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common
如何建立一个新国家。
即使是开局不存在的国家,不伏做任何修改的国家,也需要以下几个地方进行修改
country tags
国家TAG
common/counttry_tags
ERA = "countries/Erea.txt"
countries
normal definition
common/countries
graphical_culture = western_european_gfx
graphical_culture_2d = western_european_2d
color = { 190 12 159 }
cosmetic.txt
国家的不同派系
common/countries/cosmetic.txt
不可追加在其它文件里。
SOV_ROME = {
color = rgb { 128 0 128 }
color_ui = rgb { 128 0 128 }
}
# ERA
NEPTUNE_ERA = {
color = rgb { 190 12 159 }
color_ui = rgb { 200 12 159 }
}
Focus
focus_tree = {
id = Erea_Focus # focus tree id
country = {
factor = 0
modifier = {
add = 10
tag = ERA
}
}
default = no
continuous_focus_position = { x = 50 y = 2000 }
# 持续国策位置
# 头文件,不懂
focus = {
id = ERA_rebuild_share_crystal # id name
icon = GFX_goal_neptower # icon
cost = 10.00 # 消耗时间,实际为cost * 7天
prerequisite = {# 前置国策,会在国策树中用线连接
focus = ERA_southamerica_church
}
available = {# 在什么情况下可用,要满足所有要求
custom_trigger_tooltip = {
tooltip = ERA_rebuild_share_crystal_require_tt
}# 自定义提示。
AND = {#要满足所有要求
has_tech = improved_machine_tools
has_tech = construction2
has_tech = fuel_refining
has_tech = oil_processing
has_tech = computing_machine
has_tech = decimetric_radar
has_tech = tech_support
}
num_of_factories > 49
}
x = -1
y = 5 # 位置
relative_position_id = ERA_remeber_console_war
#加上这行代码就代表相对位置
completion_reward = {# 完成国策的效果
custom_effect_tooltip = ERA_share_crystal_weely_add_tt
add_to_variable = {ERA_share_crystal_weekly_grow = ERA_share_crystal_rebuild_grow}
#set_country_flag = rebuild_share_crystal_flag
add_timed_idea = {idea = ERA_rebuild_share_crystal_idea days = 140}
}
}
}
prerequisite = {
focus = ERA_histoire_team
focus = ERA_sister_generation
}
prerequisite = {
focus = ERA_safe_place
focus = ERA_mass_capital_attract
}
# 两个prerequisite都要满足,prerequisite内部只要满足一个
characters
角色
characters = {
ERA_ram = { # id
name = ERA_ram # localisation
portraits = { # 图片
civilian = { #
large = GFX_portrait_Erea_Ram
}
army = {
large = GFX_portrait_Erea_Ram
small = GFX_portrait_Erea_Ram_small
}# small是作为顾问时的小图标
}
country_leader = { # 表示可以作为领导人
ideology = ramism # 意识形态
traits = { dictator }
# 特质(打包带名字的效果),在特质文件中可以找到
democratic_acceptance = 80 #单列的效果
fascism_acceptance = 80
expire="1965.1.1.1"
id = -1
}
corps_commander={# copy from GER_erich_von_manstein
# 表示可以作为将军,field_marshal表示是元帅
traits={ brilliant_strategist armor_officer trickster trait_engineer }
skill=4
attack_skill=2
defense_skill=4
planning_skill=3
logistics_skill=4
legacy_id=5
visible = { # 可见条件
has_completed_focus = ERA_sister_generation
}
}
advisor = {# 作为顾问
cost = 150
slot = political_advisor #顾问类型
idea_token = ram
#ledger =
allowed = {
original_tag = ERA
}
visible = { # 可见条件
has_completed_focus = ERA_sister_generation
}
available = { # 可选择条件
has_completed_focus = ERA_sister_generation
}
traits = { # 特质效果(似乎不可以单列)
appeaser
financial_expert
}
}
}
}
decisions
common/decisons/name.txt
categories
common/decisions/categories/name.txt
ERA_church= { # categories id
priority = 17 # 序号大的排前面
icon = generic_research
