群星
ParaWikis
最新百科
都市天际线2百科
英雄无敌3百科
维多利亚3百科
奇妙探险队2百科
罪恶帝国百科
英白拉多:罗马百科
热门百科
群星百科
欧陆风云4百科
十字军之王2百科
十字军之王3百科
钢铁雄心4百科
维多利亚2百科
ParaWikis
申请建站
ParaWikis
ParaCommons
最近更改
随机页面
加入QQ群
工具
链入页面
相关更改
特殊页面
页面信息
页面值
阅读
编辑
编辑源代码
查看历史
讨论
编辑“
Traits modding
”
警告:
您没有登录。如果您做出任意编辑,您的IP地址将会公开可见。如果您
登录
或
创建
一个账户,您的编辑将归属于您的用户名,且将享受其他好处。
反垃圾检查。
不要
加入这个!
{{version|2.6}} This page is about Traits modding, both [[Traits|Species Traits]] and [[Leader#Leader_Traits|Leader Traits]]. Traits are defined at "common/traits/xxx.txt". == Data Structure == {| class="wikitable" |- ! Property ! Required/Default ! Species Traits ! Leader Traits |- | '''cost = <int>''' | style="text-align: center;" | {{icon|yes}} | The cost of this trait. | Leader traits do also have "costs", see [[Leader modding]] for details. |- | '''icon = <gfx file path>''' | gfx/interface/icons/traits/<trait key>.dds | Alternative icon of this trait. gfx/interface/icons/traits/<trait key>.dds | Leader traits always have this property specified because their icons are stored at "gfx/interface/icons/traits/leader_traits/xxx.dds". |- | '''initial = <yes/no>''' | style="text-align: center;" | yes | If no, this trait cannot be picked in the empire creator and it cannot be added to a species template. | If no, this trait cannot be given to a leader upon leader generation. |- | '''randomized = <yes/no>''' | style="text-align: center;" | yes | If no, this trait can't be picked by species random generator. | It's still unclear, because {{iconify|Armchair Commander}} has <code>randomized = no</code> but can stll be given to a newly generated leader. |- | '''modification = <yes/no>''' | style="text-align: center;" | yes | If no, this trait cannot be added to or removed from a species template. | It's still unclear, because leader traits always have <code>modification = no</code>. |- | '''improves_leaders = <yes/no>''' | style="text-align: center;" | no | If yes, this trait will have a tooltip that says leaders from this species will have traits that enhance them. Actually, those leader traits must be implemented elsewhere. | rowspan=4 style="text-align: center;" | {{icon|no}} |- | '''advanced_trait = <yes/no>''' | style="text-align: center;" | no | If yes, this trait is considered an advanced trait and can be added to or removed from a species template only if the empire has researched any technology with the feature flag "add_advanced_traits". This permission overrides <code>initial = no</code>, but doesn't override <code>modification = no</code>. |- | '''forced_happiness = <yes/no>''' | style="text-align: center;" | no | If yes, Pops of a species with this trait will not be affected by happiness. |- | '''valid_for_all_ethics = <yes/no>''' | style="text-align: center;" | yes | Weather this trait is valid for all ethics. Will also need to list which ethics its compatible with. |- | '''allowed_ethics = {ethic_xx ethic_yy}''' | style="text-align: center;" | {{icon|no}} | The ethics this trait is valid for. Only put this if you have valid_for_all_ethics set to no. |- | '''sapient = <yes/no>''' | style="text-align: center;" | yes | Vanilla pre-sapient traits have <code>sapient = no</code>. Seems to allow the trait to be selected by <code>trait = random_presapient_trait</code> in a <code>create_species</code> effect |- | '''immortal_leaders = <yes/no>''' | style="text-align: center;" | no | If yes, leaders from a species with this trait will be immortal. This will also generate an entry of "{{green|Immortal}}" in tooltip. | If yes, leaders with this trait will be immortal. This will also generate an entry of "{{green|Immortal}}" in tooltip. |- | '''hide_age = <yes/no>''' | style="text-align: center;" | {{icon|no}} | style="text-align: center;" | {{icon|no}} | If yes, leaders with this trait will have their age hidden in the leader tooltip. Only work for ruler traits. |- | '''modifier''' | style="text-align: center;" | {{icon|no}} | A block of [[Modifiers]] to be applied to Pops, Armies and Leaders of a species with this trait. | A block of [[Modifiers]] to be applied to the scope this Leader is assigned at. * If this leader was a non-heir ruler, its traits will apply to the entire Empire. * If this leader was a governor, its traits will apply to the Sector it's governing. * If this leader was a scientist leading a research, only modifiers related to research speed will apply to the category it's researching. * If this leader was a scientist commanding a science ship, the modifiers will apply to the science ship. * If this leader was an admiral, its traits will apply to the fleet it's commanding. * If this leader was a general, its traits will