决议修改:修订间差异

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{{version|1.5}}
{{version|1.11}}
{{需要翻译|译者=霜泽图书馆}}
[[Decisions]] and missions represent actions that the player can or must take, each one stored within a category. Decisions themselves are defined within {{path|common/decisions/*.txt}} files, while categories are defined within {{path|common/decisions/categories/*.txt}}. While it's typical to put the country's tag within the filename, it is actually irrelevant: files can take on any filename and there will be no difference in how they will be read.


==决议路径==
__TOC__
决议位于{{path|common/decisions}},决议组路径位于 {{path|common/decisions/categories}}。


== 创建决议组==
== Basic creation ==
所有的决议都需要进入可以容纳多个决议的决议组中,并且决议组可以拥有自己的图片和描述。一个基本的决议组如下所示。在这一页中,我们会使用寻找资源的决议组创建作为例子。想要创建决议组,你首先需要在decisions/categories 文件夹下创建一个文件,可以是 {{path|custom=1|00_decision_categories.txt}} 或是其他文件。 决议组条目如下所示:
{{SVersion|Timeless}}
find_resources = {
Each decision must be stored within a category. Decision categories are defined within any {{path|common/decisions/categories/*.txt}} file. An incredibly basic decision category definition looks like the following:
    icon = generic_prospect_for_resources
<pre>my_decision_category = {
}
}</pre>This will create the <code>my_decision_category</code> category, which can be used within decisions. 
这是最简单的一种决议组,并且无论何种情况下都会出现。 You can also add conditions such as allowed, available, and visible like in normal decisions if you want the category to appear under specific circumstances. 例如:
find_resources = {
    icon = generic_prospect_for_resources
    available = {
      num_of_civilian_factories > 3
    }
}
这将使得决议组仅在你拥有多于三个民用工厂时才会出现,与决议组中的决议是否满足条件无关。


==创建决议==
Afterwards, decisions can be created for that category in any {{path|common/decisions/*.txt}} file. Decisions are assigned to a category by putting them within that category's block, encompassed with the curly brackets, as in the following example:
决议需要位于决议组中——让我们拿上之前的寻找资源决议组,并加入一个给国家增加乡村基础设施的决议。
<pre>my_decision_category = {
find_resources = {
   my_decision_1 = {
    develop_infrastructure = {
   }
   
   my_decision_2 = {
    }
   }
}
}</pre>This will create the <code>my_decision_1</code> and <code>my_decision_2</code> decisions, with the default icon and no effect, and assign them to the <code>my_decision_category</code> category.


===决议效果===
A decision's name according to the currently-turned on language can be defined in any [[localisation]] file, taking the decision's name as key, and the decision's name with _desc added in the end as the name for the localisation key for the description. As an example, the localisation for these decisions for the English language will look like the following within any {{path|localisation/english/*_l_english.yml}} file:
决议效果的代码是'''complete_effect'''。这条语句位于决议中,决定了当决议被''' 选中'''时会发生的事情。让我们添加一个在选中时以500人力的代价增加基础设施的效果:
<syntaxhighlight lang="yaml">l_english:
find_resources = {
my_decision_category: "My decision category"
    develop_infrastructure = {
my_decision_category_desc: "My decision category's description"
      complete_effect = {
  my_decision_1: "My decision"
         random_owned_state = {
  my_decision_1_desc: "My decision's description"
           add_building_construction = { type = infrastructure level = 2 instant_build = yes }
my_decision_2: "My decision without a description"
         }
</syntaxhighlight>
         add_manpower = -500
      }
    }
  }
  如果想更进一步了解'''random_owned_state''',请查阅[[作用域]],如果想了解关于'''add_building_construction'''和'''add_manpower'''的更多信息,请查阅[[指令]]。


==== 随机效果(random_list effects)====
== Arguments for decisions and categories ==
默认情况下,决议启用时每次都是用相同的随机种子。这意味着,如果<code>random_list</code>用在决议中,它每次产生的结果都是相同的。
{{SVersion|1.11}}
为了避免这种情况发生,你可以在决议代码中添加<code>fixed_random_seed = no</code>。
The following arguments can be used in either decisions or decision categories, usually with similar effect.
例如:
=== Triggers ===
decision_category = {
Usually, it is desirable to restrict the decision so that it might not always be possible to take, such as restricting it to a certain country. In order to do that, there are several [[trigger]] blocks, serving different purposes. A decision will only be available or visible if the corresponding conditions are met in both the category and the decision.
give_pp_or_experience_decision = {
icon = generic_research
available = {
has_war = yes
}
fixed_random_seed = no
complete_effect = {
random_list = {
33 = {
add_political_power = 10
}
33 = {
army_experience = 10
}
33 = {
air_experience = 10
}
}
}
ai_will_do = {
factor = 0
}
}
}