visible = { # 整个决议分类可见性
original_tag = ERA
}
allowed = { #
original_tag = ERA
}
visible_when_empty = yes
# 没有决议可用时此分类也可见
}
continuous state decisions
common/decisions/name.txt
ERA_church = { #分类id,接上面categories
ERA_church_core = {# 具体id
visible = {# 决议何时可见
NOT = {
FROM = {
is_core_of = ROOT
}
}
FROM = { # FROM指代来源,可以是多种对象,此处是州
is_fully_controlled_by = ROOT
is_owned_by = ROOT
compliance > 50
}
}
on_map_mode = map_only # 地图可见
available = { # 可用条件
has_completed_focus = ERA_megami_banzai
FROM = {
is_fully_controlled_by = ROOT
is_owned_by = ROOT
compliance > 50
}
}
complete_effect = {# 执行效果
}
modifier = { # 持续效果
political_power_gain = -0.2
}
remove_effect = { # 完成效果
FROM = {
add_core_of = ROOT
}
add_political_power = 30
}
state_target = yes
# 以州为目标,存在多个目标且没做限制情况下可以同时点。
days_remove = 30 # 决议持续时间
days_re_enable = 1 # 冷却
cost = 40 # 政治点数花费
ai_will_do = { # ai行为
factor = 10
#modifier = { } #可以用modifier调节
}
}
}
mission
任务,触发式,可以在决议里写触发条件,也可以代码触发。
ERA_megami_work = {
ERA_megami_should_showup = {
priority = 10
icon = generic_ignite_civil_war
available = { # 完成条件,达到条件任务完成
OR = {
has_country_flag = ERA_recent_megami_showup_flag
has_country_flag = ERA_ongoing_megami_showup_flag
}
}
days_mission_timeout = ERA_megami_should_showup_time
# 任务时长,可以用变量
fire_only_once = no
# 是否可以多次触发
activation = {
# 主动触发任务的条件,比如这里是以下两行都满足
NOT = {has_country_flag = ERA_recent_megami_showup_flag}
NOT = {has_country_flag = ERA_ongoing_megami_showup_flag}
}
visible = {# 可见条件
tag = ERA
}
cancel_if_not_visible = yes
is_good = no #代表这个任务是坏事件还是好事件
timeout_effect = {# 没完成的效果
add_stability = -0.1
add_war_support = -0.1
#TO DO 事件
}
}
}
countinuous decision ( country )
cancel_trigger & cancel_effects
决议里面有些效果是不能写在modifiers里面的,以下面5pb演出为例:
5pb一次只能去一个地方演出,这个效果只能以在演出时添加ERA_ongoing_5pb_showup_flag解决
大型演出时会增加1的信仰水晶收入,这个必须修改ERA_share_crystal_weekly_grow
其它modifier不支持的效果
对于这些效果,解决方法是在complete_effects中加上效果或者flag,再在cancel_effects和remove_effect中退回更改,比如在下面在执行时加上ERA_ongoing_5pb_showup_flag,再在决议完成或取消时删除。所以cancel_effect,cancel_trigger要能与正常完成互补。否则就会出错。
然而,target_trigger与visible中的条件要保证在决议运行时为真,比如点决议会增加flag ERA_ongoing_5pb_showup_flag,这是为了防止5pb同时进行多场演出,这种判断条件就不能写在target_visible与visible里面,必须写在available里面,不然就会导致点完决议,系统判断决议出现条件不成立,又消失。消失没有触发cancel_effects,也不算remove_effects(cancel_if_invalid没用),就会导致只有执行效果,没有取消或完成效果,某些变量或flag就不会退回更改。
其它加入cancel_trigger中的东西还有:cancel效果,完成决议时需要添加的flag(比如ERA_5pb_rest_flag),
另外,visible,或target_trigger中一此可能会中途会突然又不成立的条件(比如不处于战争)最好同时写到cancel_trigger里面。
modifier对目标国家其实没有用,不能写FROM = {},要对目标国家起作用,应该在民族精神里面加上一个有对应效果的民族精神,在执行(complete_effect)代码里面用add_ideas给对应国家加上,然后在cancel_effect 和 remove_effect里面再去掉。
ERA_5pb_performance = {
ERA_organize_5pb_performance_large = {
priority = 17
icon = GFX_decision_category_generic_propaganda
#visible = { }
#cancel_trigger = { }
fire_only_once = no
#cost = 30
days_remove = ERA_5pb_showup_time
days_re_enable = ERA_5pb_decisions_re_enable_time
available = {
not = { has_country_flag = ERA_5pb_rest_flag}
not = { has_country_flag = ERA_ongoing_5pb_showup_flag}
num_of_civilian_factories_available_for_projects > 69
}
modifier = {
