base_neutrality = x (Checks base neutrality; the old neutrality = x now checks effective neutrality!)
has_removable_minister = yes/no
surrender_progress = x (Unlike the lost_national, this checks directly for surrender progress)
brigade_exists = <name> (Checks if the brigade exists or not.)
brigade_in_combat = <name> (Checks if said brigade is currently in combat.)
EVENT COMMANDS
strategic_resource = <name>/none (provincial scope, add a resource or remove the one there. If there's already one in the province, the new command will overwrite it.)
do_election = <tag> (immediately triggers an election in the country, regardless of government type)
remove_minister = <id> | yes | <position> (id removes a certain minister, yes removes one at random, position removes the minister in a certain position; can't remove the HoS or HoG randomly, or at least they won't be removed right away, also if you remove a minister randomly from a position, he will be removed only from that position but will no longer be available for other positions either... BUT! If you do an "coup_by = THIS", it will remove the zombie minister from every positin he held before! The best part is that this won't even be displayed on the tooltip of the event!)
} (Starts a war betwen current country and TAG country with cb_type_attacker as the war goal of the current country and cb_type_defender for the TAG country. The possible war goals are in the '\common\cb_types.txt' file. If you start a war with the 'Aquire Territory' war goal, you will also need a 'region = "region_name"' argument after the 'casus_belli = cb_type'.)
add_wargoal = {
target = TAG
war_goal = { casus_belli = cb_type }
} (Adds the 'cb_type' War Goal to the current country towards the target country. It won't start a new war, only works if there's already one in progress.)
undeclared_war = {
target = TAG
region = region_name
} (Regions are defined in the '\map\region.txt' file. Note that the '\map' folder can only be replaced by mods in the mod folder, the extend command will cause the game to break on load.)
supplies = x (Now also works in a province scope.)
fuel = x (Now also works in a province scope.)
coup_by = FROM (Changes the Ideology and Government Type of the current country to match that of FROM country. It will also change ministers if there are any applicable choices. Apparently it doesn't work with normal tags, only 'FROM'.)
remove_brigade = <name> (Removes that brigade.)
MODIFIERS
threat_resistance = x (lowers the threat generated against your country)
soft_attack = x
hard_attack = x
leader_defence = x
sw_national_unity_effect = x (strategic warfare national unity effect; the old modifier effects NU gain/loss from events, this effects gain/loss from strategic warfare)
jungle_effects = x (reduces attrition/combat penalty from high temperature in humid terrain (not necessarely jungle, but very likely))
winter_effects = x (reduces attrition/combat penalty form low temperature)
amm_movement_speed = x
nuke_research = x
fuel_conversion = x
air_intercept = x (plus any other mission type)
land_build_speed = x
naval_build_speed = x
air_build_speed = x
rocket_build_speed = x
tank_build_speed = x
HISTORY FILES
money = x
energy = x
metal = x
rare_materials = x
crude_oil = x
fuel = x
supplies = x
NEW MODIFIERS IN buildings.txt
damage_factor = x (multiplies damage done to this building from bombing (and maybe from ground combat, I don't know))
repair = yes/no (determines if the building repairs on its own or not, used for underground cells)
show_for_province = yes/no (determines if the province owner sees a picture of the building, used for undergrond cells)
NEW STATIC MODIFIERS
government_in_exile = {} (Applies for every Government in Exile.)
NEW IN defines.lua
country:
TECH_ABILITY_GAIN_DIVISOR (determines the rate at which practical/theory gain is reduced)
PARTY_POPULARITY_CUTOFF (you get one non-ruling-party position in your cabinet per this amount of opposition popularity)
COUP_CHANCE_PER_POSITION (for every non-ruling-party position in the cabinet, you get this chance for a successful coup)
military:
NAVAL_STACK_POS_PENALTY_MAX (gives an upper limit to the positioning penalty from too much hull)
STATIC_AA_SCALE (multiplies damage done by static AA)
SPAWN_PARTISAN_LIMIT (minimum strength to spawn a partisan unit)
SPAWN_UNDERGROUND_LIMIT (minimum strength to increase underground building level)
MAX_UNDERGROUND_DISTANCE (max distance from capital/host's capital where you can build underground buildings)
**UND_INITIAL_STRENGTH (strength of the underground building when you place it)
UNDERGROUND_STRENGTH_GAIN (base strength gained per day, actual value depends on distance from capital (host's capital for GiEs))
UNDERGROUND_DETECT_CHANCE (chance to detect an underground building)
UNDERGROUND_PARTISAN_STRENGTH (??? needs testing, don't know what this does)
UNDERGROUND_SPAWN_STRENGTH (strength lost when spawning a partisan unit?)
PARADROP_MIN_TIME (delay between ordering and executing a Paradrop, in hours)
diplomacy:
NAP_EXPIRY_ALERT_MONTHS_AHEAD (you get an alert icon this many months before a NAP expires)
WARGOAL_ADD_COOLDOWN (you need to wait this many months before adding a new war goal)
alignment:
FACTION_STRAT_BONUS_DIST (a country needs to be this close to a faction to share its strategic resources with its leader(majors?))
FACTION_THREAT_DIST (threat has an effect to this far from a faction (previously it only had an effect until the middle of the **, so it wouldn't push you into another corner, only to the center)
IMPORTANT NOTE:
The method explained below is only necessary in Semper Fi and vanilla. The For the Motherland expansion solved the issue so now adding a simple 'date = yyyy.mm.dd' trigger will result in a very close triggering of the event.
Here's another dirty little hack to get around another limitation of the Clausewitz engine!
First, some introduction. The Clausewitz engine was made specifically for a long sandbox game where events are meant to be random. Hearts of Iron III is played in a much more confined timeframe so it is frequently required to have scripted events at a specific date. Creating such events is not as straightforward as it was in the old engine.
The Clausewitz uses a buffer to store the potential events that can be fired in the current month. In EU3 this is not an issue, since a month is a rather short amount of time, only 31 ticks at most. In HoI3, the shortest month is 28*24 = 672 ticks long. That's twice as many as days in a year! And things usually happened much faster in the 20th Century anyway.
