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编辑“
Ship modding
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=== Data Structure === {| class="wikitable mw-collapsible" |- ! width="20%"| Property ! width="27%"| Weapon Components ! width="27%"| Strike Craft Components ! width="26%"| Utility Components |- | '''key = <localisation key>''' |colspan="3"| Identification key of this Component. |- | '''icon = <GFX entry>''' |colspan="3"| Determines the icon of this Component, overwriting that of the Component Set. |- | '''icon_frame = <int>''' |colspan="3"| Vanilla always have <code>icon_frame = 1</code>. For sprite sheet icons. |- | '''size''' | One of the following is allowed. * {{icon|slot pd}}: <code>size = point_defence</code> * {{icon|slot s}}: <code>size = small</code> * {{icon|slot m}}: <code>size = medium</code> * {{icon|slot l}}: <code>size = large</code> * {{icon|slot g}}: <code>size = torpedo</code> * {{icon|slot xl}}: <code>size = extra_large</code> * {{icon|slot t}}: <code>size = titanic</code> * {{icon|slot wd}}: <code>size = planet_killer</code> Without the {{iconify|Apocalypse}} DLC, ship designs with a Titanic or Planet Killer weapon cannot be saved as well as the weapons cannot be picked by a generated design. | Only one is allowed. * {{icon|slot h}}: <code>size = large</code> | One of the following is allowed. * {{icon|slot s}}: <code>size = small</code> * {{icon|slot m}}: <code>size = medium</code> * {{icon|slot l}}: <code>size = large</code> * {{icon|slot a}}: <code>size = aux</code> |- | '''type''' | One of the following is allowed. * <code>type = instant</code> * <code>type = point_defence</code> * <code>type = missile</code> * <code>type = planet_killer</code> Kinetic and Energy weapons are "instant". Though their graphics might look like that their projectiles need time to reach the target, the actual damage is done in an instant. Point defenses is a stronger variant that it can target missiles and strike crafts. Missiles have additional properties to specify missile stats, like speed, retarget range, missile hitpoints, and missile evasion. Planet killers are no regular weapons. They can't be used in fleet battles, but can be used on planets by Colossi to trigger events. Without the {{iconify|Apocalypse}} DLC, the fleet command to invoke the Planet Killer weapon can't be used. | colspan=2 style="text-align: center;" | {{icon|no}} |- | '''weapon_type''' | rowspan=2 style="text-align: center;" | {{icon|no}} | One of the following is allowed. * <code>type = instant</code> * <code>type = point_defence</code> | rowspan=6 style="text-align: center;" | {{icon|no}} |- | '''entity = <entity key>''' | Determines what should the Strike Crafts be look like. |- | '''projectile_gfx = <projectile graphic key>''' |colspan="2"| Specifies the projectile graphic of this Component. |- | '''prio_projectile = <yes/no>''' | If yes, the projectile graphic of this Component will be preferentially displayed if there are too many graphics to be displayed and some of them must be ignored. | rowspan=2 style="text-align: center;" | {{icon|no}} |- | '''planet_destruction_gfx = <GFX entry>''' | Only relevant to Planet Killer weapons. Specifies the projectile graphic. |- | '''tags = { component_tags … }''' |colspan="2"| Specifies the list of Component Tags. This determines what kind of modifiers can affect this weapon. For example, if a weapon has both the kinetic tag and the energy tag, repeatable technologies that affect either will both affect this weapon. |- | '''ai_tags = { component_tags … }''' | What role should the AI consider this weapon to be playing. | colspan=2 rowspan=2 style="text-align: center;" | {{icon|no}} |- | '''ai_tag_weight = <float>''' | Multiplies the AI weight gained through the <code>ai_tags</code>. Vanilla use this for Missile components for unknown reason. |- | '''prerequisites = { tech_xxx }''' |colspan="3"| Technology prerequisites of this Component. |- | '''power = <int>''' |colspan="3"| If this value is positive, this Component will generate that much power. If this value is negative, this Component will consume that much power. |- | '''resources''' |colspan="3"| An [[Economy modding#Economy Units|Economy Unit]] to determine the construction cost and upkeep of this Component. |- | '''modifier''' |colspan="3"| A block of [[Modifiers]] to be added to the Ship. These modifiers will come to effect even before the actual ships are built, you can see these in the Ship Designer. Only the following modifiers are allowed here. * ship_evasion_(add/mult) * ship_speed_mult & ship_base_speed_mult * ship_(hull/armor/shield)_(add/mult) & ship_(hull/armor/shield)_regen_add_(static/perc) * ship_weapon_damage & <weapon slot size>_weapon_damage_mult * ships_upkeep_mult & ships_<resource type>_upkeep_mult * ship_piracy_suppression_add Starbases can also use the following modifiers here. * starbase_(module/building/defense_platform/shipyard)_capacity_add * starbase_(trade_collection_range/protection_range/protection)_add It's not recommended to give Weapon Components and Strike Craft Components with modifiers, because the tooltips might go wild and confusing. |- | '''ship_modifier''' |colspan="3"| Another block of [[Modifiers]] to be added to the Ship. Modifiers like <code>ship_fire_rate_mult</code> and <code>ship_weapon_range_mult</code> go here. It's not recommended to give Weapon Components and Strike Craft Components with modifiers, because the tooltips might go wild and confusing. |- | '''ship_behavior = <ship behavior>''' | style="text-align: center;" | {{icon|no}} | Determines the behavior pattern of the Strike Crafts. | Determines the behavior pattern of this Ship. |- | '''component_set = <component set key>''' |colspan="3"| Specifies the [[Ship modding#Component Sets|Component Set]] of this Component. |- | '''upgrades_to = <component key>''' |colspan="3"| Specifies the direct upgrade of this Component. When the direct upgrade has been unlocked, this Component will be considered obsolete and will be hidden from Ship Designer unless manually toggled off the "Hide Obsolete" option, and will be automatically replaced by the advanced variant for all existing Ship Designs that is set to auto-upgrade components. For Ship Sizes that are set to <code>auto_upgrade = yes</code>, existing Ships will instantly be upgraded for free. Starbases will redesign themselves and might pick different kind of Weapons. |- | '''class_restriction = { shipclass_military … }''' |colspan="3"| Only Ships of Ship Classes listed here can equip this Component. Note that Colossi is <code>shipclass_military_special</code> and the Juggernaut and Starbases are <code>shipclass_starbase</code>. |- | '''size_restriction = { <ship size keys> }''' |colspan="3"| Only Ships of Ship Sizes listed here can equip this Component. |- | '''slot_restriction = { <slot template keys> }''' |colspan="2"| Implemented since Stellaris v2.7.1. Only Slot Templates listed here can hold this Component. | style="text-align: center;" | {{icon|no}} |- | '''hidden = <yes/no>''' |colspan="3"| Optional, default no. If yes, this Component is hidden from the Ship Designer and Generated designs and the AI will also be unable to pick this. Only global ship designs can have this component. |- | '''valid_for_country''' |colspan="3"| Define it like this. <pre> valid_for_country = { modifier = { factor = 0 … (Conditions, Country scope) … } } </pre> If the "factor" is evaluated into 0, this Component is hidden from the Ship Designer. {{red|Generated designs and the AI don't respect this.}} It's used for Stellaris v1.8 to prevent the Player from using Sapient Combat Computer, while setting the AI policy to outlawed. It's unused for now but still functional. |- | '''friendly_aura'''<br>'''hostile_aura''' | colspan=2 style="text-align: center;" | {{icon|no}} | Aura definitions. Head to the examples for details. With <code>system_wide = yes</code>, the aura affects all friendly or enemy ships in the same system. With <code>system_wide = no</code> or undefined, the aura affects all friendly ships in the same fleet or all enemy ships that are in battle with the aura bearer. The aura range property does nothing. The aura graphic property seemingly does nothing as well. |- | '''should_ai_use = <yes/no>''' |colspan="3"| If no, AI cannot use this. Among vanilla Components, only empty FTL driver use this. |- | '''ftl = <yes/no>''' | colspan=2 rowspan=3 style="text-align: center;" | {{icon|no}} | If yes, this Ship can use the hyperlane and go FTL. |- | '''jumpdrive = <yes/no>''' | If yes, this Ship can use the jumpdrive command. |- | '''ftl_inhibitor = <yes/no>''' | If yes, this Ship can be FTL inhibitor. |- | '''damage = { min = <float> max = <float> }''' |colspan="2"| Determines the damage. | rowspan=11 style="text-align: center;" | {{icon|no}} |- | '''windup = { min = <int> max = <int> }''' |colspan="2"| The ticks it takes for this Weapon to get ready to fire. (1 day = 10 ticks) |- | '''total_fire_time = <int>''' | The ticks it takes for this Weapon to cooldown before it's next fire. (1 day = 10 ticks) | style="text-align: center;" | {{icon|no}} |- | '''cooldown = <int>''' | style="text-align: center;" | {{icon|no}} | The ticks it takes for this Weapon to cooldown before it's next fire. (1 day = 10 ticks) |- | '''hull_damage = <float>'''<br>'''shield_damage = <float>'''<br>'''shield_penetration = <float>'''<br>'''armor_damage = <float>'''<br>'''armor_penetration = <float>''' |colspan="2"| Determines the damage efficiencies and penetration rates. |- | '''range = <int>'''<br>'''accuracy = <float>'''<br>'''tracking = <float>''' |colspan="2"| Determines the range, accuracy and tracking. |- | '''missile_speed = <int>'''<br>'''missile_evasion = <float>'''<br>'''missile_shield = <int>'''<br>'''missile_armor = <int>'''<br>'''missile_health = <int>'''<br>'''missile_retarget_range = <int>''' | Missile stats. | rowspan=4 style="text-align: center;" | {{icon|no}} |- | '''firing_arc = <float>''' | Limits the arc this Weapon can fire in. |- | '''min_range = <float>''' | Limits the minimal range this Weapon can fire. |- | '''use_ship_kill_target = <yes/no>''' | Unclear. |- | '''count = <int>'''<br>'''regeneration_per_day = <float>'''<br>'''launch_time = <int>'''<br>'''speed = <int>'''<br>'''rotation_speed = <float>'''<br>'''acceleration = <float>'''<br>'''evasion = <float>'''<br>'''shield = <int>'''<br>'''armor = <int>'''<br>'''health = <int>''' | style="text-align: center;" | {{icon|no}} | Strike Craft stats. |}
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