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[HOI3] 撒钱~HOI3编辑语法征集~!『本区分配5000PB奖金』

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发表于 2013-2-5 16:56:33 |只看该作者 |倒序浏览
1000金钱
本帖最后由 STUK 于 2013-2-5 23:37 编辑

鉴于坛子新出了百科功能,个人认为这样的神器单作游戏手册浪费了,所以自己掏钱组织收集文本类的修改指南,以便玩家们能更深入开发这款游戏的娱乐性。


有四个区参与活动,分别是EU3、VIC2、HOI3、CK2
预设总奖金18000PB(不含税)
本区分配奖金4000PB+1000PB,4000散给参与的童鞋,1000给予贡献最大哪位~

主要收集
Events事件语法/格式/常用语言
Decisions决议语法/格式/常用语言

目前本帖不设定回帖格式,请诸君踊跃参与,1000PB的特别奖由斑竹选出,掏钱就由本人了。
剩余4000PB将在收集完成后手动配入各位的帐号,如果有权限的大爷们觉得合适也请对积极参与的会员进行鼓励~。

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什么啊12321 查看完整内容

另外补充下,以下是官网贴出的FtM更新时新增的语句(报纸楼hoi3-variables.zip里的内容+本楼FtM新增应该是截止到TFH之前全部的语句了):
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发表于 2013-2-5 16:56:34 |只看该作者
本帖最后由 什么啊12321 于 2013-2-6 01:22 编辑

另外补充下,以下是官网贴出的FtM更新时新增的语句(报纸楼hoi3-variables.zip里的内容+本楼FtM新增应该是截止到TFH之前全部的语句了):
  1. EVENT TRIGGERS

  2. strategic_resource = <name> (provincial/country scope)
  3. has_strategic_resource = yes/no (provincial scope)
  4. has_wargoal = <tag>
  5. base_neutrality = x (Checks base neutrality; the old neutrality = x now checks effective neutrality!)
  6. has_removable_minister = yes/no
  7. surrender_progress = x (Unlike the lost_national, this checks directly for surrender progress)
  8. brigade_exists = <name> (Checks if the brigade exists or not.)
  9. brigade_in_combat = <name> (Checks if said brigade is currently in combat.)



  10. EVENT COMMANDS

  11. 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.)
  12. do_election = <tag> (immediately triggers an election in the country, regardless of government type)
  13. 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!)
  14. war = {
  15.         target = TAG
  16.         attacker_goal = { casus_belli = cb_type_attacker }
  17.         defender_goal = { casus_belli = cb_type_defender }
  18. } (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'.)
  19. add_wargoal = {
  20.         target = TAG
  21.         war_goal = { casus_belli = cb_type }
  22. } (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.)
  23. undeclared_war = {
  24.         target = TAG
  25.         region =  region_name
  26. } (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.)
  27. supplies = x (Now also works in a province scope.)
  28. fuel = x (Now also works in a province scope.)
  29. 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'.)
  30. remove_brigade = <name> (Removes that brigade.)




  31. MODIFIERS

  32. threat_resistance = x (lowers the threat generated against your country)
  33. soft_attack = x
  34. hard_attack = x
  35. leader_defence = x
  36. 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)
  37. jungle_effects = x (reduces attrition/combat penalty from high temperature in humid terrain (not necessarely jungle, but very likely))
  38. winter_effects = x (reduces attrition/combat penalty form low temperature)
  39. amm_movement_speed = x
  40. nuke_research = x
  41. fuel_conversion = x

  42. air_intercept = x (plus any other mission type)

  43. land_build_speed = x
  44. naval_build_speed = x
  45. air_build_speed = x

  46. rocket_build_speed = x
  47. tank_build_speed = x


  48. HISTORY FILES

  49. money = x
  50. energy = x
  51. metal = x
  52. rare_materials = x
  53. crude_oil = x
  54. fuel = x
  55. supplies = x


  56. NEW MODIFIERS IN buildings.txt

  57. damage_factor = x (multiplies damage done to this building from bombing (and maybe from ground combat, I don't know))
  58. repair = yes/no (determines if the building repairs on its own or not, used for underground cells)
  59. show_for_province = yes/no (determines if the province owner sees a picture of the building, used for undergrond cells)


  60. NEW STATIC MODIFIERS

  61. government_in_exile = {} (Applies for every Government in Exile.)