Still, we are stuck with the buffer. Only events that were available at the first day of a month can be activated during that month. So, if you add a trigger like
Code:
date = 1938.5.12
复制代码
then your event will fire on June 1st instead of May 12, because the event was not in the puffer during May.
Now, here's what you need to do to get around this:
Add only the year and month of the historical date into the 'trigger = {}' block, so the event will be put into the buffer. (Of course you will need to add every other requirement there as well, but don't use the exact date in this part!)
Add a 'mean_time_to_happen = {}' block with 'days = 1' and a 'modifier = {}' block.
The 'modifier = {}' block should look like this:
Code:
modifier = { factor = 99999 not = { date = specific_date_you_want } }
复制代码
This way the chance of the event happening before the specified date will be very low. It still will be possible to get the event prematurely, but not with a significant chance.
Example:
Code:
country_event = {
id = 9990
is_triggered_only = yes
trigger = {
tag = GER
year = 1938
month = 9
}
mean_time_to_happen = {
days = 1
modifier = { factor = 99999 not = { date = 1938.9.29 }
Clausewitz引擎用了一个队列窗口去维护可能在下个月中将被触发的事件。在EU3中这没问题,因为时间的最小颗粒是天,但是在胡子3中时间的最小颗粒是小时!另一个问题是,事件队列只有在每个月的第一天才会被更新,这意味着如果你写一个
date = 1938.5.12
那么这个事件将在6月1日才进队列(触发可能到6月底了)。
base_neutrality = x (Checks base neutrality; the old neutrality = x now checks effective neutrality!)
基础中立值不小于x(旧的neutrality = x用于检查有效中立值)
has_removable_minister = yes/no
有可移除的部长
surrender_progress = x (Unlike the lost_national, this checks directly for surrender progress)
投降进程(外交界面上点国家红条会出的那个,应该是根据丧失的关键点和国家凝聚力共同算出来的)
brigade_exists = <name> (Checks if the brigade exists or not.)
某旅(名称)是否存在
brigade_in_combat = <name> (Checks if said brigade is currently in combat.)
某旅(名称)是否在战斗中
EVENT COMMANDS
事件可用命令
strategic_resource = <name>/none (provincial scope, add a resource or remove the one there. If there's already one in the province, the new command will overwrite it.)
战略资源=名称/无 (省份范围,修改或移除某省的战略资源,如果已经有一个,会被新的覆盖)
do_election = <tag> (immediately triggers an election in the country, regardless of government type)
立即在某国(tag)触发选举,不考虑政体
remove_minister = <id> | yes | <position> (id removes a certain minister, yes removes one at random, position removes the minister in a certain position; can't remove the HoS or HoG randomly, or at least they won't be removed right away, also if you remove a minister randomly from a position, he will be removed only from that position but will no longer be available for other positions either... BUT! If you do an "coup_by = THIS", it will remove the zombie minister from every positin he held before! The best part is that this won't even be displayed on the tooltip of the event!)
去除部长。用id直接去除指定部长,yes随机去除一个,<position>去除指定位置上的当前部长。不能随机去除国家元首或政府首脑,至少不会立刻生效。
另外如果随机去除了某个位置的部长,他仅仅会从这个位置被去掉,同时其他的位置也没法再替换成他(意思是如果其他位置上现在也是他,你又一直不换的话还是可以干下去的?需要实验一下)。
但是如果你指定了 "coup_by = THIS",他会从所有位置上被拿掉。更妙的是这个在事件效果提示上都不会显示。
war = {
target = TAG
attacker_goal = { casus_belli = cb_type_attacker }
defender_goal = { casus_belli = cb_type_defender }
} (Starts a war betwen current country and TAG country with cb_type_attacker as the war goal of the current country and cb_type_defender for the TAG country. The possible war goals are in the '\common\cb_types.txt' file. If you start a war with the 'Aquire Territory' war goal, you will also need a 'region = "region_name"' argument after the 'casus_belli = cb_type'.)
和指定某国开战(tag对应), cb_type_attacker是当前国家的战争目标,cb_type_defender是tag对应国家的战争目标。这里可以写的目标类型定义在\common\cb_types.txt。如果目标选择了“获得领土”,还需要在casus_belli = cb_type后面加一条'region = "region_name"来指定索要的区域。
add_wargoal = {
target = TAG
war_goal = { casus_belli = cb_type }
} (Adds the 'cb_type' War Goal to the current country towards the target country. It won't start a new war, only works if there's already one in progress.)
增加当前国对于某指定国的战争目标。(如果两国不在交战状态则不会有任何效果)
undeclared_war = {
target = TAG
region = region_name
} (Regions are defined in the '\map\region.txt' file. Note that the '\map' folder can only be replaced by mods in the mod folder, the extend command will cause the game to break on load.)
对于某国不宣而战(region的定义在map文件夹里面,注意mod需要覆盖mod文件夹底下的map目录,否则游戏可能会挂)(yangfanzuozi:这里没有解释,不知道什么作用)
supplies = x (Now also works in a province scope.)
补给增加(?)x。对国家和省份都适用。(yangfanzuozi:这里我不确定是增加还是赋值,不过按照其他语句的逻辑来说一般是增加)
fuel = x (Now also works in a province scope.)
燃油增加x。对国家省份都适用。
coup_by = FROM (Changes the Ideology and Government Type of the current country to match that of FROM country. It will also change ministers if there are any applicable choices. Apparently it doesn't work with normal tags, only 'FROM'.)
设定当前国家的政体和意识形态等于另一个国家(FROM)。如果有合适选择同样会切换部长。这条语句不能用一般的国家tag调用,只能用FROM(yangfanzuozi:这条没看懂)
remove_brigade = <name> (Removes that brigade.)