#political_power_gain = -1.5#
civilian_factory_use = 70
#consumer_goods_factor = 0.1
#political_power_gain = 0.25
stability_weekly = 0.005
#war_support_weekly = 0.005
stability_factor = 0.2
#war_support_factor = 0.1
weekly_manpower = 10000
}
complete_effect = {
ERA_performance_crystal_complete_effect = yes
set_country_flag = ERA_ongoing_5pb_showup_flag
if = {
limit = {has_active_mission = ERA_megami_should_showup}
add_days_mission_timeout = {
mission = ERA_megami_should_showup
days = ERA_5pb_megami_showup_delay
}
}
}
remove_effect = {
ERA_performance_crystal_cancel_effect = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
clr_country_flag = ERA_ongoing_5pb_showup_flag
ERA_5pb_showup_remove_flag_effect = yes
}
ai_will_do = {
factor = 10
}
}
ERA_5pb_call_to_war = {
priority = 15
icon = GFX_decision_category_generic_propaganda
#visible = { }
#cancel_trigger = { }
fire_only_once = no
#cost = 30
days_remove = ERA_5pb_showup_time
days_re_enable = ERA_5pb_decisions_re_enable_time
available = {
not = { has_country_flag = ERA_5pb_rest_flag}
not = { has_country_flag = ERA_ongoing_5pb_showup_flag}
num_of_civilian_factories_available_for_projects > 9
has_war = yes
}
modifier = {
civilian_factory_use = 10
#consumer_goods_factor = 0.1
#political_power_gain = 0.25
#stability_weekly = 0.005
war_support_weekly = 0.01
#stability_factor = 0.2
war_support_factor = 0.2
weekly_manpower = 10000
}
complete_effect = {
ERA_performance_crystal_complete_effect = yes
set_country_flag = ERA_ongoing_5pb_showup_flag
if = {
limit = {has_active_mission = ERA_megami_should_showup}
add_days_mission_timeout = {
mission = ERA_megami_should_showup
days = ERA_5pb_megami_showup_delay
}
}
}
remove_effect = {
ERA_performance_crystal_cancel_effect = yes
ERA_add_arms_factory_2 = yes
ERA_add_arms_factory_2 = yes
#ERA_add_industrial_complex_1 = yes
clr_country_flag = ERA_ongoing_5pb_showup_flag
ERA_5pb_showup_remove_flag_effect = yes
}
ai_will_do = {
factor = 10
}
}
ERA_5pb_world_tour_medium = {
priority = 3
icon = GFX_decision_generic_nationalism
ai_will_do = {
factor = 10
}
target_trigger = {
FROM = {
exists = yes
NOT = {
original_tag = ERA
has_war_with = ROOT
}
is_major = yes
}
}
allowed = { original_tag = ERA }
available = {
FROM = {
has_civil_war = no
NOT = { has_country_flag = ERA_ongoing_world_tour_flag }
}
num_of_civilian_factories_available_for_projects > 14
not = { has_country_flag = ERA_5pb_rest_flag}
not = { has_country_flag = ERA_ongoing_5pb_showup_flag}
}
visible = {
FROM = {
exists = yes
NOT = {
has_war_with = ROOT
}
}
has_completed_focus = ERA_benefit_exchange # unchangeable if true.
}#unvisible is not cancel
on_map_mode = map_only
cost = 30
fire_only_once = no
days_remove = ERA_5pb_showup_time
complete_effect = {
FROM = {
set_country_flag = ERA_ongoing_world_tour_flag
add_ideas = gameindustry_5pb_world_tour_idea
}
ERA_performance_crystal_complete_effect = yes
set_country_flag = ERA_ongoing_5pb_showup_flag
}
cancel_trigger = {# 取消条件
FROM = {
OR = {
exists = no # TO DO
has_war_with = ROOT
has_civil_war = yes # for safety.