  62. NEW IN defines.lua

  63. country:
  64. TECH_ABILITY_GAIN_DIVISOR (determines the rate at which practical/theory gain is reduced)
  65. PARTY_POPULARITY_CUTOFF (you get one non-ruling-party position in your cabinet per this amount of opposition popularity)
  66. COUP_CHANCE_PER_POSITION (for every non-ruling-party position in the cabinet, you get this chance for a successful coup)

  67. military:
  68. NAVAL_STACK_POS_PENALTY_MAX (gives an upper limit to the positioning penalty from too much hull)
  69. STATIC_AA_SCALE (multiplies damage done by static AA)
  70. SPAWN_PARTISAN_LIMIT (minimum strength to spawn a partisan unit)
  71. SPAWN_UNDERGROUND_LIMIT (minimum strength to increase underground building level)
  72. MAX_UNDERGROUND_DISTANCE (max distance from capital/host's capital where you can build underground buildings)
  73. **UND_INITIAL_STRENGTH (strength of the underground building when you place it)
  74. UNDERGROUND_STRENGTH_GAIN (base strength gained per day, actual value depends on distance from capital (host's capital for GiEs))
  75. UNDERGROUND_DETECT_CHANCE (chance to detect an underground building)
  76. UNDERGROUND_PARTISAN_STRENGTH (??? needs testing, don't know what this does)
  77. UNDERGROUND_SPAWN_STRENGTH (strength lost when spawning a partisan unit?)
  78. PARADROP_MIN_TIME (delay between ordering and executing a Paradrop, in hours)

  79. diplomacy:
  80. NAP_EXPIRY_ALERT_MONTHS_AHEAD (you get an alert icon this many months before a NAP expires)
  81. WARGOAL_ADD_COOLDOWN (you need to wait this many months before adding a new war goal)

  82. alignment:
  83. FACTION_STRAT_BONUS_DIST (a country needs to be this close to a faction to share its strategic resources with its leader(majors?))
  84. 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)
复制代码
More than machinery we need humanity;
More than cleverness we need kindness and gentleness.
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发表于 2013-2-5 17:13:21 |只看该作者
强烈支持,建议能不能在出一个 AI的语法和格式啊,这才是精华啊
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发表于 2013-2-5 19:01:26 来自手机 |只看该作者
恋恋的国防科技大学那么好

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STUK  那是教程,主要收集常用语。  发表于 2013-2-5 19:13
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发表于 2013-2-5 21:38:11 |只看该作者
本帖最后由 什么啊12321 于 2013-2-5 21:39 编辑

附件是我在官网FAQ板块下的截止到FtM的变量语句合集,包含:
1.scopes
2.triggers
3.effects
4.modifiers
————————————————————————
个人感觉这个小合集非常有用,一直私藏,其中语句几乎可以满足所有的修改,以及绝大部分MOD制作的需要;至于最新的TFH新增的语句就靠大家补充了,我到现在还没碰新资料片。

本帖子中包含更多资源

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发表于 2013-2-5 22:01:21 |只看该作者
本帖最后由 什么啊12321 于 2013-2-5 22:11 编辑

额,我又想起来一件事:

一直以来我在论坛看到有人抱怨HoI3的事件触发不能在特定日期触发,即使在事件中把触发日期明确,实际也是按月检测。

之前在官网看到有人贴出使事件在特定日期触发的方法,我在贴吧转载了一次似乎没人注意到,前阵子在52貌似又看到有人抱怨HoI3的事件触发日期的无效,现在再贴一次希望能对修改党和MODder有所帮助(不过原文说不能特定日期触发的bug已经在FtM解决了囧):

——————————————————————————————————————————————————————

  How to create events for a specific date

    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:
  1. 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:
  1. 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:
  1. country_event = {
  2.         id = 9990

  3.         is_triggered_only = yes

  4.         trigger = {
  5.                 tag = GER
  6.                 year = 1938
  7.                 month = 9
  8.         }

  9.         mean_time_to_happen = {
  10.                 days = 1
  11.                 modifier = { factor = 99999 not = { date = 1938.9.29 }
  12.         }

  13.         title = "Munich Treaty"
  14.         desc = "Historical text"
  15.         picture = "law"

  16.         option = {
  17.                 name = "Nice!"
  18.         }
  19. }
复制代码
@purple_dusk  估计之前贴吧你没看见,再@ 次,希望有用。
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发表于 2013-2-5 23:06:13 |只看该作者
什么啊12321 发表于 2013-2-5 22:01
额,我又想起来一件事:

一直以来我在论坛看到有人抱怨HoI3的事件触发不能在特定日期触发,即使在事件中 ...

感谢
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发表于 2013-2-5 23:32:11 |只看该作者
善,那剩下的3000和CK2区一样给热心翻译的童鞋吧
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发表于 2013-2-5 23:41:00 |只看该作者
什么啊12321 发表于 2013-2-5 16:56
另外补充下,以下是官网贴出的FtM更新时新增的语句(楼上的内容+本楼FtM新增应该是截止到TFH之前全部的语句 ...