=== 决议可用性===
<code>allowed</code> is a trigger block that checks only at the game's start or when loading a save, primarily used to restrict a decision to a country (As <code>tag = BHR</code> or <code>original_tag = POL</code>) and/or a DLC (As <code>has_dlc = "One Step Back"</code>). If a decision's or a category's allowed is unfulfilled, it will never appear unless it becomes true on the save being reloaded or {{hover|By using the console command or saving over a decision file with the debug mode being turned on via launch options.|decisions themselves being reloaded}}. If left out, assumes to be always allowed. '''This only checks once!'''
你可能想让某些决议在只满足某些条件的情况下才可用。例如,我们的发展基础设施的决议应当只能在国家有多于500人力的时候才可用。这可以用'''available''' 语句实现,例子如下:
<pre>allowed = {
find_resources = {
   original_tag = BHR
    develop_infrastructure = {
}</pre>
      available = {
         has_manpower > 500
      }
      complete_effect = {
         random_owned_state = {
           add_building_construction = { type = infrastructure level = 2 instant_build = yes }
         }
         add_manpower = -500
      }
    }
}
如果想要进一步了解'''has_manpower'''和其他条件,参见[[条件]]。


===决议花费===
<code>visible</code> is a trigger block that continuously checks every frame if allowed was met, required to make the decision or the entire category be visible in the decision selection screen. In case for targeted decisions, both FROM and ROOT can be checked here, but using target_trigger is recommended when possible for optimisation purposes. It is preferable to put country or DLC checks into allowed instead. '''Does nothing for missions!'''
你可能也想让你的决议需要花政治点数启用。让我们给这个决议增加50政治点数的花费:
<pre>visible = {
find_resources = {
   is_subject = no
    develop_infrastructure = {
}</pre>
      cost = 50
      available = {
         has_manpower > 500
      }
      complete_effect = {
         random_owned_state = {
           add_building_construction = { type = infrastructure level = 2 instant_build = yes }
         }
         add_manpower = -500
      }
    }
}


===决议是否可见===
<code>available</code> is a trigger block that continuously checks every frame if visible was met, required to be possible to actually take the decisions. If false, the decision (or, in case of categories, decisions within) will remain visible (unless set otherwise), but will be greyed out and be impossible to complete. This is applied on top of the political power cost. Applied differently for missions.
决议可能不总是要在决议栏中出现,否则会有些杂乱。为了做到这一点,我们只想让玩家拥有多于0的人力的时候才能看到这个决议,如下所示:
<pre>available = {
find_resources = {
   has_war = yes
    develop_infrastructure = {
}</pre>
      visible = {
         has_manpower > 0
      }
      cost = 50
      available = {
         has_manpower > 500
      }
      complete_effect = {
         random_owned_state = {
           add_building_construction = { type = infrastructure level = 2 instant_build = yes }
         }
         add_manpower = -500
      }
    }
}


=== 等一会再消失,或者过一会再回来===
=== Icon ===
你可能想让决议在完成后等一会再消失,或者你想让决议在完成后过一会再度出现,又或者你可能只想让这个决议使用一次,这些可以通过如下方式实现:
The icon is the small picture displayed to the left of decision's or category's name. Icons use sprites, defined in any {{path|interface/*.gfx}} file, by default in <code>decisions.gfx</code>. Within a decision or a category, it is set with <code>icon = icon_name</code>. <br/>
days_remove = 5 # Stays for 5 days before being removed
Note that the game automatically inserts either <code>GFX_decision_</code> or a <code>GFX_decision_category_</code>, depending on whether it's in a decision or a category. As such, the example with icon_name will make it use the <code>GFX_decision_icon_name</code> sprite for decisions and the <code>GFX_decision_category_icon_name</code> for categories, or, other way around, to use <code>GFX_decision_sprite_name</code> in a decision, it should have <code>icon = sprite_name</code>.<br/>
However, <code>icon = GFX_decision_icon_name</code> will also work, as the game will check the spriteType with the exact same name as well. Overall, it's to the developer's discretion whether to include <code>GFX_decision_</code>/<code>GFX_decision_category_</code> in the icon or not.
 