除去某个旅(用名字)
MODIFIERS
调节器(本部分的值都是对某个现有数值的按比例调节)
threat_resistance = x (lowers the threat generated against your country)
降低针对你的国家的威胁度
soft_attack = x
软攻
hard_attack = x
硬攻
leader_defence = x
将领防御(?这是神马)
sw_national_unity_effect = x (strategic warfare national unity effect; the old modifier effects NU gain/loss from events, this effects gain/loss from strategic warfare)
战略效果对于国家凝聚力的影响(之前旧版本有一个调节器是事件对于国家凝聚力的影响)
jungle_effects = x (reduces attrition/combat penalty from high temperature in humid terrain (not necessarely jungle, but very likely))
降低热带地区的高温造成的战斗惩罚/损耗率(不局限于丛林,不过大部分是)
winter_effects = x (reduces attrition/combat penalty form low temperature)
降低低温地区的战斗惩罚/损耗率
amm_movement_speed = x
移动速度(amm是什么,amry还是ammor?)
nuke_research = x
核研究
fuel_conversion = x
原油转化率
air_intercept = x (plus any other mission type)
空中拦截效率(还有任何其他空军任务类型,未列出)
land_build_speed = x
陆军单位建造速度
naval_build_speed = x
海军单位建造速度
air_build_speed = x
空军单位建造速度
rocket_build_speed = x
火箭建造速度
tank_build_speed = x
坦克(装甲部队?)建造速度
HISTORY FILES
(这部分略过)
money = x
energy = x
metal = x
rare_materials = x
crude_oil = x
fuel = x
supplies = x
NEW MODIFIERS IN buildings.txt
buildings.txt中的新参数
damage_factor = x (multiplies damage done to this building from bombing (and maybe from ground combat, I don't know))
某种建筑在空袭中受到的损失乘以x倍(不清楚是否适用地面战斗)
repair = yes/no (determines if the building repairs on its own or not, used for underground cells)
该建筑是否会自动修复(用于地下单位)
show_for_province = yes/no (determines if the province owner sees a picture of the building, used for undergrond cells)
省份所有者是否可以在地图上看到该建筑的图标(用于地下单位)
NEW STATIC MODIFIERS
government_in_exile = {} (Applies for every Government in Exile.)
流亡政*府(用于设置所有流亡政*府的公共参数调节)
NEW IN defines.lua
defines文件更新
country:
TECH_ABILITY_GAIN_DIVISOR (determines the rate at which practical/theory gain is reduced)
理论/实践经验的衰退速度比率
PARTY_POPULARITY_CUTOFF (you get one non-ruling-party position in your cabinet per this amount of opposition popularity)
这个参数的每点数值代表非执政党在内阁中获得一个位置
COUP_CHANCE_PER_POSITION (for every non-ruling-party position in the cabinet, you get this chance for a successful coup)
内阁中每个反对党阁员带来的**成功几率
military:
NAVAL_STACK_POS_PENALTY_MAX (gives an upper limit to the positioning penalty from too much hull)
海军超HULL值之后的阵位惩罚上限
STATIC_AA_SCALE (multiplies damage done by static AA)
地面防空效果加成
SPAWN_PARTISAN_LIMIT (minimum strength to spawn a partisan unit)
创造游击队所需的最小力量(?)
SPAWN_UNDERGROUND_LIMIT (minimum strength to increase underground building level)
提升地下建筑(underground building应该是地下组织相关的建筑单位,谁玩过的来给讲讲?)等级所需的最小力量
MAX_UNDERGROUND_DISTANCE (max distance from capital/host's capital where you can build underground buildings)
能够给建造地下建筑的本国首都到流亡所在国首都的距离上限
**UND_INITIAL_STRENGTH (strength of the underground building when you place it)
UNDERGROUND_STRENGTH_GAIN (base strength gained per day, actual value depends on distance from capital (host's capital for GiEs))
UNDERGROUND_DETECT_CHANCE (chance to detect an underground building)
UNDERGROUND_PARTISAN_STRENGTH (??? needs testing, don't know what this does)
UNDERGROUND_SPAWN_STRENGTH (strength lost when spawning a partisan unit?)
PARADROP_MIN_TIME (delay between ordering and executing a Paradrop, in hours)
空投命令到实际发动的时间,以小时为单位
diplomacy:
NAP_EXPIRY_ALERT_MONTHS_AHEAD (you get an alert icon this many months before a NAP expires)
你将在互不侵犯条约(Non-Aggression pact)过期前N个月得到一个图标提醒
WARGOAL_ADD_COOLDOWN (you need to wait this many months before adding a new war goal)
需要等待多久才可以再次添加一个新的战争目标(对同一个国家)
alignment:
FACTION_STRAT_BONUS_DIST (a country needs to be this close to a faction to share its strategic resources with its leader(majors?))
一个国家需要离阵营领袖的外交关系有多近才可以触发共享战略资源的效果
FACTION_THREAT_DIST (threat has an effect to this far from a faction (previously it only had an effect until the middle of
the **, so it wouldn't push you into another corner, only to the center)
威胁度对阵营关系影响的最大距离(以前版本中默认是到三角形中心)
##########################################################
# S C O P E S ############################################
##########################################################
and
All parts of the group are valid.
Syntax: and = { ... }
所有子语句需要同时满足
or
At least one part of the group is valid.
Syntax: or = { ... }
需要满足任何一个子语句
not
No parts of the group are valid.
Syntax: not = { ... }
需要子语句为假
country tag
The specified country.
Syntax: tag = { effects?}
括号中的效果针对tag指定的国家
FROM
The country that triggered the current event.
Syntax: FROM = { effects?}
括号中的效果针对触发当前事件的国家
THIS
The current country.
Syntax: THIS = { effects?}
括号中的效果针对当前scope的国家
limit
Limits the given scope to more narrow conditions.
Syntax: limit = { ... }
# for example - an event 500 will fire for any/every country in Axis:
any_country = {
limit = {
faction = axis
}
country_event = 500
}
给之前的条件一个更细的限制:上面的例子是选取任何轴心国家触发事件500
any_country
Any available country.
Syntax: any_country = { effects?}
任何国家都执行括号内语句
random_country
Picks a random country.
Syntax: random_country = { effects?}
随机的某个国家执行语句
any_neighbor_country
Any country neighboring the current country.
Syntax: any_neighbor_country = { effects?}
任何和当前国家相邻的国家
any_neighbor_province
Any province neighboring the current province.