就是没有翻译 有些语句可能不太明白
宁愿失败在你喜欢的事情上 也不要成功在你讨厌的事情上
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发表于 2013-2-6 21:56:10 |只看该作者
翻译的活我接了,最迟除夕翻完
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yangfanzuozi 发表于 2013-2-6 21:56
翻译的活我接了,最迟除夕翻完

太好了   
宁愿失败在你喜欢的事情上 也不要成功在你讨厌的事情上
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发表于 2013-2-7 00:05:46 |只看该作者
事件语法我曾经写过教学...当然不在52就是了。

条件语言的翻译我做完了,需要的话可以搬运过来
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发表于 2013-2-7 00:27:59 |只看该作者
嗯,重任就交给10L、12L了。
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发表于 2013-2-7 09:57:53 |只看该作者
好东西啊,期待翻译
冬眠中
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发表于 2013-2-7 11:06:51 |只看该作者
NewTypeMan 发表于 2013-2-7 00:05
事件语法我曾经写过教学...当然不在52就是了。

条件语言的翻译我做完了,需要的话可以搬运过来

光有条件语句还不够啊 还要事件效果语句

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STUK  效果以后再收集吧,那个才是大工程啊。  发表于 2013-2-7 11:53
宁愿失败在你喜欢的事情上 也不要成功在你讨厌的事情上
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发表于 2013-2-7 14:48:51 |只看该作者
本帖最后由 yangfanzuozi 于 2013-2-7 14:56 编辑

如何在指定日期触发事件

重要说明:
FTM已经解决了这个问题,直接设置“date=yyyy.mm.dd”即可在很短的时间内触发事件。下面的方法主要针对之前的版本。

下面的方法是对于克劳塞维茨(Clausewitz)引擎的又一局限性的小hack。

首先,Clausewitz引擎适用于长效沙盘模拟类游戏,其事件触发机制带有一定的随机性。相对而言,钢3的总时间窗口很短,因此对于事件的触发日期有着更加频繁而精确的要求,这在旧引擎下难以简单直接的被实现。

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)。

解决方法如下:
1.在事件的trigger段里面只写发生的年和月,这样这个事件在当月就会被放进触发队列。(当然其他方面的触发条件正常写)
2.加一个"mean_time_to_happen={}"段,这个段里面加一个days=1,以及一个modifier={}段。modifer的部分如下:

modifier = { factor = 99999 not = { date = 你要触发的日期 } }

用这种方法,事件将只会以一个极小的概率提前于预设日期发生。

(yangfanzuozi: modifier的factor语句意思是:当后面的条件满足时(这里就是not = { date = 你要触发的日期 })即未到真正目标触发日期,会把实际发生的平均延迟时间乘以前面的factor因子(这里就是平均触发日期从1天变为99999天)。而当到了实际触发日期时,这个modifier因为条件不满足会无效化)

下面是一个实际例子
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 }
        }

        title = "Munich Treaty"
        desc = "Historical text"
        picture = "law"

        option = {
                name = "Nice!"
        }
}
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发表于 2013-2-7 15:35:11 |只看该作者
本帖最后由 yangfanzuozi 于 2013-2-8 15:26 编辑

FTM新增内容翻译


EVENT TRIGGERS
事件触发条件

strategic_resource = <name> (provincial/country scope)
有某种战略资源(范围是省份或者国家)

has_strategic_resource = yes/no (provincial scope)
有/无战略资源(范围是省)

has_wargoal = <tag>
对于某国有指定战争目标

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)

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发表于 2013-2-7 19:28:23 |只看该作者
yangfanzuozi 发表于 2013-2-7 15:35
FTM新增内容翻译(未完成)

这下改派们有爱了
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发表于 2013-2-7 20:44:01 |只看该作者
..........支持支持
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发表于 2013-2-8 11:32:20 |只看该作者
本帖最后由 yangfanzuozi 于 2013-2-8 14:47 编辑

事件集(FTM之前)01:范围语句

##########################################################
# 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



# Triggers ################################
可以用于描述trigger条件的范围语句

any_neighbor_country
Any country neighboring the current country.
Syntax: any_neighbor_country = { triggers?}
任何和当前国家相邻的国家都执行括号内语句

any_neighbor_province
Any province neighboring the current province.
Syntax: any_neighbor_province = { triggers?}
任何和当前省份相邻的省份

any_owned_province
Any owned province.
Syntax: any_owned_province = { triggers?}
任何当前国家拥有的省份

any_core
Any province that is a core of the current country.
Syntax: any_core = { triggers?}
任何当前国家有核心的省份



# Effects ################################
可以用于描述事件效果的范围语句

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


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