=== Priority ===
Priority is used to change the order in which decisions or categories are displayed from top to bottom, with a higher priority being closer to the top. By default, a decision has the priority of 1. Decision priority can be set in a short form for a static value or in a long form, similar to [[#AI|ai_will_do]] formatting.<br/>
In short form, the following code will set a decision or category to have the priority value of 10: <code>priority = 10</code><br/>
In long form, the following code will have a priority value of 13 for POL and 3 for other countries:
<pre>priority = {
base = 3
modifier = {
add = 10
tag = POL
}
}</pre>
 
=== State highlighting ===
A decision or all decisions within a category can be set to highlight a state or several with an outline when hovering over it in the selection menu. This is the code required to do that:
<pre>highlight_states = {
   highlight_state_targets = {
     state = 123
     state = 321
   }
   highlight_color_while_active = 3
   highlight_color_before_active = 2
}</pre>
<code>highlight_state_targets</code> selects a specific state or several that will be highlighted. If the state is unknown, then <code>highlight_states_trigger</code> can be used as a trigger block instead, evaluated for every state on the map.
 
<code>highlight_color_before_active</code> is the colour that the state highlighting will have before selecting the decision, from 0 to 3. If not set, it will default to a white outline.
 
<code>highlight_color_while_active</code> is the colour that the state highlighting will have after selecting the decision during the timer before it gets removed, from 0 to 3. If not set, it will default to a white outline.
 
'''Within regular decisions, only one state can be highlighted at a time.''' This restriction does not exist when used inside of decision categories.
 
=== Province Highlighting ===
In addition to highlighting states, it is also possible to highlight individual provinces since patch 'Stella Pollaris': 1.13.6. This is the code required to do that:
<pre>highlight_states = {
   highlight_state_targets = { state = 123 }
   highlight_provinces = { 123 213 321 232 }
}</pre>
With <code>highlight_provinces = { ... }</code> being the effect that stores the individual provinces to be highlighted.
 
== Arguments for categories ==
{{SVersion|1.11}}
These can only be used within categories and cannot be used in separate decisions.
 
=== Picture ===
A decision category can have a picture defined in addition to its regular icon. A picture will show up to the left of the category's description, shifting it to the left. Pictures use sprites, defined in any {{path|interface/*.gfx}} file, by default in <code>decisions.gfx</code>. A sprite with the name of <code>GFX_decision_category_picture</code> can be set as the category's picture with <code>picture = GFX_decision_category_picture</code>. '''A category must have a description defined in localisation for the picture to appear.'''
 
=== Visibility when empty ===
By default, a decision category is invisible unless there's at least one visible decision within. This isn't always helpful, as the category may display information vital for the player in its description. To override that, you can add a line consisting of <code>visible_when_empty = yes</code> within the decision category.
 
=== Map area ===
A decision category can be assigned a map area, which will show up in the top of the decision list similarly to a decision. Clicking on the button will move the camera to the specified state or states, while setting the zoom level to the set amount. This is recommended to do in decision categories containing [[#State targeted decisions|decisions targeted towards states]]. A map area definition looks like the following:
<pre>on_map_area = {
   state = 123
   name = my_localisation_key
   zoom = 850
   target_root_trigger = {
     tag = ENG
   }
}</pre>
<code>state</code> sets a singular state that's used as the centre of the area where the camera will move. If the map area is to be dynamic, then formatting similar to [[#targeted decisions|targeted decisions]] can be used, with <code>targets</code>, <code>target_array</code>, and <code>target_trigger</code> being available and mixable.<br/>
<code>name</code> is the [[localisation]] key that will be used as the name of the pseudo-decision that moves the camera to the map area.<br/>
<code>zoom</code> is the zoom level for the map area, set in the amount of pixels off the ground, meaning that a lower value results in it being zoomed in more. For comparison, by default, the player can change the camera zoom between 50<ref><code>CAMERA_MIN_HEIGHT = 50.0</code> in [[Defines]]</ref> and 3000<ref><code>CAMERA_MAX_HEIGHT = 3000.0</code> in [[Defines]]</ref>.<br/>
Additionally, each of the trigger blocks defined for decisions and categories (aside from <code>available</code>) can go inside of <code>on_map_area</code>, such as <code>target_root_trigger</code>.
 
