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编辑“
Special Project modding
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{{Version|3.1}} The special project game data can be found in these files/folders: <code>common/special_projects</code> == Special Projects file structure == The file consists of a series of ''<code>special_project = {}</code>'' entries. {| class="wikitable" |+ special_project properties |- ! Name !! Description !! Values !! Required !! Example |- | '''key''' || The ID of the project, it is used in events and also in the localisation file (description is expected as e.g. <small><code>"MYMOD_EXAMPLE_1_PROJECT_DESC"</code></small>). || String || Yes ||class="mw-code" | key = <small>"MYMOD_EXAMPLE_1_PROJECT"</small> |- | '''event_chain''' || An associated event chain. || ID of an existing [[Event chain modding|Event chain]] || No ||class="mw-code" | event_chain = "mymod_example_event_chain" |- | '''picture''' || A picture for the project. || String || No ||class="mw-code" | picture = GFX_evt_alien_nature |- | '''sound''' || Does this project have a specific sound? || yes/no || No ||class="mw-code" | sound = no |- | '''icon''' || An icon to show on the left in the event log tree. || String || No ||class="mw-code" | icon = <small>"gfx/interface/icons/situation_log/situation_log_quest.dds"</small> |- | '''cost''' || Science point cost of the project (must be '0' if using days_to_research). || Integer || No ||class="mw-code" | cost = 560 |- | '''days_to_research''' || How many days it will take to complete this project. Either cost or days_to_research must be defined. || Integer || No ||class="mw-code" | days = 180 |- | '''tech_department''' || Which department will handle this. || physics_technology, society_technology, engineering_technology || Yes ||class="mw-code" | tech_department = physics_technology |- | '''same_option_group_as''' || If it is a sub-project of another || special_project ID || No ||class="mw-code" | same_option_group_as = { KETLING_PROJECT_1 } |- | '''AI_wait_days''' || AI will wait for the amount of days specified. Works like normal AI weight fields, with factor/add/weight. Country scope, FROM is creation scope || weight integer, modifier_rule fields || No ||class="mw-code" | AI_wait_days = { weight = 80 modifier = { factor = 0.5 has_ethic = ethic_fanatic_militarist } } |- | '''timelimit''' || In how many days will this project fail, triggering the on_fail statement. || Integer, -1 for unlimited || No ||class="mw-code" | timelimit = 100 |- | '''location''' || Does this project have a specific location? || yes/no || No ||class="mw-code" | location = no |- | '''event_scope''' || The scope in which the statements run. || ship_event, planet_event || Yes ||class="mw-code" | event_scope = planet_event |- | '''requirements''' || Conditions needed to start the project.<sup>[[#requirements|[more]]]</sup> || Conditions || No ||class="mw-code" | requirements = { shipclass_science_ship = 1 leader = scientist skill > 1 } |- | '''abort_trigger''' || Ongoing project will be canceled if this trigger returns true * this = country (project owner) * from = event scope (planet or ship, MIGHT NOT EXIST) * fromfrom = project creation scope (usually equals location) | Conditions || No | class="mw-code" | abort_trigger = { NOT = { exists = fromfrom } } |- | '''on_start''' | Statements to run when the project starts. * this = event scope (ship or planet) * from = project creation scope (usually equals location) | Statements || No | class="mw-code" | on_start = { owner = { set_country_flag = started_x_project } } |- | '''on_success''' / '''on_progress_25/50/75''' | Statements to run when the project is complete. * this = event scope (ship or planet) * from = project creation scope (usually equals location) | Statements || Yes | class="mw-code" | on_success = { owner = { country_event = { id = mymod.event.1 } } } on_success = { ship_event = { id = mymod.anomaly.1 } } |- | '''on_cancel''' || Statement fires if the abort trigger returns true * this = country (project owner) * from = event scope (planet or ship, MIGHT NOT EXIST) * fromfrom = project creation scope (usually equals location) | Statements || No ||class="mw-code" | on_cancel = {} |- | '''on_fail''' || Statements to run when the project fails. * this = country (project owner) * from = project creation scope (usually equals location) | Statements || Yes ||class="mw-code" | on_fail = { #times out owner = { country_event = { id = federations3.2129 } } } |} === requirements === Requirements use condition-like syntax, but they have their own set of commands. They '''do not''' support AND and OR commands. {| class="wikitable" |- ! Name !! Description !! Values !! Required !! Example |- | leader || The type of leader needed at location. || scientist, admiral, general, ruler, governor || No || leader = scientist |- | skill || The skill level of the leader. || Integer || No || skill > 2 |- | has_trait || The leader must have this trait || Leader trait ID || No || has_trait = leader_trait_expertise_voidcraft |- | shipclass_military || The number of military ships required. || Integer || No || shipclass_military = 1 |- | shipclass_constructor || The number of constructor ships required || Integer || No || shipclass_constructor = 1 |- | shipclass_science_ship || The number of science ships required || Integer || No || shipclass_science_ship = 1 |- | shipclass_colonizer || The number of colonizers required || Integer || No || shipclass_colonizer = 1 |- | shipclass_transport || The number of transport ships required || Integer || No || shipclass_transport = 1 |- | assault_armies || The number of assault armies required || Integer || No || assault_armies = 1 |- | defense_armies || The number of defense armies required || Integer || No || defense_armies = 2 |- | research_station || Is a research station required at location? || yes || No || research_station = yes |- | mining_station|| Is a mining station required at location? || yes || No || mining_station= yes |- | observation_station || Is an observation station required at location? || yes || No || observation_station = yes |- | fleet_power || If shipclass_military the power of the fleet required || Integer || No || fleet_power > 999999 |- | is_founder_species || Does owner has to be a founder species? || yes || No || is_founder_species = yes |} ===== Example ===== <pre>requirements = { shipclass_science_ship = 1 leader = scientist skill > 2 }</pre> == Usage == Once you have a special project defined, you can start it in an event by using the ''<code>enable_special_project</code>'' command. The command has three parameters: {| class="wikitable" |- ! Name !! Description !! Example |- | name || The key of the special project. || name = "MYMOD_EXAMPLE_1_PROJECT" |- | location || The location where the event takes place, for events with no location, it’s usually set to the capital. || <pre>capital_scope = { enable_special_project = { name = "MYMOD_EXAMPLE_1_PROJECT" location = this owner = root } }</pre> |- | owner || The country which will have this project enabled. || owner = root |} ==== Example ==== <pre> enable_special_project = { name = "MYMOD_EXAMPLE_1_PROJECT" location = this owner = root } </pre> There is also the ''<code>abort_special_project</code>'' command to end a special project, it is used like: <pre> abort_special_project = { type = MYMOD_EXAMPLE_1_PROJECT location = capital_scope } </pre> The country is inferred from the location parameter. A trigger example: <code>has_special_project = CAPTURE_QUEEN</code> == Localisation == The localisation entries depend on the ''key'' property. The ''key'' is used for title and ''key''_DESC is used for description. ===== Example ===== MYMOD_EXAMPLE_1_PROJECT:0 "Example title" MYMOD_EXAMPLE_1_PROJECT_DESC:0 "Example description" {{ModdingNavbox}} [[Category:模组制作]]
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