}
}
}
cancel_effect = {# 取消效果
ERA_performance_crystal_cancel_effect = yes
ERA_add_industrial_complex_1 = yes
FROM = {
clr_country_flag = ERA_ongoing_world_tour_flag
remove_ideas = gameindustry_5pb_world_tour_idea
}
clr_country_flag = ERA_ongoing_5pb_showup_flag
set_country_flag = { flag = ERA_5pb_rest_flag value = 1 days = 30 }
}
modifier = {
civilian_factory_use = 15
weekly_manpower = 1000
}
remove_effect = {
ERA_performance_crystal_cancel_effect = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
ERA_add_industrial_complex_2 = yes
FROM = {
clr_country_flag = ERA_ongoing_world_tour_flag
remove_ideas = gameindustry_5pb_world_tour_idea
}
clr_country_flag = ERA_ongoing_5pb_showup_flag
set_country_flag = { flag = ERA_5pb_rest_flag value = 1 days = 30 }
}
cancel_if_invalid = yes
}
}
ideas
common/ioeas/name.txt
民族精神
ideas = {
country = {
ERA_chaotic_society_idea_0 = {
picture = great_depression
#图片本来的name是 GFX_idea_people_far_from_war,但是只需要后面部分
allowed = {
always = no
}#
allowed_civil_war = {
always = yes
}
removal_cost = -1
modifier = {
stability_factor = -0.2
war_support_factor = -0.3
political_power_factor = -0.2
}
}
}
}
on_actions
common/on_actions/name.txt
具体有什么代码与写法详见原版钢丝documents
common/on_actions/name.txt
on_actions = {
on_weekly_ERA = {# on_weekly_TAG or on_monthly_TAG
effect = {
ERA_share_crystal_count_scripted = yes
}
}
}
resources
common/resources/name.txt
resources = {
crystal = {
icon_frame = GFX_CRYSTAL
cic = 1
convoys = 0.1
}
}
一些关于resources的代码在documents 里面,比如resource_produced@crystal
buildings
common/buildings/name.txt
buildings = {
share_crystal_tower = {
show_on_map = 1
base_cost = 10000
icon_frame = 15
local_resources_crystal = 1 # local_resources plus _resourcesname
refinery = yes
max_level = 1
value = 3
}
}
technologies
common/technologies/name.txt
不显示的科技
原版中有些科技不显示,不能研究获得,比如日本的自行车营,只能通过代码获得。
technologies = {
crystal_tower_tech = {
enable_building = {
building = share_crystal_tower
level = 1
}
allow = {
always = no
}
research_cost = 1
start_year = 1937
}
}
显示的科技
这个要去改ui,我还不会。
technology sharing
common/technology_sharing/name.txt
technology_sharing_group = {
id = gameindustry_tech_share
name = gameindustry_tech_share_name
desc = gameindustry_tech_share_desc
picture = GFX_technology_sharing_default
research_sharing_per_country_bonus = 0.1
available = {
is_in_faction_with = ERA
}
}
很容易看懂
ideologies
common/ideologies/name.txt
ideologies = {
megamism = {# 意识形态id
types = {
neptunism = {#子分类
can_be_randomly_selected = no # 不可以被随机人物选择
}
noirism = {
can_be_randomly_selected = no
}
blancism = {
can_be_randomly_selected = no
}
# 还可以写很多
}
dynamic_faction_names = {
"FACTION_NAME_MEGAMI_1"
"FACTION_NAME_MEGAMI_2"
"FACTION_NAME_MEGAMI_3"
"FACTION_NAME_MEGAMI_4"
"FACTION_NAME_MEGAMI_5"
}
color = { 190 12 159 }
war_impact_on_world_tension = 0.5 #megami much less impact
faction_impact_on_world_tension = 0.5
ai_communist = yes # uses the commie AI behaviour
rules = {# 规则
can_force_government = yes # 允许谈判界面强制输出意识形态
can_send_volunteers = yes