An example map_area with a dynamic target trigger:
<pre>on_map_area = {
   target_array = controlled_states
   name = occupied_states_map_area
   zoom = 150
   target_trigger = {
     FROM = {
       NOT = { is_owned_by = ROOT }
     }
   }
}</pre>
 
=== Scripted GUI ===
A decision category can be set to have a scripted graphical user interface container within the category, showing up below the description. The scripted GUI in question must have the decision_category context type for this to work. This is set with <code>scripted_gui = my_scripted_gui</code>. See details on the [[Scripted GUI modding|dedicated page for scripted GUI]].
 
== Category examples ==
<pre>POL_my_category = {
   allowed = {
     tag = POL
   }
   priority = 10
   picture = GFX_decision_category_picture
   icon = POL_category
   visible_when_empty = yes
   scripted_gui = POL_scripted_gui
}</pre>
<pre>my_map_category = {
   visible = {
     has_completed_focus = my_focus
   }
   icon = my_map
   highlight_states = {
     highlight_states_trigger = {
       is_owned_by = ROOT
       is_capital = yes
     }
   }
   on_map_area = {
     state = 123
     targets = { capital }
     zoom = 350
   }
}</pre>
 
== Arguments for decisions ==
These can only be used within decisions and cannot be used in categories.
 
=== Effects on selection ===
<code>complete_effect</code> is the block of [[effects]] that gets executed immediately when the decision is selected (Starting the timer if it has one).
<pre>complete_effect = {
   annex_country = { target = QAT }
}</pre>
 
=== Decision reappearing ===
By default, a decision reappears on the very next day after being taken. In order to increase the cooldown in days, <code>days_re_enable = 123</code> can be used to put in more days in the cooldown.
 
In order to make the decision disappear forever upon being completed, the <code>fire_only_once = yes</code> line of code will ensure that, making the decision only be possible to fire once per country.
 
=== Decision cost ===
In order to assign a political power cost to a decision, the <code>cost = <int></code> argument is used. The cost can be assigned a [[Variables|variable]]. As an example of a decision which is assigned a cost of 50 political power:
<pre>find_resources = {
   develop_infrastructure = {
     cost = 50
     available = {
       has_manpower > 500
     }
     complete_effect = {
       random_owned_state = {
         add_building_construction = { type = infrastructure level = 2 instant_build = yes }
       }
       add_manpower = -500
     }
   }
}</pre>
 
Alternatively, a decision can also take a custom localisation string as the cost. This is done with the following:
<pre>custom_cost_trigger = {
   <triggers>
}
custom_cost_text = <localisation key></pre>
If custom_cost_trigger is fulfilled, then <localisation key> will be used for localisation, otherwise, <localisation key>_blocked will be. <localisation key>_tooltip will be used when hovering over the cost. Using the example of the following:
<pre>custom_cost_trigger = {
   command_power > 14
}
custom_cost_text = decision_cost_CP_15</pre>The localisation file will have the following:
<syntaxhighlight lang="yaml">l_english:
decision_cost_CP_15: "£command_power  §Y15§!"
decision_cost_CP_15_blocked: "£command_power  §R15§!"
decision_cost_CP_15_tooltip: "It costs £command_power  §Y15§! to take the decision"</syntaxhighlight>
In order to show icons, [[Localisation#Text icons|text icons]] are used.<br/>
'''A custom cost will not actually cost anything''', and what you set it to cost will have to be subtracted within the <code>complete_effect</code> of the decision, preferably as a hidden effect.
 
As the custom cost can't be used in conjunction with the regular cost, if it includes political power, the AI will not be aware that it should save up an amount of it before taking the decision. This can be remidified with <code>ai_hint_pp_cost = 100</code>: this attribute will make the AI think that the decision will use 100 political power regardless of whether it does or not, making sure it will save up that much before trying to use it. This must be a constant amount rather than being a variable.
 
=== Timer upon selection ===
In order to add a timer between the decision being selected and some of its effects applying, <code>days_remove = 123</code> is used to define the amount of days. If set to <code>-1</code>, the decision will never be removed by the timer running out, although additional trigger blocks can remove it.
 