Syntax: any_neighbor_province = { effects?}
任何和当前省份相邻的省份
any_owned
Any owned province.
Syntax: any_owned = { effects?}
任何拥有的省份(控制不算)
random_owned
Picks a random province.
Syntax: random_owned = { effects?}
随机某个拥有的省份
owner
The current owner of the province.
Syntax: owner = { effects?}
当前省份的拥有者执行括号内语句
controller
The country currently controlling the province.
Syntax: controller = { effects?}
当前省份的控制者
capital_scope
Capital of the current country.
Syntax: capital_scope = { effects?}
当前国家的首都省份
province id
The specified province.
Syntax: <province id> = { effects?}
指定id对应的省份
region name
The specified region.
Syntax: <region name> = { effects?}
指定地区名称对应的所有省份
random_neighbor_province
Picks a random province neighboring the current province.
Syntax: random_neighbor_province = { effects?}
随机的某个相邻省份
random_empty_neighbor_province
Picks a random empty province neighboring the current province.
Syntax: random_empty_neighbor_province = { effects?}
随机的某个没有军队的省份
##########################################################
# T R I G G E R S ########################################
##########################################################
id
Event ID number.
Syntax: id = Event_ID
事件id
major
?
Syntax: major = yes
? 含义不明
is_triggered_only
Such event will not fire unless triggered by another event or decision.
Additional trigger conditions may still be added.
Syntax: is_triggered_only = yes
当前事件只能通过其他事件和决议触发(可以不写其他的触发条件)
year
Returns true if x is the current year or a later year.
Syntax: year = x
当前年份不小于指定值
month
Returns true if x is the current month or a later month.
Syntax: month = x
当前月份不小于指定值
date
Returns true if x is the current date or a later date.
Syntax: date = x # (yyyy.m.d)
当前日期不小于指定值(某个具体日子或者就是每个月的某一天)
mean_time_to_happen
An average timespan around which an event randomly fires.
Syntax: mean_time_to_happen = { months = x / days = x }
事件从满足条件到触发所需的平均天数
modifier
Multiplies the current mean_time_to_happen probability by x when certain conditions are met.
More modifiers for one mean_time_to_happen may be added.
Syntax: modifier = { factor = x ... }
# e.g. mean_time_to_happen will be 5 days (half of the original) during and after June:
mean_time_to_happen = {
days = 10
modifier = {
factor = 0.5
month = 6
}
}
用于mean_time_to_happen之内,满足特定条件之后对于mean_time_to_happen的触发时间有一个额外的乘数因子
ai
Returns true if the country is handled by the AI.
Syntax: ai = yes / no
当前国家是AI控制的
tag
Returns true if the current country has a country tag that matches the specified tag.
Syntax: tag = <country tag>
当前国家是否为某个指定tag
# Provinces ################################
capital
Returns true if the specified capital is the current country抯 capital.
Syntax: capital = <province id>
当前国家的首都是否某指定省份
is_capital
Returns true if the current province is a capital.
Syntax: is_capital = yes / no
当前省份是否为某国的首都
owns
Returns true if the country owns the specified province.
Syntax: owns = <province id>
指定省份是否被当前国家拥有
owned_by
Returns true if the specified country owns the current province.
Syntax: owned_by = tag
当前省份是否被指定国家拥有
controls
Returns true if the current country controls the specified province.
Syntax: controls = <province id>
指定省份是否被当前国家控制
controlled_by
Returns true if the province is controlled by the specified country.
Syntax: controlled_by = tag
当前省份是否被制定国家控制
is_core
Returns true if the specified province is a core of the current country.
Syntax: is_core = <province id>
指定省份是否为当前国家的核心
units_in_province
Returns true if there are x or more units in the current province.
Syntax: units_in_province = x
当前省份存在不少于x的单位
country_units_in_province
Returns true if the current country has x or more units in the specified province.
Syntax: country_units_in_province = x
当前省份存在不少于x的属于当前国家的单位
continent
Returns true if the current province belongs to the specified continent.
Syntax: continent = <name of continent>
当前省份是否属于某指定大陆
empty
Returns true if the current province is empty.
Syntax: empty = yes / no
当前省份是否不存在任何单位
has_building
Returns true if the current province has the specified building.
Syntax: has_building = <building type>
当前省份是否拥有某种建筑
port
Syntax: port = yes / no
Returns true if the current province has a port.
当前省份是否有港口
is_blockaded
Returns true if the province is blockaded.
Syntax: is_blockaded = yes / no
当前省份是否被包围(?)
nationalism
Returns true if the nationalism value is equal to x or more.
Syntax: nationalism = x
民族主义(?)不小于指定值
province_id
Returns true if current province has the specified ID.
Syntax: province_id = <province id>
当前省份id是否为指定值
region
Returns true if the province belongs to the specified region.
Syntax: region = <name of region>
当前省份是否属于指定区域
leadership
Returns true if the province has a leadership value equal to x or higher.
Syntax: leadership = x
当前省份时候产生不小于x的领导力
# Modifiers ################################
has_country_flag
Returns true if the current country has the specified country.
Syntax: has_country_flag = <name of flag>
当前国家是否包含某个国家标志(多数用于记录某个事件已经触发过的标志)
has_global_flag
Returns true if any country has set a global flag.
Syntax: has_global_flag = <name of flag>
当前国家是否包含某个全局标志
has_country_modifier
Returns true if the current country has the specified modifier.
Syntax: has_country_modifier = <name of modifer>
当前国家是否拥有某个指定的调节器
has_province_modifier
Returns true if the current province has the specified modifier.
Syntax: has_province_modifier = <name of modifer>
当前省份是否拥有某个指定调节器
check_variable
Returns true if the <variable name> has been set at an earlier stage and its value is
equal to x.
Syntax: check_variable = {
which = <variable name>
value = x
}
检查某个之前预设的变量是否存在并且拥有指定值
# National ################################
exists
Returns true if the specified country exists.
Syntax: exists = tag
指定国家是否存在
blockade
Returns true if the blockade percentage is equal to x or above.