can_puppet = yes
}
can_collaborate = yes
modifiers = { #效果
puppet_cost_factor = -0.3
civilian_intel_to_others = 5.0
army_intel_to_others = 5.0
navy_intel_to_others = 5.0
airforce_intel_to_others = 5.0
hidden_modifier = { join_faction_tension = -0.1 }
}
faction_modifiers = {
faction_trade_opinion_factor = 0.50
}
}
}
names
我也看不懂
ERA = {
male = {
names = { Umio Shinji Bill Kojima Bug Kenji Kazuma Jun Watanabe
}
}
female = {
names = { Yui Anne Saki Rin Aoi Ao Ayaka Misaki Mei Yuzuki Gust Blow Atelier Asuka Falca Linkle Rio Hinata Saki Rino Natsuki Reina Ayane Hiyori Konata Izumi Hiragi Tsukasa Rorona Hanna Ranma Marvie }
}
surnames = {
Arisugawa Arichi Akiyama Araki
Dewa
Enomoto
Hasegawa Honjo
Ito Inoue Ichinohe Itagaki
Kido Kuroda Katsura Kodama Kabayama Kawamura Kuroki Kawakami Kamimura Kataoka Kamio Kato Kanin Katsu
Makino Muto Minami Masaki Matsudaira
Nakamuta Nogi Nire Nozu
Okubo Oyama Omura Oku Okada Osumi
Saigo Suzuki Sato Sakura Shibayama Shimamura Shirakawa
Togo Takashima Tsuboi Tachibana Terauchi Tamon Takasugi Tokugawa
Uehara Uryu Ugaki Ueda
Yamagata Yamamoto Yamakawa Yashiro Yui Yamashita Yamaya
}
callsigns = { Upright Arrow "The Striker" Mountain Chase "One Wing" "Gust of Wind" Nep-Nep Iffy Lightning Storm Target Hawk Fox Dog Sparrow Sunrise "Night Owl" Butcher Hawkeye Killer Mick "The Gamer" }
}
bookmarks
剧本信息,照着改就是了
bookmarks = {
bookmark = { # bookmark 分类
name = "GATHERING_STORM_NAME"
desc = "GATHERING_STORM_DESC"
date = 1936.1.1.12 # 剧本开始时间
picture = "GFX_select_date_1936"
default_country = "ERA" #默认国家
default = yes # 是默认剧本
"ERA"={
history = "ERA_GATHERING_STORM_DESC" # localisation
ideology = megamism #意识形态
ideas = { # 选三个民族精神展示
ERA_megami_banzai_idea
ERA_chaotic_society_idea_0
ERA_political_struggle_idea_0
}
focuses = { # 选三个国策展示
ERA_observe_world
ERA_prepare_cornation
ERA_benefit_exchange
}
}
"---"={
history = "OTHER_GATHERING_STORM_DESC"
}
"FRA"={
minor = yes # 代表这个是不展示在第一排大框里的
history = "FRA_GATHERING_STORM_DESC"
ideology = democratic
available = { NOT = { has_dlc = "La Resistance" } }
ideas = {
FRA_victors_of_wwi
FRA_disjointed_government
FRA_protected_by_the_maginot_line
}
focuses = {
FRA_form_the_popular_front
FRA_revive_the_national_bloc
FRA_france_leads
}
}
}
}
scripted effects
common/scripted_effects
脚本化的效果,只允许即时性效果。
ERA_add_industrial_complex_1 = {#脚本 id
random_owned_controlled_state = { # 这种代码结构请看documents
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
is_core_of = prev
# prev代表调用此脚本的对象,此处代表是prev的核心
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
}
}
history
history/
history countries
国家开局的历史状态
history/countries/name.txt
capital = 299
OOB = "ERA_1936"
# 开局军队数量,工厂生产,飞机状况
# leader
recruit_character = ERA_histoire
# 参考p社的写法,第一个是领袖,后面是国家拥有的其它角色()。
# POLITICAL_ADVISORS
recruit_character = ERA_neptune
recruit_character = ERA_noire
recruit_character = ERA_blanc
# other
recruit_character = ERA_black_nepgear
recruit_character = ERA_Zephy
set_research_slots = 3 # 多少科研槽
set_stability = 0.70 # 基础稳定度
set_war_support = 0.70 # 基础战争支持度
