This page is about modding the Bombardment Stances.
Data Structure[編輯 | 編輯原始碼]
Bombardment stances are defiend at "common/bombardment_stances/xxx.txt".
- trigger – A block of Conditions to determine can a fleet have this bombardment stance. (Fleet scope)
icon_frame = <int> – Replaced, see #Icons.
- default = <yes/no> – If yes, newly created fleets will have this stance.
- stop_when_armies_dead = <yes/no> – Default no. If yes, this bombardment stance will do nothing on planets without any armies.
- abduct_pops = <yes/no> – Default no. If yes, pops killed by this bombardment stance are abducted instead. This will trigger the
on_pop_abducted
on-action.
- planet_damage = <float> – Default 1. This value scales the planetary devastation inflicted by this bombardment stance.
- army_damage = <float> – Default 1. This value scales the damage dealt to planetary armies by this bombardment stance.
- kill_pop_chance – An instance that determines the chance of this bombardment stance to kill pops.
- base = <float> – This value scales the default chance to kill a pop.
- modifier – An instance that modifies the chance. It consist of a
factor = <float>
instance and a set of Conditions. Vanilla use this to prevent the Pox bombardment stance from killing 機械體 Pops. (Pop scope)
- min_pops_to_kill_pop = <int> – Default 0. If number of pops is smaller than this, this bombardment stance won't kill pops any further.
- ai_weight – AI will use the bombardment stance of highest weight. (ROOT = bombarding fleet, FROM = planet under bombardment)
Since version 3.1.* the icon_frame
parameter (index in the shared bombardment stance icon file) is replaced by a more moddable friendlier method. Each stance required a (planet modifier named) "GFX_planet_modifier_ground_support_NAME"
and a (button entry named) "GFX_fleet_order_button_ground_support_NAME"
defined.
pox icon example (at planet_view.gfx):
spriteType = {
name = "GFX_planet_modifier_ground_support_pox"
sprite_sheet_sprite_type = "GFX_planet_view_bombarded"
default_frame = 5
}
pox button example (at fleet_view.gfx):
spriteType = {
name = "GFX_fleet_order_button_ground_support_pox"
texturefile = "gfx/interface/fleet_view/fleet_task_ground_support_pox_action.dds"
effectFile = "gfx/FX/buttonstate.lua"
noOfFrames = 3
animation = {
animationmaskfile = "gfx/interface/fleet_view/fleet_task_button_mask.dds"
animationtexturefile = "gfx/interface/fleet_view/action_button_texture.dds"
animationrotation = 180.0
animationlooping = yes
animationtime = 12.0
animationdelay = 0.0
animationblendmode = "overlay" # add, multiply, overlay
animationtype = "scrolling" # scrolling, rotating, pulsing
animationrotationoffset = { x = 0.0 y = 0.0 }
animationtexturescale = { x = 1.0 y = 1.0 }
animationframes = { 1 2 3 }
}
}
…
spriteType = {
name = "GFX_fleet_order_button_ground_support_pox_selected"
texturefile = "gfx/interface/fleet_view/fleet_task_ground_support_pox_selected.dds"
effectFile = "gfx/FX/buttonstate.lua"
noOfFrames = 3
animation = {
animationmaskfile = "gfx/interface/fleet_view/fleet_task_button_mask.dds"
animationtexturefile = "gfx/interface/fleet_view/action_button_texture.dds"
animationrotation = 180.0
animationlooping = yes
animationtime = 12.0
animationdelay = 0.0
animationblendmode = "overlay" # add, multiply, overlay
animationtype = "scrolling" # scrolling, rotating, pulsing
animationrotationoffset = { x = 0.0 y = 0.0 }
animationtexturescale = { x = 1.0 y = 1.0 }
animationframes = { 1 2 3 }
}
}
This is the Pox bombardment stance.
pox = {
trigger = {
owner = {
# --- This modifier is given by the relevant relic --- #
has_modifier = javorian_pox
OR = {
NOT = { is_country_type = default }
has_policy_flag = orbital_bombardment_indiscriminate
has_policy_flag = orbital_bombardment_armageddon
}
}
}
default = no
stop_when_armies_dead = no
abduct_pops = no
planet_damage = 0.2
army_damage = 1.5
kill_pop_chance = { # Should only target organics
base = 1.5
modifier = {
factor = 0
pop_has_trait = trait_mechanical
}
}
min_pops_to_kill_pop = 0
# root = fleet
# from = planet
ai_weight = {
weight = 10
modifier = {
factor = 0.01
exists = from
from = {
owner = { NOT = { is_hostile = root.owner } }
}
}
}
}
Bombardment Animation[編輯 | 編輯原始碼]
There is an entity named "orbital_bombardment_effects
" in the file "gfx/models/planets/_planetary_entities.asset
". Without modding this file, any custom bombardment stances will have neither animations nor sound effects.
entity = {
name = "orbital_bombardment_effects"
pdxmesh = "bombardment_frame_mesh"
cull_radius = 500.0
# --- If multiple states named "bombard_xxx" exist, a random state is used, weighed by the "chance" field --- #
# --- Add more state entries for a same bombardment stance to give some randomness to the animations --- #
# --- The more the "event" entries, the shorter the "state_time", the more fierce the animation will look like --- #
state = { name = "bombard_selective" state_time = 4 looping = no next_state = "bombard_selective" chance = 1
event = { time = 0 node = "bombardment_location_1" particle = … } }
event = { time = 1 node = "bombardment_location_5" particle = … } }
event = { time = 2.5 node = "bombardment_location_12" particle = … } }
}
state = { name = "bombard_selective" state_time = 4 looping = no next_state = "bombard_selective" chance = 1
event = { time = 0 node = "bombardment_location_7" particle = … } }
…
}
state = { name = "bombard_indiscriminate" state_time = 3.0 looping = no next_state = "bombard_indiscriminate" chance = 1
event = { time = 0 node = "bombardment_location_3" particle = … } }
…
}
state = { name = "bombard_indiscriminate" state_time = 3.0 looping = no next_state = "bombard_indiscriminate" chance = 1
event = { time = 0 node = "bombardment_location_4" particle = … } }
…
}
state = { name = "bombard_armageddon" state_time = 2.5 looping = no next_state = "bombard_armageddon" chance = 1
event = { time = 0 node = "bombardment_location_1" particle = … } }
…
}
state = { name = "bombard_armageddon" state_time = 2.5 looping = no next_state = "bombard_armageddon" chance = 1
event = { time = 0 node = "bombardment_location_2" particle = … } }
…
}
…
# --- By the way, the vanilla Pox bombardment stance do NOT have any animations --- #
scale = 1.0
}
Overwrite this entity and add more states following this format to apply bombardment animations and sound effects to custom bombardment stances.