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编辑“
3.1 版本
”(章节)
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== Modding == === Variables === * In places where you use the value of a variable, you can now generally use "trigger:<any simple value trigger>" or "scope.another_scope.my_variable" (or a combination of the two: "capital_scope.trigger:num_pops" would work). * Made variables work in the last few scopes they didn't previously work in. * Overhauled how triggers using a single numerical value work. You can now do the following with them: ** Check against another scope for which the trigger would be valid, e.g. num_pops = from.owner. ** Check against a variable in the current scope, e.g. num_pops = my_saved_variable. ** Save the value the trigger would return true at (i.e. with = operator) as a variable, e.g. export_trigger_value_to_variable = { trigger = num_pops variable = my_var } => sets my_var to 61 if the current empire has 61 pops. For triggers using { }, you can specify parameters in “parameters = { }” * Enabled the use of variables for values in effects using a single numerical value work. E.g. add_experience = my_var * Changed format of check_variable_arithmetic considerably to let you specify multiple parameters (including e.g. multiple add parameters). * Added round_variable_to_nearest effect, in case you don't want to set something to 47.152 * Added a time_multiplier parameter to add_modifier, so that you can multiply your number of days/months/years by a variable. * Added ordered_script_lists. So you can order, say, all playable countries, by their number of pops and run an effect on the one with the most, least, or e.g. 3rd most pops. * Enabled use of variables in all "modifier = { factor = X }" calculations. * Triggered resource tables can now take a "multiplier = variable" parameter, e.g. "produces = { multiplier = my_var energy = 100 }". * You can now use variables for the count parameter in "count_country" and the like. * Fixed multipliers for add_modifier in country scope (it worked elsewhere fine, just not in country scope...). * Simplified check/set/add/multiply/etc_variable to use the new format for "value". I.e. you don't need to specify = { } for complicated things anymore (in fact that won't work) but should instead use dot scoping. === Other === * Consolidated has_non_swapped_tradition and has_swapped_tradition triggers into a single has_active_tradition trigger. * Added define for maximum allowed number of tradition category selections. * Added potential trigger to tradition categories. * Added num_researched_techs and fixed a bug where num_repeatable_techs wouldn't count you researching multiple levels of the same tech. * Special projects can now take triggered descriptions. * Fixed the AI being able to pick is_dialog_only event options and therefore escape the consequences of an event. * Defensive armies now have a pop-scope spawn_chance, so that you can control a bit better which ones are spawned. * Added save_detail_ai_build_plan console command. * Added reroll_random effect, which can be used in cases where random_lists would return the same result multiple times, but don't use in places where the random is used in tooltips as the result in the tooltip is likely to be wrong. * Adoption and Finisher tooltips of Tradition trees are now automatically generated. * Added ability to specify a numerical empire_limit for buildings (and have it show nicely in tooltips, like the planet cap). * Corrected spelling of "is_for_colonizable" and "colonizable_planet". * Added triggered pop modifiers for species traits. * Added defense_platform_modifier to Starbases. * save_ai_build_plan_details now also saves the decisions to ai.log. * Added fire_and_forget parameter to Resolutions. * Added num_sapient_pops trigger for planet and country scopes. * The clone_leader effect now copy the event leader and immortality flags. * Added parameter in starbase levels to exclude them from trade collection, so that trade collection range modifiers in country scope can be useful. * Added country_hostile_claim_influence_cost_mult modifier. * Added starbase_defense_platform_capacity_mult modifier. * Colony type icons now take keys instead of numbers. * Added num_tradition_categories trigger. * Created a triggered planet modifier that only works for pop_growth_speed. * Added on_actions for on_tradition_picked and on_ascension_perk_picked. * Added set_visited effect to make you able to see a solar system you have never visited before, also fixed the "no" case of set_surveyed. * Added triggered desc = { } for districts (to overwrite the base district, not to added an extra line to the tooltip as in the current triggered_desc). * Added set_saved_date effect. * Added script flags (with effects and triggers as usual) to all scopes missing them. * You can now use scripted loc in the names of button effects. * Added hostile_<type>_difficulty_add and hostile_<type>_difficulty_mult modifiers. * Added hostile_<category>_difficulty_add and hostile_<category>_difficulty_mult modifiers. * Added espionage_hostile_operation_difficulty_add and espionage_hostile_operation_difficulty_mult modifiers. * Added espionage_hostile_operation_cost_add and espionage_hostile_operation_cost_mult modifiers. * Added use_armynames_from to army types (works like use_shipnames_from in ship sizes). * Added a modifier diplo_action_acceptance_add