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3.0 版本
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== Modding == * Added OUTLINER_UPDATE_EVERY_N_FRAMES define (optimization mainly for late game). * Buildings now use a position priority system instead of the simple "add first" that they used to have. * Planet classes can now have adjectives e.g. "tropical", referred to via [<planet>.GetPlanetClassAdj]. * Using orbit = { } on a moon will now return the planet the moon is orbiting. * Added ship localisation commands GetShipSizeName, GetShipSizeNamePlural and GetDesignName. * Added solar system localisation command GetClassName. * Added country localisation command GetRealName (to get a country's real name even if your current country doesn't know it yet). * Added species localisation commands GetOrganNamePlural, GetHandNamePlural, GetEarName and GetEarNamePlural. * The species parameter in create_army_transport now works as expected. * Standardised country, planet, species leader and location target calls for effects and triggers (e.g. set_owner = <country>), so that they all allow the same set of scopes and will reliably raise error log messages if the required scope cannot be found. The following is now allowed: ** Country: country, planet, fleet, system, ship, pop, army, leader, faction, megastructure, starbase, deposit, sector, arc site, first contact, spy network and espionage operation / asset. In all cases, it refers to the owner of the object (e.g. deposit: owner of the planet where the deposit is) ** Species: species, country (founder species), pop, leader, army, fleet/ship (species on board if colonist ship, else owner’s founder species), planet (owner’s founder species), first contact (target country’s species) ** Planet: planet, pop, deposit, arc site (if on a planet), megastructure (if built on a planet), fleet/ship (if in orbit), army (if on a planet) ** Leader: leader, country (ruler), fleet/ship (admiral/scientist), faction (faction’s leader), army (general), sector (governor), arc site (researcher), first contact (envoy) ** Location - spatial object (i.e. object that you can find on a solar system map): planet, ship, fleet, system, ambient object, megastructure, starbase, arc site, first contact ** Location - celestial coordinate (i.e. object with a coordinate in space): planet, deposit, fleet, ship, pop, army, country (capital), system (returns centre of system), leader, ambient object, megastructure, starbase, arc site, first contact (returns centre of system) * Added set_colonization_controls effect. * Added per-species namelist entries for ears (singular & plural), and plural forms for organs and hands. * Error log entries for wrong localisation [ ] entries now give more context. * Added clear_variable effect, because setting to 0 is confusing. * Added first_contact_speed_mult modifier. * Added first_contact_clues_add modifier. * Added first_contact_defense_add modifier * Added trigger for has_active_first_contact_with, scope change reverse_first_contact and scope lists random/every_first_contact and _active_first_contact. * GetFirstName now returns the very first word in leaders' names, i.e. "Stalk" instead of "Stalk of" in a Plantoid namelist. If for some reason you really want "Stalk of", you can now use GetFirstNameFull. It also cuts off commas at the start of the first name. * Added effect copy_random_tech_from (with optional parameters for tech area, category and the amount of progress that should be added) to steal technology from another empire. Also added trigger can_copy_random_tech_from, to see if such a tech exists. * Added trigger can_research_technology, to check whether a country is able to research a given technology (recommended for use with give_technology or add_research_option effects). * Added compare_distance trigger to see if object A is closer to object B or object C in the same solar system. * Distance trigger now has a same_system parameter, to check objects in the same system. It also now checks the distances of more object types. * Added effect unlock_menace_perk. * Added has_menace_perk trigger. * Invalid context switch error log messages in triggers now correctly show scope details. * is_owned_by now works in most scopes, rather than just a select few. * Rationalised first contact rules in country type. Replaced script_only with on_action_only, which means only the on_action will be fired, not the first contact site. * Added "on_pop_bombed_to_death" on_action, with current scope being the planet where this happened, and from being the country that is bombing. * Added a "pop_purge_mult" modifier that affects the speed of purging pops. * Added planet trigger is_artificial = yes/no. * In special projects, the "prev" of the original scope is now the owner country of the project. * Add war scope as FromFrom to on_accept, on_war_goal_set and on_status_quo