = FRA value = -15 }
command = { type = relation which = ENG value = -5 }
command = { type = dissent value = -2 }
command = { type = money value = 500 }
command = { type = peacetime_ic_mod value = 10 }
command = { type = manpowerpool value = 50 }