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编辑“
Event modding
”(章节)
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== Example event with all parameters == <div class="mw-code thumb"><i class=autocomment># Specifies the type of the event.</i> '''country_event''' = { <i class=autocomment># Unique ID for your event. Must match namespace parameter</i> '''id''' = example.1 <i class=autocomment># Specifies localization string for the title (Header) of the event</i> '''title''' = example.1.name <i class=autocomment># Specifies localization string for event text that describes what's happening.</i> <i class=autocomment># Multiple is allowed; random one will be shown.</i> '''desc''' = example.1.desc <i class=autocomment># Descriptions can be conditional</i> '''desc''' = { '''text''' = example.1.desc.conditional <i class=effect-green># Localization string</i> '''trigger''' = { <i class=autocomment># Conditions for this to be available.</i> <i class=autocomment># For example: has_authory = auth_machine_intelligence</i> } <i class=autocomment># If valid, disables all other desc (added with 2.1).</i> '''exclusive_trigger''' = { <i class=autocomment># Condition statement(s)</i> } } <i class=autocomment># A name of a picture to display. Pictures are defined at "interface/xxx.gfx".</i><ref>See ''[[Event pictures]]'' for more.</ref> '''picture''' = GFX_evt_exploding_ship <i class=autocomment># Pictures can also be conditional</i> '''picture''' = { '''picture''' = <i class=autocomment># The name of a picture</i> '''trigger''' = { <i class=autocomment># Condition statement(s)</i> } '''exclusive_trigger''' = { <i class=autocomment># Condition statement(s) - if you have more than one</i> } } <i class=autocomment># A scope to the object that is relevant to the event that player can move to. For example, the planet where event is happening.</i> '''location''' = from <i class=autocomment># Name of the sound clip to be played when event is shown. Sounds are defined in "sound/xxx.asset".</i> '''show_sound''' = event_ship_explosion <i class=autocomment># If event is not meant to be seen or there's no person to see. Makes title and desc unnecessary.</i> <i class=autocomment># Service event that runs some sort of routine or prepares grounds for other events should have this.</i> '''hide_window''' = yes <i class=autocomment># Makes event look like diplomatic communications. First contact events use this.</i> '''diplomatic''' = yes <i class=autocomment># An optional setting that changes the looking of this event window, if "diplomatic = yes".</i> '''custom_gui''' = "enclave_curator_option" <i class=autocomment># Specifies picture for diplomatic event. Most options are optional here</i> '''picture_event_data''' = { <i class=autocomment># Animated portrait. Accepts country, leader or species scope as an input</i> '''portrait''' = event_target:contact_empire <i class=autocomment># Planet background, if your picture has a window</i> '''planet_background''' = event_target:contact_empire <i class=autocomment># City graphic type on the planet in the window</i> '''graphical_culture''' = event_target:contact_empire <i class=autocomment># The size of the city. Usable to make planet behind look like capital</i> '''city_level''' = event_target:contact_empire <i class=autocomment># Static background. Can use static pictures or scopes as the input</i> '''room''' = event_target:contact_empire.ruler } <i class=autocomment># Event will show for other countries if this is set to yes. Those countries can be narrowed down with major_trigger.</i> '''major''' = yes '''auto_select''' = yes <i class=autocomment># Force a diplomatic event to be viewed.</i> '''force_open''' = yes <i class=autocomment># Forces the event to pop-up even if player has supressed pop-ups.</i> '''auto_opens''' = yes <i class=autocomment># Makes the event happen only once per game</i> '''fire_only_once''' = yes '''trackable''' = yes <i class=autocomment># This event will not fire itself. It must be called by another event or an on_action.</i> <i class=autocomment># Most events will use this.</i> '''is_triggered_only''' = yes <i class=autocomment># The event be considered for starting with daily probability calculated so on average it would happen in time specified.</i><ref name=MTTH/> '''mean_time_to_happen''' = { <i class=autocomment># To specify average time for the event to fire. "months" or "days" are also acceptable input.</i> years = 100 <i class=autocomment># Mean time to happen can be conditionally modified</i> '''modifier''' = { <i class=autocomment># Multiply MTTH by number specify. Here it will make this event trigger in a mean time of 10 years.</i> factor = 0.1 <i class=autocomment># Condition statement(s)</i> } } <i class=autocomment># If neither is_triggered_only or MTTH is set, the event will trigger every day the conditions are met.</i> <i class=autocomment># So don't forget them, lest you might affect the entire galaxy or see event trigger again and again forever.</i> <i class=autocomment># Trigger block contains conditions. The event will not start if conditions inside aren't met.</i> <i class=autocomment># Used for events on mean_time_to_happen or for events that called from situation where</i> <i class=autocomment># you can't or want specify conditions for it to happen, before calling</i> <i class=autocomment># (For example an event in on_action block or a delayed event that might be blocked by other events)</i> '''trigger''' = { <i class=autocomment># Condition statement(s)</i> } <i class=autocomment># Effects that are applied the moment event fires. Can be effects that can't wait like</i> <i class=autocomment># setting a flag to prevent other events, or the undesirable effects you don't want player to be able to delay</i> <i class=autocomment># (For example, killing science ship's captain.) This is also the only block you'll need on hidden events</i> '''immediate''' = { <i class=autocomment># Effect statement(s)</i> } <i class=autocomment># The button under the event, allowing player to pick a reaction.</i> <i class=autocomment># Any event that is not hidden, needs at least one. Multiple can be specified.</i><ref name=opt/> '''option''' = { <i class=autocomment># Reference to localization string with option text</i> '''name''' = example.1.a <i class=autocomment># If not met, this option will be disabled and hidden.</i> '''trigger''' = { <i class=autocomment># Condition statement(s)</i> } <i class=autocomment># If valid, disables all other event options (added with 2.0).</i> '''exclusive_trigger''' = { <i class=autocomment># Condition statement(s)</i> } <i class=autocomment># If not met, this option will be disabled, but still shown.</i> '''allow''' = { <i class=autocomment># Condition statement(s)</i> } <i class=autocomment># Effects of the event can be described here. They will generate tooltips shown when hovering over option.</i> <i class=autocomment># This is a special Effect that it does nothing more than a customizable tooltip.</i> <i class=autocomment># Static strings can be used here, but using localisation keys is recommended.</i> '''custom_tooltip''' = example.1.a.tooltip <i class=autocomment># This is a special Effect that it makes the game to generate tooltips based on the Effects inside.</i> <i class=autocomment># These statements have NO actual effects, just tooltips.</i> '''tooltip''' = { <i class=autocomment># effect statement(s)</i> } <i class=autocomment># This is a special Effect that it prevents the game from generating tooltips based on the Effects inside.</i> '''hidden_effect''' = { <i class=autocomment># effect statement(s)</i> } } <i class=autocomment># Triggers for other countries on whether a major event should show for them. I.e. if it reads has_ethic = ethic_materialist, then all materialist countries will see the event.</i> '''major_trigger''' = { <i class=autocomment># Condition statement(s)</i> } <i class=autocomment># Event will cancel (disappear without executing any of the effects in the options) if these triggers return true.</i> '''abort_trigger''' = { <i class=autocomment># Condition statement(s)</i> } <i class=autocomment># Effects executed when abort_trigger returns true.</i> '''abort_effect''' = { <i class=autocomment># effect statement(s)</i> } '''after''' = { <i class=autocomment># Effects that are applied after option is chosen.</i> <i class=autocomment># Will generate a tooltip in addition the tooltip of every option, unless hidden_effect is used.</i> } }</div>
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