set_technology = { # 有什么科技,科技名 = 1
infantry_weapons = 1
infantry_weapons1 = 1
tech_support = 1
}
add_ideas = { # 开局民族精神
ERA_chaotic_society_idea_0
ERA_people_far_from_war_idea
free_trade # 开局贸易政策
extensive_conscription # 开局征兵政策
#partial_economic_mobilisation #开局经济政策
}
set_politics = { # 开局政党
name = "Histoire" # 这一行似乎没用
ruling_party = megamism
last_election = "1935.9.8"
#election_frequency = 36 # 选举频率
elections_allowed = no # 是否允许选举
}
set_popularities = { # 开局政党支持率,加起来要是100
democratic = 5
fascism = 5
communism = 5
neutrality = 5
megamism = 80
}
set_convoys = 700
set_variable = { ERA_add_industrial_complex_num = 1}
set_variable = { ERA_megami_should_showup_time = 45}
# 设置变量
# set_variable = { ERA_add_industrial_complex_num = 0 }
# create when use, delete when finish
country_event = { id = ERAnews.1 days = 3}
#开局事件
states
state= {
id=2
name="STATE_2" # Latium
manpower = 2781971
state_category = city# 城市类型
history=
{
owner = ITA # 开局归谁
add_core_of = ITA # 添加谁的核心
victory_points = { 11846 5 }# 胜利点
buildings = { # 有什么建筑
infrastructure = 4 # 基建
air_base = 8 # 机场
arms_factory = 1 # 军工
industrial_complex = 4 # 民工
11751 = {某小块地上有什么
naval_base = 5
}
}
1939.1.1 = {# 1939剧本多了什么地块
buildings = {
arms_factory = 2
industrial_complex = 5
}
}
}
provinces= {
923 6862 9794 9904 11751 11846 11882
}# 有什么小地块
local_supplies=0.0 #本地补给
}
units
army
division_template = {
name = "Adventurer" # The army belonging to the guild cannot be deleted
is_locked = yes # 是否锁定
regiments = {
mountaineers = { x = 0 y = 0 }
mountaineers = { x = 0 y = 1 }
mountaineers = { x = 0 y = 2 }
mountaineers = { x = 0 y = 3 }
mountaineers = { x = 0 y = 4 }
mountaineers = { x = 1 y = 0 }
mountaineers = { x = 1 y = 1 }
mountaineers = { x = 1 y = 2 }
mountaineers = { x = 1 y = 3 }
mountaineers = { x = 1 y = 4 }
}
}
units = {
division = {# 写几个就要复制几遍
name = "Planeptune Adventurer"
location = 12960 #
division_template = "Adventurer"
start_experience_factor = 1
start_equipment_factor = 1
}
}
air_wings = {
### Bounus
299 = {
fighter_equipment_0 = {
owner = "ERA"
amount = 50
}
nav_bomber_equipment_1 = {
owner = "ERA"
amount = 50
}
}
}
### Starting Production ###
instant_effect = {
add_equipment_production = {
equipment = {
type = infantry_equipment_0
creator = "ERA"
}
requested_factories = 1
progress = 0.85
efficiency = 100
}
}
naval
下面是阿根挺的海军代码,看不懂
units= {
##### Naval OOB #####
fleet = {
name = "Armada Argentina"
naval_base = 12364 # Buenos Aires
task_force = {
name = "Armada Argentina"
location = 12364 # Buenos Aires
ship = { name = "ARA Rivadavia" pride_of_the_fleet = yes definition = battleship equipment = { ship_hull_heavy_1 = { amount = 1 owner = ARG version_name = "Rivadavia Class" } } }
ship = { name = "ARA Moreno" definition = battleship equipment = { ship_hull_heavy_1 = { amount = 1 owner = ARG version_name = "Rivadavia Class" } } }
ship = { name = "ARA Veinticinco de Mayo" definition = heavy_cruiser equipment = { ship_hull_cruiser_1 = { amount = 1 owner = ARG version_name = "Veinticinco de Mayo Class" } } }