in war goals. * If you accidentally use the same key for two triggered descriptions (e.g. in event descriptions), it'll now raise an error. * Added check_variable_arithmetic trigger, which checks the value of a variable if you add/subtract/multiply/divide/modulo another value with it). * Added modulo_variable effect. * You can now use "value = { scope = x variable = y }" in variable effects and triggers, making it possible to compare variable A on scope B with variable C on scope D. * Added effect fire_on_action = { on_action = <string> scopes = { from = X fromfrom = Y } }, so that you can define your own on_actions in script. * is_within_borders_of now works in ship and fleet scope as well as planet and system. * Added is_civilian trigger for ships and fleets. * Added set_mia effect for fleets. * Added on_vassal_released on_action. * Added set_emperor_can_change_council_members (= yes/no) effect. * Added is_capital_system trigger. * Added set_star_class effect. * Added on_add_to_imperial_council/on_remove_from_imperial_council on_actions for when the Emperor changes Imperial Council members * Added pop_purge_speed modifier, which is applied instead of pop_decline_speed to pops that are declining because of purge. * subject_can_diplomacy trigger is now a boolean, as it didn't work anything like as expected before! * member_of_faction trigger now works with explicit pop faction keys i.e. member_of_faction = isolationist. * Added destroy_and_spawn_debris_for = <country> effect. * Added set_policy_cooldown effect. * The "from" scope now works consistently in casus belli potential checks. * Add trigger galactic_defense_force_exists and effect set_galactic_defense_force * closest_system now has a use_bypasses parameter (default: no). * is_war_participant = war now works in country scope. * Add ship_community_territory_speed_mult modifier, affecting ship speed in systems belonging to Galactic Community members (if you are also a member). * Fixed the destroying country not being in the "from" in on_country_destroyed. * Fixed the country "on_destroy" not being called correctly when the last planet is removed from a country. * Added num_unemployed planet trigger. * Added galactic_emperor and galactic_custodian static modifiers, affecting veto cost/cooldown and emergency measures cooldown. * Event desc texts are now randomized if more than one text entry is provided * Made a bunch of useful triggers such as num_pops and controlled_systems work in sector scope. * pop_maintenance_cost now works with "= { value > X resource = Y }" rather than defaulting to mineral upkeep. * Added join_war_on_side effect. * Added galactic_community_actions database for data about specific actions related to the Galactic Community. * Added "use_shipnames_from" to ship_sizes that will allow a size to use the ship name from another size. * Resettlement Cost now supports triggered modifiers, see 00_social_classes.txt for examples. * Removed every/random_war_attacker/defender and instead made random/every/any/count versions of _attacker/defender. * Rename every/random/any_planet to _galaxy_planet, to avoid confusion (modders take note - you may need to batch-replace stuff!). * Added count_owned_planet, count_controlled_planet and count_galaxy_planet triggers. * Added would_work_job trigger, which checks whether a pop a) is allowed to work a job, and b) would choose to (i.e. has higher weights for that one than its current one). * Added a market_resource_price trigger. * added modifier "ship_damage_against_starbases_mult" to affect damage ships do to starbases. * Consolidated owned/recruited_leader checks to one (owned_leader) as they did the same thing with parallel coding * Renamed any/every_sector script list to galaxy_sector to avoid confusion. * Added count_subject trigger. * Added every/random/count_ship_in_system and fixed the tooltip for the “any version”. Note: count_system_ships is now deprecated * Replaced every/random/any/count_ship with galaxy_fleet, because checking every ship in the game is a bad idea (and was used wrong in 100% of cases in the game scripts). * Added Get(Species)ToothName(Plural) loc command. * Made ‘target country’ of targeted resolutions accessible as 'from' scope in targeted resolutions. * Added on_branch_office_established and on_branch_office_closed on actions. * Added "on_starbase_destroyed" on action, and added "starbase_event" event type. * Added "on_system_occupied" on action that is called when a system is fully occupied (all planets and the starbase). Scope (this = system, from = occupant, fromfrom = original owner) * Added "system_event" type of event that ensures events are fired in a galactic object scope. * Megastructures can now have a victory score value. * Added "add_victory_score" effect, add_victory_score={ reason=<loc_key> score=<value> }. * You can now hide static modifiers from the country