apply to the armies it's commanding. |- | {{Collapse list | type= '''triggered_pop_modifier = {''' | body= :'''potential = { <triggers> }''' :'''<modifiers>''' '''}''' }} | style="text-align: center;" | {{icon|no}} | Similar to the above, except it only applies if the <code>potential</code> property evaluates true. Multiple allowed (Pop scope). Modifiers in this block will not show in tooltips, and should be used in addition to a custom tooltip. | style="text-align: center;" | {{icon|no}} |- | '''growing_modifier'''<br>'''assembling_modifier'''<br>'''declining_modifier''' | style="text-align: center;" | {{icon|no}} | Blocks of [[Modifiers]] to be applied to the Planet while a Pop of this species is growing / assembling / declining. The trait [[File:Recycled.png|24px|link=Traits#Recycled]] Recycled uses '''assembling_modifier''' to reduce Robot Assembler jobs upkeep by {{green|-20%}} to implement its effect. | style="text-align: center;" | {{icon|no}} |- | '''self_modifier''' | style="text-align: center;" | {{icon|no}} | style="text-align: center;" | {{icon|no}} | A block of [[Modifiers]] to be applied only to the leader itself. Modifiers that affect leader experience gain, leader lifespan and leader cost / upkeep go here. |- | '''custom_tooltip = <localisation key>''' | style="text-align: center;" | {{icon|no}} | colspan=2 | If specified, it will overwrite the generated tootlips based on modifiers. |- | '''custom_tooltip_with_modifiers = <localisation key>''' | style="text-align: center;" | {{icon|no}} | colspan=2 | If specified, will show the given tooltip in addition to the generated tootlips based on modifiers. |- | '''prerequisites = { tech_xxx }''' | style="text-align: center;" | {{icon|no}} | This trait can't be added or removed by an Empire unless all technologies listed here have been researched. Vanilla unused. | This trait can't be given to a leader upon leader generation unless all technologies listed here have been researched. |- | '''opposites = { trait_xx trait_yy }''' | style="text-align: center;" | {{icon|no}} | List of trait keys to be mutually exclusive with this trait. | Only relevant upon leader generation, but only rulers will generate with 2 traits. This doesn't prevent excluded leader traits from being added by events. |- | '''ai_weight''' | style="text-align: center;" | 100 | How much should the AI prioritize this trait when modifying species. The block can also contain conditional modifier tags, (empire scope, ROOT is the species). | How much should AI weight this trait for the tasks. |- | '''leader_age_min = <int>'''<br>'''leader_age_max = <int>''' | style="text-align: center;" | As set in ''common/defines/'' | New leaders from this species will have their age randomized ranged among these properties. Vanilla use these to make {{icon|hive mind (trait)}} Hive Mind leaders younger than usual and {{iconify|Lithoid}} leaders older than usual. | rowspan="9" style="text-align: center;" | {{icon|no}} |- | '''sorting_priority = <int>''' | style="text-align: center;" | 0 | Species traits with same soring priority are sorted by alphabet order. |- | '''potential_crossbreeding_chance = <float>''' | style="text-align: center;" | 0 | The chance this trait is inherited by crossbreeding. Relevant to the ascension perk '''Xeno Compatibility'''. |- | '''allowed_archetypes = { xxx yyy }''' | style="text-align: center;" | ALL | A list of Species Archetype keys that is required by this species trait. See [[Species modding]] for details. |- | '''species_class = { xxx yyy }''' | style="text-align: center;" | ALL | A list of Species Class keys that is required by this species trait. See [[Species modding]] for details. |- |'''allowed_planet_classes = { xxx yyy }''' |ALL |A list of Planet Class keys that is required (as preferred planet class) by this species trait. |- |'''random_weight = { <species class key> = <float> <species class key> = <float> }''' |1 for all |Adjusts the chance of species randomly receiving this trait depending on their species class. However, currently there is a bug where this block works incorrectly if combined with allowed_planet_classes and has no effect if species_potential_add is also present. |- | '''slave_cost = { <resource key> = <int> }''' | style="text-align: center;" | 0 | The cost of a Pop of this species on slave market is added by this. |- | '''species_potential_add'''<br>'''species_possible_remove''' | style="text-align: center;" | always = yes | Blocks of [[Conditions]] to determine can this trait be added to / removed from a species template. (Species scope, FROM is the empire) {{red|With "species_potential_add" be evaluated false, a template with this trait can still be applied to Pops lacking it.