# Flotilla de Destructores nro. 2
ship = { name = "ARA Juan de Garay" definition = destroyer equipment = { ship_hull_light_2 = { amount = 1 owner = ARG version_name = "Cervantes Class" } } }
ship = { name = "ARA Tucumán" definition = destroyer equipment = { ship_hull_light_2 = { amount = 1 owner = ARG version_name = "Mendoza Class" } } }
}
}
}
interface
interface/
图片位置与名字写法
图片格式与大小可以去看原版的图片
_leader_portraits.gfx 角色图像
interface/_leader_portraits.gfx
注意,角色图像是不能用追加其它文件的写法的(至少目前我没学会)。必须修改此文件
spriteTypes = {
# leaders we need to override in DLC go in this file
# 上面官方原话
spriteType = {
name = GFX_portrait_Erea_Laponette
texturefile = "gfx/leaders/ERA/Portrait_Erea_Laponette.dds"
}# 此处地址代表从mod根目录算起
# ERA-small
spriteType = {
name = GFX_portrait_Erea_neptune_small
texturefile = "gfx/interface/ideas/idea_Erea_neptune_small.dds"
}
}
goal 国策图片
interface/TAG_goal.gfx
并没有要求用TAG_goal的格式,但是这样方便区分。
这种类型的可以追加文件。
spriteTypes = {
spriteType = {
name = "GFX_goal_ryghtsf"
texturefile = "gfx/interface/goals/ryghtsf.dds"
}
}
ideas 民族精神图片
interface/TAG_ideas.gfx
并没有要求用TAG_ideas的格式,但是这样方便区分。
这种类型的可以追加文件。
spriteTypes = {
spriteType = {
name = "GFX_idea_Ereafleetbuffc"
texturefile = "gfx/interface/ideas/idea_generic_coastal_defense_ships.dds"
}
}
technologies 科技图片
interface/TAG_technologies
并没有要求用TAG_technologies的格式,但是这样方便区分。
这种类型的可以追加文件。
spriteTypes = {
SpriteType = {
name = "GFX_crystal_tower_tech_medium" #104 52
texturefile = "gfx/interface/technologies/crystal_tower_tech.dds"
}
}
megamipoliticview 政党图片
interface/name.txt
模仿官方命名。
这种类型的可以追加文件。
spriteTypes = {
spriteType = {
name = "GFX_ideology_megamism_group"
texturefile = "gfx/interface/ideologies/megamism_group.dds"
}
}
eventpictures 事件图片
interface/TAG_eventpictures.gfx
并没有要求用TAG_eventpictures的格式,但是这样方便区分。
这种类型的可以追加文件。
spriteTypes = {
spriteType = {
name = "GFX_report_event_enep"
texturefile = "gfx/event_pictures/enep.dds"
}
}
gfx
除了上面有标注位置的图片外,其实还有一些图片是不标注位置的
国旗
以上格式中,medium small中的图片比外面的要小,命名方式为TAG_ideology.tga。如果有新增的意识形态,也一样。例:ERA_megamism.tga
localisation
把代码本土化,让用户看到的不是代码。
文件名格式为 filename_l_english.yml 有些localisation 是可以混写在一起的。一些不多的可以混写在一起,如果有时怎么修改都不显示可能是有问题,也可以整体复制到混写的文件里。
如果本地化要加中文,需要加入汉化字体,这个我也不会,复制的52的文件
格式:
l_english: # 每个localisation文件开头必须加,下面的例子就不加了。
ERA_something:0 "这里是一个例子"
一定要注意' : '可能会出错,另外,那个0也可以是1或2 ,不过目前不知道具体用法。
focus localisation
localisation/TAG_countryname_focus_l_english.yml
_l_english.yml 一定需要
国策只有id,但是国策的本地化还有描述,描述在后面加上 _desc 。
格式为:
FOCUSNAME_id:0 "国策名"
FOCUSNAME_id_desc:0 "国策描述"
ERA_game_heroine:0 "游戏的主角"
ERA_game_heroine_desc:0 "妮普缇努一直是游戏的主角,她应该当选领导人。"
characters_localisation
interface/nsb_TAG_characters_l_english.yml
单独的角色是no step back加的,仿照的官方格式。
在角色文件中有一条name = 就是用在这里的。
l_english:
#EREA
ERA_neptune:0 "妮普缇努"
ideas_localisation
idea_name:0 "民族精神名字"
ideaname_desc:0 "民族精神描述,可以不写。"
FRA_political_violence:0 "Political Violence"
FRA_political_violence_desc:0 "Communists and far-right extremist leagues are always ready to resort to violence to advance their political cause."