government list of modifiers by adding "hide_from_country_list = yes" to them. * owned_pop script list (e.g. any_owned_pop) now works in sector scope * Added every/random/any/count_species_pop which scopes from species to all pops in the galaxy of that species, but use with care because performance on that one ain't gonna be great. * Deprecated random_pop, any_pop, count_pops and count_owned_pops. * Made system_within_borders script list work in sector scope too. * Added "add_victory_score" effect that adds score to a country. * Added a new trigger has_ship_owner_type to check what type of entity a ship, fleet or ship design is owned by. * Added "system_event" effect that fires an event in a galactic_object. * Added "starbase_event" effect to fire events in a starbase scope. * create_ambient_object can now use effect = { } inside it. * Added effect fields to a bunch of further create effects that were missing them: create_army, modify_army, create_army_transport, create_pop, create_mining_station, create_research_station, create_half_species. * The debugtooltip of the planet building queue now shows the sector AI's priorities. * Now each ship size has their own version of the following modifier shipsize_<shipsize>_evasion_mult, shipsize_<shipsize>_disengage_chance_mult, shipsize_<shipsize>_tracking_mult. For example: shipsize_crisis_corvette_evasion_mult, shipsize_crisis_corvette_disengage_chance_mult, shipsize_crisis_destroyer_tracking_mult. * added a "Star Destroyed" message sent when a star gets destroyed (instead of planet destroyed). * Added a room_name_override effect to set a specific room background to an empire. * Add effect transfer_galactic_defense_force_fleets = <target>. * Renamed has_completed/failed_special_project to have _in_log at the end, to avoid confusion as to what exactly they do. * color entries in scripted map modes now take a type = borders, country or country_and_borders (default). * Add "zoom" value to scripted map mode colors. The color will only be applied when zoomed out more than this value (default is 0). * Add "filter" support for scripted map mode colors. The color will then only be applied if the selected map filter is active. * Made message_types have their own directory, so that modders can add new ones in a new file without overwriting the Vanilla file. * Mod-made juggernauts which aren't specifically the "juggernaut" ship size will no longer suffer from a variety of deal-breaking issues. * You can now use [] commands in district descriptions. * AI weights are now used in the calculations for all component templates (not just the required ones for a ship). * Added on_pre_government_changed and on_post_government_changed on_actions. * Added a bunch of triggers to get the number of X sort of diplomatic relations a country has (e.g. num_defensive_pacts, num_rivals, num_truces) * Added associated_federation and federation_leader scope changes. * Added effects to add/remove_associate_member of a federation. * join_alliance effect can now target a federation. * Added any/every/random/count_associate scopes for getting the associates of a federation. * Added num_members and num_associates triggers for federation scope. * Country scope special projects are now possible. * "allow" fields now work as expected in archaeology sites (and first contact and espionage operations) - previously it was treated as "potential". * Add support for reading multiple_active_resolutions = yes/no in Resolution categories. * Added a "set_ai_personality" effect, which lets script force a personality on a country. ex: set_ai_personality = became_the_crisis. * create_fleet_from_naval_cap effect can now take an optional ship_owner_type parameter, for using Federation or Galactic Defense Force ship designs. * provided a way for personality to override country type AI Modules. * Added trigger can_set_policy (to be used in conjunction with set_policy) * Fixed pop_citizen_happiness so that it works as intended, rather than as just pop_happiness. * Added effect cancel_resolution = <resolution_type>. Cancels/removes the last active/passed/proposed/voting for/failed resolution of <resolution_type>. * Fixed start_colony effect. * Added export_modifier_to_variable effect and check_modifier_value trigger to be able to get the values of modifiers on the current scope in script * You can now define "icon = { icon = <sprite> text = <localisation> }" in event options, and define a custom icon (and the tooltip for it) there. * Portrait category is now hidden in the empire creation GUI for graphical cultures and species classes that don't contain any portraits. * Added new has_city_graphics attribute to graphical cultures for hiding city GUI element in the empire creation menu. * Global event targets now work on every scope type, instead of quietly failing on a bunch (e.g. Megastructures, Federations) as previously. * You