Syntax: blockade = x
封锁程度是否到达某个值(?)
base_neutrality
Returns true if a country抯 base neutrality value is equal to x or more.
Syntax: base_neutrality = x
当前国家的基础中立度到达某个值
neutrality
Returns true if a country抯 effective neutrality value is equal to x or more.
Syntax: neutrality = x
当前国家的实际中立度到达某个值
national_unity
Returns true if the country抯 national unity is equal to x or more.
Syntax: national_unity = x
当前国家凝聚力是否达到某个值
dissent
Returns true if a country抯 dissent value is equal to x or more.
Syntax: dissent = x
当前不满度是否达到某个值
manpower
Returns true if the country / province has a manpower value equal to x or higher.
Syntax: manpower = x
当前人力
manpower_percentage
Returns true if the country has a manpower percentage of x or above.
Syntax: manpower_percentage = x
当前国家的人力达到某个百分比
max_manpower
Returns true if the country抯 maximum manpower is equal to x or higher.
Syntax: max_manpower = x
当前国家的最大人力达到某个值
max_manpower_greater_than
Returns true if the country抯 maximum number of manpower is equal to x or more.
Syntax: max_manpower_greater_than = x
government
Returns true if the country has the specified government type.
Syntax: government = <government type>
当前国家政府为指定类型
government positions
Verifies that a certain minister has been appointed to a certain position.
Syntax:
head_of_state = <minister id>
head_of_government = <minister id>
foreign_minister = <minister id>
armament_minister = <minister id>
minister_of_security = <minister id>
minister_of_intelligence = <minister id>
chief_of_staff = <minister id>
chief_of_army = <minister id>
chief_of_navy = <minister id>
chief_of_air = <minister id>
当前国家指定部长为特定人物
minister_alive
Returns true if the specified minister is active.
Syntax: minister_alive = <minister id>
指定部长是否还活着
has_removable_minister
If the minister can be replaced in his position.
Syntax: has_removable_minister = yes / no
某个内阁位置有备选人员
organisation
Returns true if a country抯 ruling party has an organisation value equal to x or more.
Syntax: organisation = x
当前国家执政党组织度
popularity
Returns true if the country抯 ruling party has a popularity value equal to x or more.
Syntax: popularity = x
当前国家执政党支持率
has_leader
Returns true if the country has the specified leader.
Syntax: has_leader = <name of leader>
当前国家有指定将领
unit_has_leader
Returns true if any unit in the current country has a leader.
Syntax: unit_has_leader = yes / no
当前部队有将领
government_in_exile
Returns true if the specified country has a government in exile.
Syntax: government_in_exile = yes / no
当前国家有流亡政*府
ideology
Returns true if the country抯 ruling party belongs to the specified ideology.
Syntax: ideology = <ideology type>
当前国家执政党属于指定意识形态
ideology_group
Returns true if the country抯 ruling party belongs to the specified ideology group.
Syntax: ideology_group = <ideology group name>
当前国家执政党属于指定意识形态组
lost_national
Returns true if the number of core provinces that a country has lost is equal to x or more.
Syntax: lost_national = x
当前国家损失核心领土比例超过x
surrender_progress
Unlike the lost_national, this checks directly for surrender progress.
Since FTM 3.05, the surrender formula is counted as CoreStillControlledVPs / OwnedVPs;
i.e. the x per cent loss of victory points located in provinces,
which the current country has both cores and ownership of
Syntax: surrender_progress = x
当前国家投降进程。从FTM3.05起,是用 仍然控制的核心点/拥有的核心点
lost_IC
Returns true if the number of IC that a country has lost is equal to x or more.
Syntax: lost_IC = x
当前国家损失IC总比率
num_of_cities
Returns true if the country has x or more cities.
Syntax: num_of_cities = x
当前国家城市总数
num_of_convoys
Returns true if the number of convoys belonging to a country is equal to x or more.
Syntax: num_of_convoys = x
当前国家运输船总数
num_of_ports
Returns true if the country has x or more ports.
Syntax: num_of_ports = x
当前国家港口总数
total_num_of_ports
Returns true if the total number of ports a country has is equal to x or more.
Syntax: total_num_of_ports = x
当前国家港口总数
num_of_revolts
Returns true if there are x or more revolts in the country.
Syntax: num_of_revolts = x
revolt_percentage
Returns true if the percentage of revolts in the country is equal to x or higher.
Syntax: revolt_percentage = x
strat_allies_impact
Returns true if the strategic impact from allies is equal to x or more.
Syntax: strat_allies_impact = x
strat_bomb_impact
Returns true if the strategic impact from bombing is equal to x or more.
Syntax: strat_bomb_impact = x
strat_convoy_impact
Returns true if the strategic impact from a convoy is equal to x or more.
Syntax: strat_convoy_impact = x
total_amount_of_brigades
Returns true if the number of brigades belonging to a country is equal to x or more.
Syntax: total_amount_of_brigades = x
当前国家总旅数
total_amount_of_divisions
Returns true if the number of divisions belonging to a country is equal to x or more.
Syntax: total_amount_of_divisions = x
当前国家总师数
total_defensives
Returns true if the number of defensive battles a country is currently involved in is
equal to x or more.
Syntax: total_defensives = x
当前国家防御战斗总数
total_offensives
Returns true if the number of offensive battles a country is currently involved in is
equal to x or more.
Syntax: total_defensives = x
当前国家攻击战斗总数
total_amount_of_planes
Returns true if the number of planes belonging to a country is equal to x or more.
Syntax: total_amount_of_planes = x
当前国家飞机总数
total_we_bomb
Returns true if the number of provinces we are currently bombing is equal to x or
more.
Syntax: total_we_bomb = x
当前国家轰炸省份总数
total_amount_of_ships
Returns true if the number of ships belonging to a country is equal to x or more.
Syntax: total_amount_of_ships = x
当前国家舰船总数
total_sea_battles
Returns true if the number of sea battles currently undertaken is equal to x or more.
Syntax: total_sea_battles = x
当前国家总海战次数
total_of_ours_sunk
Returns true if the number of sunken ships belonging to the current country is equal
to x or more.