manufacter_localisation
Dudley_Standard_Automobile:0 "Imagine Factory"
政党名
默认政党名
TAG_ideology_party_long:0 "长名字"# 可以不写
TAG_ideology_party:0 "短名字"
ERA_fascism_party_long:0 "魔剑妮普吉雅"
ERA_fascism_party:0 "妮普吉雅"
ERA_neutrality_party_long:0 "伊斯特瓦尔紧急委员会"
ERA_neutrality_party:0 "伊斯特瓦尔紧急委员会"
ERA_megamism_party_long:0 "伊斯特瓦尔紧急委员会"
ERA_megamism_party:0 "伊斯特瓦尔紧急委员会"
ERA_democratic_party:0 "教会民主政府"
ERA_democratic_party_long:0 "教会政府"
ERA_communism_party:0 "解放神学"
ERA_communism_party_long:0 "解放神学"
指定政党名
有时同一个意识形态的政党有几个,就可以在代码里面指定
比如:
# code above
set_party_name = {
ideology = megamism
long_name = ERA_leanbox_party_long
name = ERA_leanbox_party
}
# code below
ERA_leanbox_party_long:0 "绿荫箱庭教会"
ERA_leanbox_party:0 "绿荫箱庭"
意识形态名
意识形态
意识形态在定义时分为主分类和子分类,需要添加描述,格式也为 _desc
ideology:0 ""
ideology_desc:0 ""
那么在localisation就要注意
比如上面的megamism ideologies
megamism:0 "女神执政"
megamism_desc:0 "国家信仰一位强大的女神。"
neptunism:0 "妮普妮普"
neptunism_desc:0 "给我妮普就给你钱,妮普永远是最可爱的,在信仰争夺中妮普占了上风。。"
noirism:0 "诺瓦露"
noirism_desc:0 "傲娇帅气而又好战的诺瓦露获得了更多的信仰。"
blancism:0 "布兰"
blancism_desc:0 "谁不喜欢合法萝莉呢?只不过注意别被布兰用锤子打死了。"
其中megamism_desc localisation 不要太长因为要显示在desc里面
默认阵营名
在意识形态定义中有如下一段,也是要写localisation的
dynamic_faction_names = {
"FACTION_NAME_MEGAMI_1"
"FACTION_NAME_MEGAMI_2"
"FACTION_NAME_MEGAMI_3"
"FACTION_NAME_MEGAMI_4"
"FACTION_NAME_MEGAMI_5"
}
参考
FACTION_NAME_MEGAMI_1:0 "$LEADER_COUNTRY_ADJ$ Church"
FACTION_NAME_MEGAMI_2:0 "$CONTINENT_ADJ$ Fans Club"
FACTION_NAME_MEGAMI_3:0 "The $CONTINENT_ADJ$ Combine"
FACTION_NAME_MEGAMI_4:0 "The $CONTINENT_ADJ$ Pact"
FACTION_NAME_MEGAMI_5:0 "The $LEADER_COUNTRY_ADJ$ Bloc"
BOOKMARK
BOOKMARK在定义中定义了本体与描述的localisation_name。
国家名
默认国家名
TAG_ideology:0 "Planeptune State"
TAG_ideology_ADJ:0 "Neptunian"
TAG_ideology_DEF:0 "Planeptune"
# 例
ERA_megamism:0 "GameIndustry"
ERA_megamism_ADJ:0 "GameIndustrial"
ERA_megamism_DEF:0 "GameIndustry"
ADJ = adjective # CHI_warlord_PRC_democratic_ADJ:0 "Chinese"
DEF = definition # 短名字
对于新增的国家,每个意识形态都要写一遍。
指定国家名
COSMETIC_TAG_ideology:0 ""
COSMETIC_TAG_ideology_desc:0 ""
# 还是每个意识形态要写一遍
# 例:
ERA_UNITED_megamism:0 "GameIndustry Empire"
ERA_UNITED_megamism_DEF:0 "GameIndustry"
_tt_localisatoin tooltip
name_tt:0 ""
# 例
era_south_america_church_argentina_require_tt:00 "需要控制阿根廷的所有地区"
decisions_localisation
决议好像也可以不写描述。
decision_name:0 ""
decision_name_desc:0 ""
# 例:
ERA_megami_work:0 "女神的工作"
ERA_megami_work_desc:0 "女神为了国民应该不断努力,女神拥有强大的力量就是为此,这就是所谓的位高者权重\n——伊斯特瓦尔"
flag_localisation
flag如果不会显示出来是可以不写localisation的。
flag_name:0
建筑
建筑除了有描述还有复数(英文)
building_name:0 ""
building_name_desc:0 ""
building_name_plural:0 ""
share_crystal_tower:0 "信仰水晶塔"
share_crystal_tower_plural:0 "信仰水晶塔"
share_crystal_tower_desc:0 "信仰水晶塔可以将国民对女神的信仰提炼成信仰水晶,工艺复杂。\n"
科技
科技有本体与描述,描述可以不写
bicycle_battalion:0 "自行车营"
bicycle_battalion_desc:0 "绞肉机里的肉,但含有一些额外的金属。"
新闻
新闻的标题,描述,选项都是会指定名字的,所以直接写就行
其它
可以直接写的
科技分享组
阵营名称