As for defining the effects that would be executed when the timer ends, <code>remove_effect = { ... }</code> is used as an effect block. Note that <code>complete_effect = { ... }</code> is when the decision is selected starting the timer, rather than when the timer ends. In other words, this timer appears after the decision was completed and stays there until the decision is removed. Additionally, <code>remove_trigger = { ... }</code> is used to instantly remove the decision once the triggers within are met for the country, also firing the <code>remove_effect = { ... }</code> block.
  
  
days_re_enable = 5 # Will show up in the interface and can be selected again after 5 days
Additionally, it is possible to make the decision apply [[modifiers]] during the timer's duration, with the <code>modifier = { ... }</code> providing a modifier block. [[Idea modding#Modifiers|Similarly to ideas]], <code>targeted_modifier = { ... }</code> also exists as a way to apply [[Modifiers#Targeted modifiers|targeted modifiers]], in the same formatting with <code>tag = BHR</code> setting the target, such as the following example: <pre>targeted_modifier = {
   tag = ENG
fire_only_once = yes # Will not re-enable after being removed
   attack_bonus_against = 0.1
   defense_bonus_against = -0.15
}</pre>
 
In order to make the timer cancel early without providing the effects, <code>visible = { ... }</code> does not work by default.<br/>
Instead, <code>cancel_trigger = { ... }</code> is used as a trigger block. Upon it being evaluated as true, the decision timer ends without <code>remove_effect = { ... }</code> being executed. <code>cancel_if_not_visible = yes</code>, false by default, serves as an easy way to add visible's triggers into the <code>cancel_trigger = { ... }</code> block.<br/>
Upon the decision being cancelled, <code>cancel_effect = { ... }</code> is an effect block that gets executed. This can be useful as a way to reverse the effects applied within the complete effect.
 
=== AI ===
{{Main|AI modding|AI will do|section=1}}
The chance for AI to pick a decision is decided by the <code>ai_will_do = { ... }</code> block within a decision, which is a [[AI modding#MTTH blocks|MTTH block]]. '''By default, a decision will never be chosen by AI,''' and that block is required to make AI choose it.
 
As a [[AI modding#MTTH blocks|MTTH block]], the structure consists of <code>factor = 10</code> or <code>base = 10</code> to choose the initial value and <code>modifier = { ... }</code> as trigger blocks assigning <code>add</code>/<code>factor</code>/<code>base</code> in the order. For example, the following will make the decision be never chosen by AI, unless the country is at war with ITA, in which case it has 10 weight:
<pre>ai_will_do = {
   base = 0
   modifier = {
     add = 10
     has_war_with = ITA
   }
}</pre>
 
=== Warning for war ===
If your decision leads to a nation declaring war on another nation, there are several arguments that can be used to inform the targeted nation that a war is coming, as well as alert the AI to begin moving troops onto the border:<br/>
<code>war_with_on_remove = TAG</code> will make the game assume that the decision, within its <code>remove_effect</code> will declare war on the specified country, making it prepare when the timer starts.<br/>
<code>war_with_on_complete = TAG</code> will make the game assume that the decision, within its <code>complete_effect</code> will declare war on the specified country, making it prepare when the decision becomes available.


===导致战争的决议===
These arguments do not work for targeted decisions; see [[Decision modding#Warning for war 2|Targeted Decisions: Warning for War]].
If your decision leads to a nation declaring war on another nation, any of the following can be used to inform the targeted nation that a war is coming, as well as alert the AI to begin moving troops onto the border:


war_with_on_remove = TAG # War is declared on the nation in the TAG when the decision is removed
===Fixed random seed===
Decisions, by default, use a fixed random seed. What this means is that such scopes as [[Effect#Random List|random_list]] or [[Scopes|random_owned_controlled_state]] will pick the same thing each time that the decision is used, making a choice when the game starts. <code>fixed_random_seed = no</code> will make sure that the random seed is dynamic, making it possible for a different outcome to happen.
war_with_on_complete = TAG # War is declared on the nation in the TAG when the decision is completed
war_with_on_timeout = TAG # War is declared on the nation in the TAG when the decision times out
war_with_target_on_remove = yes # War is declared when the targeted decision is removed
war_with_target_on_complete = yes # War is declared when the targeted decision is completed
war_with_target_on_timeout = yes # War is declared when the targeted decision times out