Syntax: total_of_ours_sunk = x
当前国家被击沉舰船总数
total_sunk_by_us
Returns true if the total number of ships sunk by the current country is equal to x or
more.
Syntax: total_sunk_by_us = x
当前国家击沉舰船总数
brigade_exists
Returns true if a brigade with the given name exists.
Syntax: brigade_exists = <name>
指定旅存在
brigade_in_combat
Returns true if said brigade is currently in combat.
Syntax: brigade_in_combat = <name>
指定旅正在战斗中
unit_in_battle
Returns true if the country has any unit that is fighting a battle.
Syntax: unit_in_battle = yes / no
当前国家有正在战斗中的单位
total_ic
Returns true if the total amount of ic a country has is equal to x or more.
Syntax: total_ic = x
当前总ic超过指定值
war_exhaustion
Returns true if the country抯 war exhaustion is equal to x or above.
Syntax: war_exhaustion = x
当前国家厌战度超过指定值
# International ################################
alliance_with
Returns true if the country is allied with the specified country.
Syntax: alliance_with = tag / this / from
当前国家和制定国家处于同盟状态
faction
Returns true if a country belongs to the specified faction.
Syntax: faction = axis /allies / comintern
当前国家属于指定阵营
is_in_any_faction
Returns true if a country is a member of a faction.
Syntax: is_in_any_faction = yes / no
当前国家属于任意阵营
faction_progress
Returns true if the victory progress of the current faction is equal to x percent or
more.
Syntax: faction_progress = x # (x = 1..)
当前阵营的胜利条件达成x%以上
num_in_faction
Returns true if the number of members belonging to the same faction as the current
country is equal to x or more.
Syntax: num_in_faction = x
当前属于相同阵营的国家数超过x
num_of_allies
Returns true if the number of allies equals x or more.
Syntax: num_of_allies = x
当前联盟国家数超过特定值
guarantee
Returns true if the specified country is guaranteeing the independence of the current
country.
Syntax: guarantee = tag
当前国家保障指定国的独立
non_aggression_pact
Returns true if the specified country has a non-aggression pact with the current
country.
Syntax: non_aggression_pact = tag
当前国家和指定国有互不侵犯条约
is_subject
Returns true if the current country is a puppet.
Syntax: is_subject = yes / no
当前国家是傀儡
vassal_of
Returns true if the current country is a puppet state to the specified country.
Syntax: vassal_of = tag / this / from
当前国家是某国的傀儡
is_possible_vassal
Returns true if the specified country can be released as a puppet state.
Syntax: is_possible_vassal = yes / no
当前国家可以被释放为其他国的傀儡
can_create_vassals
Returns true if the current country can create a puppet state.
Syntax: can_create_vassals = yes / no
当前国家可以释放傀儡
num_of_vassals
Returns true if the number of puppets a country has is equal to x or more.
Syntax: num_of_vassals = x
当前国家的傀儡数超过特定值
is_threatened
Returns true if the country feels threatened.
Syntax: is_threatened = yes / no
当前国家感受到威胁
threat
Returns true if the threat value is equal to x or more.
Syntax: threat = x
当前国家的威胁值超过特定值
military_access
Returns true if the specified country has military access to the current country.
Syntax: military_access = tag
当前国家对指定国家开放军事通行权
neighbor
Returns true if the current country is a neighbour to the specified country.
Syntax: neighbor = tag
当前国家和指定国家是邻国
relation
Returns true if the specified country has a relation value equal to y or higher with the
specified country.
Syntax: relation = { who = tag value = y }
当前国家和指定国家的关系不小于特定值
war
Returns true if the current country is at war.
Syntax: war = yes / no
当前国家处于战争状态
war_with
Returns true if the current country is at war with the specified country.
Syntax: war_with = tag
当前国家和指定国处于战争
truce_with
Returns true if the current country has a truce with the specified country.
Syntax: truce_with = tag / this / from
当前国家和指定国处于停战
has_wargoal
Checks if current country has any wargoals set against tag country.
Syntax: has_wargoal = tag
当前国家有针对指定国家的战争目标
# Resources ################################
crude_oil
Returns true if the amount of crude oil a country has is equal to x or more.
Syntax: crude_oil = x
当前国家原油总量
energy
Returns true if the amount of energy a country has is equal to x or more.
Syntax: energy = x
当前国家能源总量
metal
Returns true if the amount of metal a country has is equal to x or more.
Syntax: metal = x
当前国家金属总量
money
Returns true if the amount of money a country has is equal to x or more.
Syntax: money = x
当前国家金钱总量
rare_materials
Returns true if the amount of rare materials a country has is equal to x or more.
Syntax: rare_materials = x
当前国家稀有金属总量
supplies
Returns true if the amount of supplies a country has is equal to x or more.
Syntax: supplies = x
当前国家补给总量
fuel
Returns true if the amount of fuel a country has is equal to x or more.
Syntax: fuel = x
当前国家燃油总量
strategic_resource
A trigger to check if a country/province has a specific resource.
Syntax: strategic_resource = <resource_name>
当前省份是否含有指定资源
has_strategic_resource
A trigger to check if a province has any strategic resource.
Syntax: has_strategic_resource = yes / no
当前省份是否含有战略资源
Triggers the specified country event for the current country.
Syntax: country_event = <event id>
指定国家触发指定事件
random
Effects within the block has an x percents chance of taking effect.
Syntax: random = {
chance = x
effects?
}
括号内的effects效果内容将以x%的几率触发
random_list
Effects within the block has an x percents chance of taking effect.
Syntax: random_list = {
x = { effects... }
x = { effects... }
x = { effects... }
}
# for example:
random_list = {
50 = { dissent = 4 }
20 = { dissent = 3 }
20 = { dissent = 2 }
10 = { dissent = 1 }
}
触发概率的分布,例子解释的很清楚了吧
ai_chance
A chance in x per cent that AI will choose the current option.
Syntax: ai_chance = { factor = x }
AI触发事件的百分比,x=100则一定触发
modifier
Multiplies the current ai_chance probability by x when certain conditions are met.
