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编辑“
Edicts modding
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{{version|2.7}} This page is about how to modify existing and how to create new [[Edicts]]. Edicts are defined at "common/edicts/xxx.txt". == Data Structure == * '''length = <int>''' - Days of the edict duration. If 0, this Edict immediately ends. If -1, this Edict lasts until manually toggled off. * '''resources''' - An [[Economy_modding#Economy_Units|Economy Unit]] that determines the cost of this edict. Only the "cost" field is wanted. If length is -1, the cost is paid again when deactivating. * '''prerequisites = { tech_xxx }''' - A list of Technology keys that determines the technology prerequisites of this edict. * '''show_tech_unlock_if''' - A block of [[Conditions]]. If evaluated false, this edict will not be shown in the technology tooltip of that technology. * '''modifier''' - A block of [[Modifiers]] to be applied to the empire for as long as this edict remain active. * '''potential''' - A block of [[Conditions]] that determines is this edict listed for this empire. (Country scope) * '''allow''' - A block of [[Conditions]] that determines can this edict be activated by this empire. (Country scope) * '''effect''' - A block of [[Effects]] to be executed when this edict become active. (Country scope) ** There is {{red|NO}} effect block that can be executed when this edict is manually toggled off. * '''ai_weight''' - The higher it is, the more likely the AI will try to activate this edict. * '''edict_cap_usage''' - The number of Edict Capacities this Edict will use. == Vanilla Example == This is the education campaign. education_campaign = { length = @campaignDuration resources = { category = campaigns cost = { energy = @campaignCost } } modifier = { species_leader_exp_gain = 0.25 } potential = { NOT = { has_ethic = ethic_gestalt_consciousness } has_technology = tech_planetary_unification } ai_weight = { weight = 0 modifier = { weight = 1 has_edict = healthcare_campaign } } } == Instant Effect Edicts == An edict with <code>length = 0</code> and an <code>effect</code> work like an empire wide [[Decision modding|Decision]]. The <code>modifier</code> doesn't apply in this case. # this instant effect edict costs 100 influence and provides 1000 unity. one_time_effect_edict_example = { length = 0 resources = { category = edicts cost = { influence = 100 } } effect = { add_resource = { unity = 1000 } } } The demerit is, it will instantly generate an "Edict Expired" notification. == 相关的动态修改语句 == Conditions: * <code>has_edict = <edict key></code> - Checks if the empire has this edict active. {{ModdingNavbox}} [[Category:模组制作]]
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