that increases AI acceptance of all diplomatic actions. * Added on_building_downgraded on_action. * set_name now works on sectors and wars. * Added add_blocker effect (which unlike add_deposit will let you have control over which deposit the blocker will block). * Rephrased pop_can_live_on_planet trigger to can_live_on_planet (working in either pop or species scope, and taking a planet event target rather than a boolean). * added triggers "is_starbase_building_module" and "is_starbase_building_building" checking if the scoped starbase is building a specific item. * added trigger "starbase_buildable_is_in_queue_before" to check if a buildable is in queue before another. Scope is starbase. * Split has_system_trade_value trigger into that (and fixed a case where it would return the wrong number), has_collected_system_trade_value and has_uncollected_system_trade_value. * Fixed various issues with setting species archetype restrictions for government elements (civics, authorities) so that it is now checked in every case and can be used safely. * The effect "change_species_characteristics" can supports "add_trait", "remove_trait" and "add_traits_at_start_of_list"-flag. * Added effects to set a country's ruler title or heir title to a specified value, and to restore them to default. * Added should_remove_response_message_when_not_possible property for diplomatic actions, to remove response messages of the diplo action type if the possible check fails. * trigger_docs has been split between its components, which are now in their own subdirectory. Modifiers are now also in their own log file. * Fixed a bug where using a solar system as a location on various effects (e.g. enable_special_project) would not work but also not give an error log message. It now sets the location at the primary star in that system. * Added documentation for certain advanced scripting functionalities in scripted_effects/99_advanced_documentation.txt. * Added GetFossil and GetFossilPlural loc keys for species. * Added Civics and Origins "species_class" condition. Old "species" requirement is now called "species_archetype" instead. * Added galcom_member and council_member script lists. * Replaced AI define RESOLUTION_WEIGHT_OPINION_FACTOR with multiple other defines. * Replaced use of icon_frame in army types with sprites. * Changed observation_outpost into a scope change rather than a trigger/effect. This means it can be used on the right hand side of effects and triggers, e.g. exists = observation_outpost. On the other hand, "limit" no longer works on it, and it will no longer refer to every observation outpost in the country from country scope. * Removed any/every/random_mining_station/research_station as you should use just mining_station/research_station instead (more efficient). * Added on_action on_country_released_in_war. * LOGISTIC_POP_GROWTH_CEILING, REQUIRED_POP_GROWTH_SCALE, and REQUIRED_POP_ASSEMBLY_SCALE defines have been removed as they have been replaced by sliders in galaxy generation. * Traits can now be restricted to a Species class (e.g. fungoid). * Removed need for bombardment_stances to use icon_frame. The game will now look for a sprite called GFX_planet_modifier_ground_support + <key>. * Planet classes also now use "icon = <sprite>" instead of icon_frame. * Removed hardcoding of species archetype behaviour. Relevant happiness and growth modifiers are now automatically generated. (Note: a few of them have changed name slightly, and "robotic = yes" has been shifted from species classes to species archetypes). * Added on_star_system_destroyed on_action (called at the start of destroy_star_system). * Added orbital_station script list for country and system scopes. * The detail view shown when clicking ambient objects will no longer cut off text longer than a couple of lines. * Removed count_diplo_ties, as it is the same as count_relation but used older code. * Removed count_armies as it is the same as count_owned_army and count_planet_army but with older code. * Removed use of icon_frame in non-starbase ship sizes. It now only does something on starbases. Other ship sizes use "icon = key", which will look up several individual sprites; modders can therefore add new ships without overwriting the sprite sheet dds file. * Allowed you to define triggered descriptions for jobs and buildings. * Ambient Object descriptions can now take [loc.GetProperty] commands. * Added game_rule should_force_decline_species, which if true will set a species to decline on a planet regardless of purge status or overcrowding. * Fixed on_army_killed_in_combat so it can't be called multiple times per army.* In certain cases where one would use "mult" in weight scripting, you now should use "factor" (the game will warn you on startup in error.log). * Added has_climate trigger for planets. * Added abort_trigger for event chains (the ones in common/event_chains). * Fixed issues with scopes when using finish_site and finish_current_stage archaeology effects. * Added GetRemnantName/GetSpeciesRemnantName for cases where you really want your dead robot not to leave a skeleton. * Improved the randomness of random functions within while loops and every_x loops. * The "after" effect in events will no longer fire when an "is_dialog_only" option is picked (making it fire multiple times for the same event).
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