More modifiers for one ai_chance may be added.
Syntax: modifier = { factor = x ... }
# e.g. if Vichy France exists, the ai_chance will be doubled, i.e. 100% in this case:
ai_chance = {
factor = 50
modifier = {
factor = 2.0
exists = VIC
}
}
当modifier(调节器)以内的条件满足时,将特定影响因子(factor)叠加到当前效果上(这里的例子是ai_chance = {factor = 50}将变成100)
# Provinces ################################
省份效果
add_core
Make a certain province a core of the current country.
Syntax: add_core = <province id>
给当前国家添加核心省份(用id)
remove_core
The specified province will no longer be core province.
Syntax: remove_core = <province id>
给当前国家去除核心省份(用id)
capital
Move the capital to a new province.
Syntax: capital = <province id>
给当前国家调整首都(据说除了补给和燃油以外资源会清0,注意)
secede_province
Cede a certain province to the specified country.
Syntax: <province id> = { secede_province = tag }
割让指定省份给指定国家(注意,这条语句的调用者一定要是该省份的owner,否则无效),例如在一个tag = CHI的事件里直接写
5020(大连) = { secede_province = CHI} 是无效的。需要写 JAP = {5020 = {secede_province=CHI}}
change_controller
Change the controller of a province.
Syntax: change_controller = tag
修改省份的控制者
change_manpower
Increase/decrease the manpower available in a certain province.
Syntax: change_manpower = x # (x = +-1..)
增减当前省份的可用人力
leadership
Increase/decrease the leadership produced in a certain province.
Syntax: leadership = x # (x = +-1..)
增减当前省份可用领导力
crude_oil
Increase/decrease a province抯 max production of crude oil.
Syntax: crude_oil = x
增减当前省份原油产量
energy
Increase/decrease a province抯 max production of energy.
Syntax: energy = x
增减当前省份能源产量
metal
Increase/decrease a province抯 max production of metal.
Syntax: metal = x
增减当前省份金属产量
rare_materials
Increase/decrease a province抯 max production of rare materials.
Syntax: rare_materials = x
增减当前省份稀有金属产量
supplies
Increase/decrease a province抯 max production of supplies.
Syntax: supplies = x
增减当前省份补给产量
industry
Increase/decrease the IC available in a certain province.
Syntax: industry = x # (x = 1 - 10)
增减当前省份IC值(注意x为10的话是加10不是加到10)
change_province_name
Changes the name of the current province.
Syntax: change_province_name = <new name>
修改省份名称
create_revolt
Creates a revolt of the specified size.
Syntax: create_revolt = x # (x = 1 / 2 / 3)
给某省份添加x级的起义
# Modifiers ################################
调节器
add_country_modifier
Add a country modifier with certain effects to the country.
Syntax: add_country_modifier = <name of modifier>
给当前国家增加国家调节器
remove_country_modifier
Removes a certain country modifier from the current country.
Syntax: remove_country_modifier = <name of modifier>
从当前国家去除国家调节器
add_province_modifier
Creates a province modifier for the specified province.
Syntax: add_province_modifier = <name of modifier>
给当前省份增加省份调节器
remove_province_modifier
Removes a certain province modifier from the current province.
Syntax: remove_province_modifier = <name of modifier>
从当前省份去除省份调节器
set_variable
Creates a new variable and assigns it the specified value.
Syntax: set_variable = {
which = <name of variable>
value = x #(x = +-1..)
}
创建新变量并赋值
change_variable
Increases or decreases the value of an existing variable.
Syntax: change_variable = {
which = <name of variable>
value = x #(x = +-1..)
}
调节变量值
set_country_flag
Sets a flag for the current country.
Syntax: set_country_flag = <name of flag>
给当前国家设置flag标志
clr_country_flag
Removes the specified country flag.
Syntax: clr_country_flag = <name of flag>
去除当前国家的flag标志
set_global_flag
Sets a global flag regardless of country.
Syntax: set_global_flag = <name of flag>
设置全局flag标志
clr_global_flag
Removes the specified global flag.
Syntax: clr_global_flag = <name of flag>
去除全局flag标志
# National ################################
国家效果
form_government_in_exile
Create a government in exile for the current country.
Syntax: form_government_in_exile = yes / no
给当前国家创建一个**
government
Change the current type of government for the country.
Syntax: government = <government type> / THIS / FROM
do_election
Immediately triggers an election in the tag country, regardless of government type.
Syntax: do_election = tag
立刻在指定国家举行选举,不管是什么政体
remove_minister
Removes the minister (id removes a certain minister, yes removes one at random,
position removes the minister in a certain position;
can't remove the head_of_state or head_of_government randomly).
Syntax: remove_minister = <minister id> / yes / <position>
杀死一个部长(id杀死指定,yes随机去除一个,position去除对应职位的部长)
organisation
Increase/decrease the ruling party抯 organisation.
Syntax: organisation = x #(x = +-1..)
调整执政党组织度
popularity
Increase/decrease the ruling party抯 popularity.
Syntax: popularity = x # (x = +-1..)
调整执政党支持率
national_unity
Increase/decrease a country抯 amount of national unity.
Syntax: national_unity = x #(x = +-1..100)
调整国家凝聚力
neutrality
Increase/decrease a country抯 base neutrality value.
Syntax: neutrality = x # (x = +-1..100)
调整中立度
manpower
Increase/decrease the amount of manpower a country has.
Syntax: manpower = x #(x = +-0..1)
调整当前人力值
dissent
Increase/decrease a country抯 dissent value.
Syntax: dissent = x # (x = +-1..)
调整不满
add brigade
Give the current country a new brigade (militia_brigade, infantry_brigade etc).
Syntax: <province id> = { <brigade type> = current }
在指定省份给当前国家新建一个旅
remove_brigade
Removes specified brigade from the map.
Syntax: remove_brigade = <name>
从地图上抹杀一个旅
load_oob
Adds units (including their hierarchy) defined in txt file to the current country's OOB.