=== 移除时的效果===
== Decision examples ==
After a decision has run its course (i.e. the ''days_remove'' you have set the decision to), you may want an effect to happen. Taking the example of our infrastructure decision, we want to return the manpower after 10 days:
find_resources = {
    develop_infrastructure = {
      visible = {
         has_manpower > 0
      }
      cost = 50
      available = {
         has_manpower > 500
      }
      complete_effect = {
         random_owned_state = {
           add_building_construction = { type = infrastructure level = 2 instant_build = yes }
         }
         add_manpower = -500
      } 
      days_remove = 10
      remove_effect = {
         add_manpower = 500
      }
    }
}


=== 决议修正===
QAT_category and BHR_category are assumed to already have been created within any {{path|common/decisions/categories/*.txt}} file.
Using decisions you can have a modifier acting for only a certain amount of time. Using a ''modifier'' block does this for as long as the decision is active (set using the ''days_remove'' statement). Our current decision is getting a bit busy now, so here's a new one that gives a 10% resource production bonus for 200 days when activated, for the cost of 100 political power and can only be used once:
<pre>QAT_category = {
find_resources = {
   QAT_example = {
    resource_spree = {
     allowed = {
      cost = 100
       tag = QAT
      fire_only_once = yes
     }
      modifier = {
     icon = QAT_example    #For GFX_decision_QAT_example
          local_resources_factor = 0.1
     fire_only_once = yes
      }
     days_remove = 100
      days_remove = 200
     war_with_on_remove = BHR
    }
     modifier = {
}
       training_time_factor = -0.3
For more on ''local_resource_factor'', see [[modifiers]]
     }
     remove_effect = {
       create_wargoal = {
         target = BHR
         type = puppet_focus_wargoal
       }
     }
     cancel_trigger = {
       OMA = {
         is_subject_of = BHR
       }
     }
     cancel_effect = {
       BHR = {
         puppet = ROOT
       }
     }
   }
}</pre>
<pre>
BHR_category = {
   BHR_example = {
     allowed = {
       tag = BHR
     }
     visible = {
       has_war_with = QAT
     }
     available = {
       QAT = {
         surrender_progress > 0.5
       }
     }
     icon = GFX_decision_BHR_example
     priority = 10
     days_re_enable = 200
     custom_cost_trigger = {
       has_command_power > 14
     }
     custom_cost_text = decision_cost_CP_15
     war_with_on_complete = OMA
     fixed_random_seed = no
     complete_effect = {
       hidden_effect = {
         add_command_power = -15
       }
       annex_country = { target = QAT }
       random = {
          chance = 50
         OMA = { load_oob = "OMA_prepared" }
       }
       declare_war_on = {
         target = OMA
         type = annex_everything
       }
     }
   }
}</pre>


== 目标决议==
== Missions ==
Sometimes you want one decision to target multiple tags - rather than writing the same decision multiple times to target each country, you can instead use a targeted decision. In targeted decisions, ''FROM'' refers to (confusingly) the target of the decision, rather than the sender. Here's a new decision giving a country the ability to give Germany, the USA and Japan an infrastructure in a random state at the cost of 50 political power and 500 manpower for the sender:
Missions are another type of decisions, activated when the triggers are true and requiring the player to do an action in order for the mission to have a positive outcome. These mostly use the same attributes as regular decisions, but there are some crucial differences. In particular:
find_resources = {
    help_others = {
      target_trigger = {
         FROM = {
           OR = {
              tag = GER
              tag = USA
              tag = JAP
           }
         }
      }
      cost = 50
      fire_only_once = yes
      complete_effect = {
         FROM = {
           random_owned_state = {
              add_building_construction = { type = infrastructure level = 2 instant_build = yes }
           }
         }
         add_manpower = -500
      }
    }
}
===State targeted decisions===
[https://hackmd.io/@Yard1/HJdIwpIE8 The following section is duplicated from a blogpost by Yard1.]