can now use [X.GetName] and so on in sector, megastructure and deposit scope. * Variables are no longer cleared if set to 0, use the clear_variable effect instead. * Added is_variable_set trigger to check whether a variable has been set (to avoid missing variable errors). * Add support for display_espionage_operations to scriptable map modes. * Fixed various irregularities with scope change tooltips e.g. "from" being shown on triggers, or the scope change being hidden on effects sometimes. * scripted_trigger = { PARAM = whatever } will now check if the specified scripted trigger evaluates to TRUE as one would expect, not to FALSE! (Modders take note - manual hacks to avoid this bug need to be reversed) * Added trigger can_buy_on_market = resource, to check if the current country is able to buy the specified resource on the market they have access to. * Added add_custodian_term_days effect for increasing or decreasing the remaining term of the current Galactic Custodian. * Added set_custodian_term_days for setting the remaining time of the current Galactic Custodian's term limit, or setting it to be permanent. * Added on_federation_new_leader. * Added support for nested OR/AND in the outer scope of government restrictions scripts. This allows one to e.g. require either an authority or a civic. * Added is_defensive_army trigger. * Added pass_resolution_no_cooldown effect to pass a resolution without triggering a cooldown for the relevant category. * Added leader_events. * Added trigger is_idle for leaders. * Introduce add_spy_network_level effect. * Split trigger_docs into its own log file and added information on scope changes and localisation commands there * Added new galactic_community_patrol_military_minister_module AI module, that will patrol all capitals of Galactic Community members when not at war. * Events can now have triggered sounds like pictures: show_sound = { sound = X trigger = { <triggers> } } * button_effects now take their scope from the context they are in, so long as that scope is one of the following (with player country as fallback): planet, ship, fleet, system, ambient object, megastructure, espionage operation, arc site or first contact. * Added ground_combat_attacker/defender script lists. * Added exclude = {} trigger in pop_percentage and fixed that trigger's scopes (specifically prev). * Added check_galaxy_setup_value trigger counterpart to get_galaxy_setup_value effect. * add_resource, add_modifier and resource_stockpile_compare now accept mult = variable. * Added effect round_variable. * Added effect export_resource_value_to_variable (exports current stockpile of X resource to a specified variable). * Added on_save_game_load on_action. * Added on_ground_combat_started on_action. * Added growing/assembling/declining_species scope changes. * leader skill level modifiers are now calculated in leader scope (so e.g. a leader trait affecting max skill level will now work). * Fixed a bug where setting the adjective in create_country would also set the ruler's name. * Added on_actions on_leader_fired, on_leader_assigned and on_leader_unassigned; kill_leader effect can now have a "fire = yes" parameter to use this on_action instead. * Added is_mobile trigger for fleets. * Renamed effect "surveyed = { set_surveyed = yes/no }" to "set_surveyed = { surveyed = yes/no }", because that just made no sense. Also made it work in system scope. * Added defines for relative encryption levels and bonuses. * Added effect "win = yes". I'm sure no one will misuse this. * Added on_subject_integrated on_action. * Added num_organic/artificial_pops_per_year triggers, which return the amount of organic/artificial pops you'd expect to get per year (i.e. ( monthly growth / required growth ) * 12 )). * Scripted localization can now be used in Galactic Community greeting phrases. * Added pass_targeted_resolution effect. * Graphical modifier descriptions now support global event targets in scripted localization. * Planet modifier descriptions now support scripted localization. * The create_message effect now supports scripted localization. * Alert tooltips now support global event targets in scripted localization. * Notification titles now support global event targets in scripted localization. * It is now possible to escape opening square brackets in localization text to bypass scripted localization, by using two opening square brackets in succession. * You can now optionally not localise tradition descriptions, and it'll generate one from the modifiers in the txt file. * has_communications now returns false if you check it against yourself. * Added has_been_declared_crisis scripted trigger for use in cases where a BtC Level 5 empire might manage to dodge the declared_crisis flag check. * Added script effect log_error, because we all love logging our errors!
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