Syntax: load_oob = "destroyers_for_bases.txt"
Syntax: load_oob = "scenarios\desert_fox\Extra_OOBs\ita1.txt"
读取oob文件
# International ################################
国际效果
relation
Increase/decrease the relations value between two countries by x.
Syntax: relation = { who = TAG/THIS value = x }
增减两国之间的关系
threat
Increase/decrease the specified country抯 threat value towards the current country by x.
Syntax: threat { who = tag / all value = x }
增减指定(tag)国家对于当前国家的威胁
inherit
Allow the current country to inherit the specified country.
Syntax: inherit = tag
允许当前国家继承指定国家(?这个不懂)
create_alliance
Creates an alliance with the specified country.
Syntax: create_alliance = this / from / tag
和指定国家创立联盟
leave_alliance
Remove the current country from an alliance with the specified country.
Syntax: leave_alliance = this / from / tag
从指定国家的联盟中去除当前国家
join_faction
Makes the current country a member of the specified faction.
Syntax: join_faction = axis / allies / comintern
加入某个阵营
leave_faction
Remove the current country from the specified faction.
Syntax: leave_faction = axis / allies / comintern
从某阵营中去除
guarantee
The current country will guarantee the specified country.
Syntax: guarantee = tag
保障某国的独立
end_guarantee
The current country will no longer guarantee the specified country.
Syntax: end_guarantee = tag
停止保障独立
military_access
Gives the specified country, tag1 military access to the current country, tag2.
Syntax: tag1 = { military_access = tag2 }
tag2国家给tag1国家军事通行权
end_military_access
Ends the military access between the specified country, tag1 and the current country,
tag2.
Syntax: tag1 = { end_military_access = tag2 }
tag2停止给予tag1军事通行权
non_aggression_pact
Creates a non-aggression pact between the current country and the specified
country.
Syntax: non_aggression_pact = tag
和指定国家签订互不侵犯条约
end_non_aggression_pact
Ends a non-aggression pact between the current country and the specified country.
Syntax: end_non_aggression_pact = tag
停止和指定国家的互不侵犯条约
end_war
Ends any war between the specified country, tag1 and the current country, tag2.
Syntax: tag1 = { end_war = tag2 }
结束tag1和tag2之间的战争状态
release
Allows the current country to release the specified country and thereby create a new
independent nation.
Syntax: release = tag
当前国家释放tag对应国家为独立国家
release_vassal
Allows the current country to release the specified country as a vassal.
Syntax: release_vassal = this / from / random / tag
当前国家释放对应国家为傀儡
split_troops
Gives the specified country, x percent of the current country抯 troops.
Syntax: tag = { split_troops = x }
# ex. Give Germany 10% of your troops.
GER = { split_troops = 0.10 }
将当前国家x%的军队给予tag指定国家
war
Start a war between the current country and the specified country with a defined wargoal.
The "Aquire Territory" wargoal requires also region = <region_name> to be specified.
Wargoals can be found in common/cb_types.txt file.
Syntax:
war = {
target = TAG
attacker_goal = { casus_belli = <wargoal type> }
defender_goal = { casus_belli = <wargoal type> }
}
在当前国家和目标国家之间发起战争并指定双方的战争目标。如果以获得地区为目标,需要指定地区名。战争目标可以在common/cb_types.txt里面找到
# example of Winter War:
SOV = {
war = {
target = FIN
attacker_goal = { casus_belli=aquire_territory region=Soviet_claims_FIN }
}
}
add_wargoal
Adds a War Goal to the current country towards the target country.
It won't start a new war, only works if there's already one in progress.
Syntax:
add_wargoal = {
target = TAG
war_goal = { casus_belli = <wargoal type> }
}
添加战争目标。只对进行中的战争有效。
undeclared_war
Allows units of the current country and tag country to fight each other in a delimited area.
Works properly just for sea zones so far, as the attacker cannot capture provinces this way.
Syntax:
undeclared_war = {
target = TAG
region = <region_name>
}
静默战争。将双方的战争局限在某个限定区域内。目前只对海战有效。
war_exhaustion
Increase/decrease the amount of war exhaustion a country has.
Syntax: war_exhuastion = x # (x = +-1..)
增减厌战度
##########################################################
# M O D I F I E R S ######################################
##########################################################
# for events, ministers, leaders, laws etc.
# many modifiers range from -1.0 to 1.0 (e.g. 0.2 means 20%)
##########################################################
ruling_party_support
执政党支持率
global_manpower_modifier
全局人力调节
global_leadership_modifier
全局领导力调节
dissent
不满
drift_speed
偏移速度(应该是偏向某阵营的速度)
global_ic
全局IC
global_money
全局金钱
unit_recruitment_time
单位招募时间
war_consumer_goods_demand
战时消费品需求
peace_consumer_goods_demand
和平时期消费品需求
espionage_bonus
间谍加成
counter_intelligence
?
national_unity # overall NU impact
国家凝聚力
national_unity_effect # modifies NU gain/loss from events
事件对国家凝聚力的改变程度
global_resources
全局资源
industrial_efficiency
工业效率
unit_start_experience
部队初始经验
global_revolt_risk
全局起义概率
global_leadership
全局领导力
max_war_exhaustion
最大厌战度
war_exhaustion
厌战度变化
threat_resistance # lowers the threat generated against your country
降低对于当前国家的威胁
sw_national_unity_effect # modifies gain/loss from strategic warfare
air_intercept # plus any other mission type
ground_attack
interdiction
logistical_strike
installation_strike
runway_cratering
carrier_protection
strategic_bomb
paradrop_mission
sw_ _effect
combat_movement_speed
org_regain
soft_attack
hard_attack
convoy_raid
supply_throughput
leader_defence
land_build_speed
tank_build_speed
territorial_pride
port_strike
naval_strike
neutrality_change
supply_consumption
air_build_speed
amm_movement_speed
nuke_research
winter_effects # reduces attrition/combat penalty from low temperature
jungle_effects # reduces attrition/combat penalty from high temperature in humid terrain (not necessarely jungle, but very likely)
rocket_build_speed
casualty_trickleback
naval_build_speed
fuel_conversion
tank_build_speed
land_build_speed