}} {{red|Similarly, "species_possible_remove" doesn't prevent Pops with this trait from being applied with a template laking it.}} |- | '''leader_trait = { ... }''' | style="text-align: center;" | all | rowspan=5 style="text-align: center;" | {{icon|no}} | A list of leader classes. Vanilla generic leader traits have <code>leader_trait = all</code>. |- | '''leader_class = { ... }''' | style="text-align: center;" | ? | A list of leader classes. Vanilla leader traits always have it the same as <code>leader_trait</code>. Actual difference between the two is unclear. |- | '''ai_categories = { ... }''' | style="text-align: center;" | {{icon|no}} | What kind of tasks the AI will consider this leader be suit of. Only relevant to scientists. Can be consist of any number of the following four: engineering, physics, society, survey. |- | '''leader_potential_add''' | style="text-align: center;" | always = yes | A block of [[Conditions]] to determine can the trait be added to a leader upon leader generation. (Leader scope, FROM is the empire) |} == Examples == === Species Traits === ==== Ingenious ==== trait_ingenious = { cost = 2 potential_crossbreeding_chance = 1.0 allowed_archetypes = { BIOLOGICAL LITHOID } modifier = { planet_jobs_energy_produces_mult = 0.15 } slave_cost = { energy = 50 } } ==== Proles (Pre-Sapient) ==== trait_presapient_proles = { cost = 1 opposites = { "trait_presapient_natural_intellectuals" } initial = no sapient = no modification = yes icon = "gfx/interface/icons/traits/trait_primitive.dds" allowed_archetypes = { BIOLOGICAL PRESAPIENT LITHOID } modifier = { army_damage_mult = 0.10 planet_jobs_minerals_produces_mult = 0.10 planet_jobs_food_produces_mult = 0.10 planet_jobs_physics_research_produces_mult = -0.15 planet_jobs_engineering_research_produces_mult = -0.15 planet_jobs_society_research_produces_mult = -0.15 } } ==== Proles (Syncretic Evolution) ==== trait_syncretic_proles = { cost = 1 potential_crossbreeding_chance = 0.33 opposites = { "trait_intelligent" "trait_erudite" "trait_natural_engineers" "trait_natural_physicists" "trait_natural_sociologists" } initial = no modification = yes species_potential_add = { always = no } icon = "gfx/interface/icons/traits/trait_primitive.dds" allowed_archetypes = { BIOLOGICAL LITHOID } custom_tooltip = TRAIT_SYNCRETIC_PROLES_EFFECT modifier = { pop_happiness = 0.10 planet_jobs_produces_mult = 0.10 } } === Leader Traits === ==== Adaptable ==== leader_trait_adaptable = { cost = 1 modification = no icon = "gfx/interface/icons/traits/leader_traits/leader_trait_adaptable.dds" self_modifier = { species_leader_exp_gain = 0.25 } leader_potential_add = { NOT = { leader_class = ruler} NOT = { from = { has_ethic = "ethic_gestalt_consciousness" } } } leader_class = { admiral scientist general governor } opposites = { "leader_trait_stubborn" } leader_trait = all ai_categories = { engineering physics society survey } ai_weight = { weight = 50 } } ==== Corvette Focus ==== trait_ruler_corvette_focus = { cost = 1 modification = no icon = "gfx/interface/icons/traits/leader_traits/trait_ruler_corvette_focus.dds" leader_potential_add = { NOT = { from = { has_ethic = "ethic_gestalt_consciousness" } } } modifier = { ship_corvette_cost_mult = -0.2 } leader_trait = { ruler } leader_class = { ruler } prerequisites = { tech_destroyers } # 'corvette focus' is a bit silly when it's the only available ship opposites = { "trait_ruler_destroyer_focus" "trait_ruler_cruiser_focus" "trait_ruler_battleship_focus" } } ==== Chosen One (Admiral) ==== leader_trait_admiral_chosen = { cost = 0 modification = no icon = "gfx/interface/icons/traits/leader_traits/leader_trait_psionic_chosen_one.dds" immortal_leaders = yes modifier = { ship_weapon_damage = 0.2 ship_evasion_mult = 0.3 } leader_trait = { admiral } leader_class = { admiral } initial = no randomized = no } {{ModdingNavbox}} [[Category:模组制作]]
摘要:
请注意您对群星百科的所有贡献都被认为是在知识共享署名-非商业性使用-相同方式共享下发布,请查看在
群星百科:版权
的细节。如果您不希望您的文字被任意修改和再散布,请不要提交。
您同时也要向我们保证您所提交的内容是您自己所作,或得自一个不受版权保护或相似自由的来源。
未经许可,请勿提交受版权保护的作品!
为防止机器编辑,请完成下方验证
取消
编辑帮助
(在新窗口中打开)
本页使用的模板:
Template:0
(
编辑
)
Template:Clear
(
编辑
)
Template:Collapse list
(
编辑
)
Template:Color
(
编辑
)
Template:Green
(
编辑
)
Template:Icon
(
编辑
)
Template:Icon/a
(
编辑
)
Template:Icon/h
(
编辑
)
Template:Icon/l
(
编辑
)
Template:Icon/n
(
编辑
)
Template:Icon/y
(
编辑
)
Template:Iconify
(
编辑
)
Template:ModdingNavbox
(
编辑
)
Template:Navbox
(
编辑
)
Template:Navboxgroup
(
编辑
)
Template:Planet modifier
(
编辑
)
Template:Red
(
编辑
)
Template:Ruby
(
编辑
)
Template:Version
(
编辑
)
×
登录
密码
记住登录
加入群星百科
忘记密码?
其他方式登录