State targeted decisions are very similar to country targeted decisions. In order to define a decision as a state targeted decision, you need to put:
* <code>days_mission_timeout = 123</code> is the amount of days that the mission will last for and is the attribute that turns a decision into a mission.
* <code>timeout_effect = { ... }</code> are the effects that will be executed for the country if the timer runs out uninterrupted.
* <code>available = { ... }</code> decides on triggers that make the mission possible to select, executing <code>complete_effect</code>. '''Defaults to always being true, making it disappear instantly'''.
* <code>selectable_mission = yes</code>, if set, turns the mission into one that where the player must select the button. If unset or set to false, then the complete effect will fire as soon as <code>available</code> is true.
* <code>activation = { ... }</code> decides on triggers that must be met for the decision to appear, assuming <code>allowed</code> was true on the game's start. This is checked daily. '''<code>visible = { ... }</code> does nothing and shouldn't be used in missions.'''
*: The <code>activate_mission = mission_name</code> [[effect]] can bypass both <code>allowed</code> and <code>activation</code>, and it's usually better-optimised to use it to make the decision appear instead of relying on it being done automatically.
* <code>is_good = yes</code> changes the tooltips shown to the player on a non-selectable mission. By default or if set to false, the tooltip states that the <code>available</code> will complete the mission, calling <code>timeout_effect</code> the effects if it's not completed. If set to true, <code>complete_effect</code> will instead change to "Effects when failed". This is purely graphical and may be used to better communicate to the player whether they should seek to complete the prerequisites or to avoid them being true.
* <code>war_with_on_timeout = TAG</code> will make the game assume that the mission, within its <code>timeout_effect = { ... }</code> will declare war on the specified country. This is used to make the AI prepare for a declaration of war and amass its troops on the border. This will also grant a notification to the target and all of its allies that a wargoal is being justified.
Other attributes, such as <code>cancel_trigger</code> or <code>cancel_effect</code> generally may be used inside of missions and should work how they do outside of them.
=== Mission example ===
<pre>my_mission = {
   activation = {
     has_civil_war = yes
   }
   available = {
     has_civil_war = no
     has_war = yes
   }
   cancel_trigger = {
     has_war = no
   }
   icon = mission_icon   # For GFX_decision_mission_icon
   is_good = yes
   war_with_on_timeout = SOV
   days_mission_timeout = 100
   selectable_mission = yes
   complete_effect = {
     add_ideas = my_idea
   }
   timeout_effect = {
     declare_war_on = {
       target = SOV
       type = annex_everything
     }
   }
}</pre>


   state_target = yes
== Targeted decisions ==
In addition to regular decisions that are taken by the country towards that same country, it is possible to make a decision be targeted towards a different country or group of countries. In that case, the decision will clone itself for each country that it gets targeted towards, putting the flag of the country in the bottom right of the decision's icon. The targeted country will be possible to reference in code using [[Scopes#Dual Scopes|FROM]], while ROOT is still the country that gets the decision. '''Despite what the names imply, FROM is the target of the decision rather than the country doing it.'''<br/>
<code>fire_only_once</code>, in this case, will make the decision fire only once per each target country: a decision targeted towards BLR will not disappear if a decision of the same ID targered towards LIT gets completed.<br/>
Missions, as well as regular decisions, can be made targeted.


Then FROM will be a state scope, with <code>target_trigger</code> and <code>target_root_trigger</code> working like with country targeted decisions.
A decision becomes targeted if any way to check for a target is added within the decision:


Just like with country targeted decisions, you can define targets (State IDs or variables) and {{path|target_array}}. Useful target arrays include:
=== Checking for target ===
There are several ways to limit the selection of targets. If any of these three is present in the decision, it will be marked as targeted.


   core_states
The primary way to limit the selection to a select few countries is <code>targets = { TAG TAG }</code>. In that case, if you want the game to check every country with that original tag (including civil war rebellions and other types of dynamic countries), then <code>targets_dynamic = yes</code> line of code will ensure that the game will check more than the country that the country tag truly belongs to. Additionally, by default, it's impossible to target a non-existing country. The <code>target_non_existing = yes</code> argument can be used to remove that restriction.
   controlled_states
   owned_states


Each array can be prefixed with another scope (so eg. <code>EQS.core_states</code> will scope to EQS’s core states, even if ROOT is something else), and you can use your own arrays too.
Additionally, it is possible to use [[arrays]] to limit a selection with <code>target_array = array_name</code>, where the array must be assigned to the country. [[Data structures#Game arrays|You can see a list of arrays automatically generated by the game here.]]


