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2022年3月8日 (二) 08:34的最新版本
The Relics, Minor Artifacts as well as Archaeological Sites are mechanics introduced since Stellaris v2.3.
Relics[编辑 | 编辑源代码]
Relics are defined at "common/relics/xxx.txt".
Data Structure[编辑 | 编辑源代码]
- activation_duration - An integer of days for this Relic to "shine" if it's activated.
- portrait - A reference to a GFX instance that indicates the icon of this Relic.
- sound - A reference to a sound instance that indicates the sound to be played for activation.
- resources - An Economy Unit that determines the resource output and activation cost.
- ai_weight - Determines how likely the AI will activate this relic.
- triggered_country_modifier - A block of Modifiers for the Passive Effect of this relic.
- potential - A block of Conditions that determines should the modifier apply. Vanilla relics always have "always = yes". It is unclear if relics have country_modifier.
- score - An integer of victory score should this Relic count.
- active_effect - A block of Effects for the Activation Effect of this relic.
- possible - A block of Conditions that determines can this relic be activated.
Relic Example[编辑 | 编辑源代码]
This is the "Ether Drake Trophy".
r_dragon_trophy = { activation_duration = @triumph_duration portrait = "GFX_relic_dragon_trophy" sound = "relic_activation_ether_drake_trophy" resources = { category = relics # Activation cost cost = { influence = @activation_cost } } ai_weight = { weight = 100 } triggered_country_modifier = { potential = { always = yes } country_unity_produces_mult = 0.10 } score = 1000 active_effect = { add_modifier = { modifier = "ether_drake_triumph" days = @triumph_duration } custom_tooltip = relic_triumph_cooldown hidden_effect = { add_modifier = { modifier = "relic_activation_cooldown" days = @triumph_duration } } } # Possible check for activation possible = { custom_tooltip = { fail_text = "requires_relic_no_cooldown" NOT = { has_modifier = relic_activation_cooldown } } } }
All relics should add the modifier "relic_activation_cooldown" to the empire upon activation as well as they should be blocked from activating if the empire has this modifier in order to have the relics UI and "relics can be activted" alert message work properly.
Artifact Actions[编辑 | 编辑源代码]
Artifact Actions are defined at "common/artifact_actions/xxx.txt". Without the
Data Structure[编辑 | 编辑源代码]
- resources - An Economy Unit that determines the action cost. Vanilla actions always cost
稀有文物 . - ai_weight - Determines how likely the AI will use this action.
- potential - A block of Conditions that determines should this action be shown in the UI.
- allow - A block of Conditions that determines can this action be took by the empire.
- effect - A block of Effects to be executed upon action.
Artifact Action Example[编辑 | 编辑源代码]
This is the "Reverse-Engineer Arcane Technology" Artifact Action.
artifact_arcane_deciphering = { resources = { category = artifact_actions cost = { minor_artifacts = 5 } } ai_weight = { weight = 100 modifier = { factor = 0 has_resource = { type = minor_artifacts amount < 105 } } } potential = { has_technology = tech_arcane_deciphering } allow = { custom_tooltip = { fail_text = "requires_arcane_deciphering_no_cooldown" NOT = { has_modifier = arcane_deciphering_cooldown } } } effect = { custom_tooltip = artifact_arcane_deciphering_effect hidden_effect = { if = { limit = { is_ai = no NOT = { has_country_flag = arcana_achievement } } set_country_flag = arcana_achievement } add_modifier = { modifier = "arcane_deciphering_cooldown" days = 720 } owner = { country_event = { id = ancrel.10000 } } } } }
Artifact Action cooldown is implemented through Static Modifiers.
There are some Artifact Actions that are not meant to be activated through this menu.
- Before acquiring the technology "Arcane Deciphering", revelant Artifact Actions are displayed as "???". Actually, those "???" actions are different actions that can only be seen if the empire doesn't have this technology and can never be activated.
- Some actions can only be done through planets. They are also Artifact Actions that can never be activated and actual effects are implemented through Decisions.
Archaeological Sites[编辑 | 编辑源代码]
Archaeological Sites are defined at "common/archaeological_site_types/xxx.txt". Full implemention of Archaeological Sites is largely dependent to Event modding as well as Dynamic modding.
Data Structure[编辑 | 编辑源代码]
- desc - A localisation key that designates the description of this site.
- picture - A reference to a GFX instance that indicates the picture of this site.
- stages - An integer of max stages of this site. It must be exactly match the number of state blocks of this site.
- allow - A block of Conditions that determines can a ship delve into this site. All vanilla sites are only open to Science Ships with a Scientist. (Fleet scope)
- visible - A block of Conditions that determines can an empire see this site. (Country scope)
- stage - Defines a stage of this site.
- difficulty - An integer defines the difficulty of this site.
- icon - A reference to a GFX instance that indicates the picture of this stage.
- event - An event id of a "fleet_event" to trigger on the delver fleet when this stage is cleared. A fleet is a "container" of ships and can consist of one or more ships.
- on_roll_failed - A block of Effects to be executed when a roll is failed. (Fleet scope, FROM is the site)
Archaeological Site Example[编辑 | 编辑源代码]
This is the first Zroni site.
zroni_digsite_1 = { desc = zroni_digsite_1_desc picture = GFX_evt_overgrown_city stages = 3 max_instances = 1 allow = { is_ship_class = shipclass_science_ship exists = leader } visible = { has_country_flag = zroni_intro default_site_visible_trigger = yes } stage = { difficulty = 1 icon = GFX_archaeology_runes_F1 event = ancrel.2 } stage = { difficulty = 1 icon = GFX_archaeology_runes_F2 event = ancrel.3 } stage = { difficulty = 2 icon = GFX_archaeology_runes_F3 event = ancrel.4 } on_roll_failed = { from = { standard_archaeological_site_on_roll_failed = { RANDOM_EVENTS = all_random_events } } } }
"standard_archaeological_site_on_roll_failed" is a scripted effect. See Dynamic modding for details.
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