成就修改:修订间差异

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*[[forum:1544901|[3] Tutorial to write achievements files in your mod]]
*[[forum:1544901|[3] Tutorial to write achievements files in your mod]]
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2024年8月28日 (三) 02:57的版本

Paradox allowed the creation of custom achievements to be displayed in the Career Profile of a player. The ability to create these achievements came with the Avalanche (1.12.1) release.

Achievements are found in the career profile (in-game this button is called "Playthrough Overview"), images are available on the Paradox Forum.

File structure

custom_achievements/
    common/achievements/
        custom_achievements_achievements.txt
    gfx/achievements/
        custom_achievement_test.dds
        custom_achievement_test_grey.dds
        custom_achievement_test_not_eligible.dds
    localization/english/
        custom_achievements_l_english.yml

Coding syntax

  • unique_id - This is mandatory and custom to your mod. It references the name of the cloudsavefile that will store the achievements
  • custom_achievement_test/custom_ribbon_test - This is a unique identifier for your particular achievement.
  • possible - This checks at the game's start whether a ribbon or achievement is possible to get in the playthrough. If false at the game's start, getting the achievement will never be impossible.
    • This is similar to allowed in decisions or ideas, though it is evaluated at the game's start rather than before.
    • Some common triggers not used in the code example are tag checks (with either tag or original_tag) or ironman checks (is_ironman = yes).
  • happened - Once these conditions are met then the achievement is earned. (Usually instant to ~2 in-game hours)
  • ribbon - (OPTIONAL) This is only required for ribbons. This allows you to change the colors of the ribbon utilizing RGB color code
unique_id = custom_achievements_123456

custom_achievement_test = {
    possible = {
        # classic triggers used in all vanilla achievements
        difficulty > 1
        has_start_date < 1936.01.02
        has_any_custom_difficulty_setting = no
        game_rules_allow_achievements = yes
    }
 
    happened = {
        date > 1936.01.02
    } 
}


custom_ribbon_test = {
    possible = {
        difficulty > 1
        has_start_date < 1936.01.02
        has_any_custom_difficulty_setting = no
        game_rules_allow_achievements = yes
        tag = ITA
    }
 
    happened = {
        date > 1936.01.02
    }

    ribbon = {
        frames = { 1 1 1 1 }
        colors = {
            { 45.0 64.0 102.0 1.0 }
            { 154.0 73.0 107.0 1.0 }
            { 238.0 189.0 96.0 1.0 }
            { 211.0 181.0 128.0 1.0 }
        }
    }
}

Icon

Images for achievements require three different images which are provided in gfx/achievements. These do not require a spriteType in interface.

  • custom_achievement_test.dds
    • Refers to the colorized icon that is available should you complete the achievement.
  • custom_achievement_test_not_eligible.dds
    • Refers to the icon if it is not able to be earned during that playthrough.
  • custom_achievement_test_grey.dds
    • Refers to the icon if it is possible to be earned during that playthrough

Localization

Localization for the achievement is done in two loc keys. The suffix NAME refers to the title of the achievement and the DESC refers to the description that can be either some funny joke or how you describe to achieve the achievement.

 custom_achievement_test_NAME: "Custom Achievement Title"
 custom_achievement_test_DESC: "Custom Achievement Description"

References