One extra key state targeted decisions have is on_map_mode. It has two possible values:
Together with any of the previous two ways or without them, <code>target_trigger = { ... }</code> is a trigger block evaluated daily for both FROM and ROOT, if <code>target_root_trigger</code> is evaluated as true.


   on_map_mode = map_only - will not show the decisions in the decision tab, and instead only put icons over the states in the 3d map
For targeted decisions, <code>target_root_trigger</code> is also possible to use, as a trigger block that continuously checks every day if allowed was met, required to make the decision or the entire category be visible in the decision selection screen. '''This checks only ROOT''', being executed before <code>target_trigger = { ... }</code> is. This exists for optimisation purposes, as it takes much less time to check the condition for one country daily than for every combination of countries.
   on_map_mode = map_and_decisions_view - will show the decisions both on map and in the decision tab
==== Triggers overview ====
* <code>allowed = { ... }</code> checks the country that should get this decision and only checks upon the game's start or when reloading decisions such as by loading a savegame. If false, the decision is permamently disabled.
* <code>target_root_trigger = { ... }</code> checks the country the country that should get this decision, every day. If false, the decision will not appear until the next daily check. '''Despite only checking one country, this still makes the decision targeted.'''
* <code>target_trigger = { ... }</code> checks any countries (or states) that meet <code>targets = { ... }</code> and <code>target_array = array_name</code>, if they're present. In here, ROOT (default scope) is the country that gets the decision and FROM is the potential target of the decision. This is checked daily, making the decision not appear until the next day's check if false. Putting this automatically makes the decision targeted.
* <code>visible = { ... }</code> and <code>available = { ... }</code> are checked every tick. If the decision is targeted, then FROM is checked alongside ROOT, otherwise only ROOT is checked.


Another key is <code>highlight_color_while_active = 1 </code>- seems to highlight the state as long as the decision is active, even after exiting the decision tab. Only used for missions in vanilla.
=== Warning for war ===
The regular arguments of <code>war_with_on_</code> do not work if using FROM as a target. Instead, there are alternatives for targeted decisions specifically:


===Activating targeted decisions===
<code>war_with_target_on_complete = yes</code> - Equivalent to <code>war_with_on_complete = FROM</code><br/>
Since target_trigger is checked for every country it can have quite a heavy effect on performance. If you simply want to add a targeted decision against a specific country from a focus you can do it by using an effect.
<code>war_with_target_on_remove = yes</code> - Equivalent to <code>war_with_on_remove = FROM</code><br/>
activate_targeted_decision = { target = TAG decision = decision_to_activate }
<code>war_with_target_on_timeout = yes</code> - Equivalent to <code>war_with_on_timeout = FROM</code><br/>
Note: FROM can be used here in place of a tag


===Notes on testing===
=== Additional note ===
Target triggers may not be evaluated immediately. When testing triggers, give the game some time to reprocess / evaluate it, rather than erroneously assuming a coding error right away. This explicitly includes after unlocking the visible/available triggers through another action (decision made, national focus completed, etc.).
Similarly to missions, the <code>activate_targeted_decision = { target = TAG decision = my_decision }</code> effect exists. If possible, it is recommended to use this effect instead of letting it automatically activate, making it never allowed. For instance, if the targeted decision activates by being at war with a country, [[On actions|on_war_relation_added in on_actions]] can be used to activate it instead of using <code>target_array = enemies</code>


== 任务==
=== Targeted decision example ===
Missions follow the same basic principle as decisions. These also sit inside a category - for missions we will build up a new category and a new mission, this time about Polish conquest of Berlin. Here is our complete mission inside a category - don't worry if it goes over your head, we'll break it down piece by piece:
<pre>my_targeted_decision = {
polish_conquest = {                 # This is our category
   target_root_trigger = {
    conquer_berlin = {               # This is our mission id
     has_completed_focus = my_focus
      allowed = { tag = POL }          # This mission is only allowed for Poland. Other countries will not be able to see it or activate it.
   }
      available = {               # Available here means as much as goal because:
   targets = { BHR QAT SAU OMA YEM IRQ SYR LEB ISR PAL }
         controls_state = 64            # we can only finish this mission if we control state 64 (Berlin)
   targets_dynamic = yes
      }
   target_trigger = {
      activation = {              # The mission appears and starts counting down under these circumstances:
     FROM = {
         has_war_with = GER            # War with Germany
       has_idea = my_idea
      }
     }
      is_good = yes              # This mission is color coded to be a positive thing (not a crisis)
   }
      selectable_mission = yes         # This mission will complete when the player selects the mission rather than completing automatically
   icon = my_icon
      days_mission_timeout = 100        # How many days before the mission fails?
   cost = 20
      timeout_effect = {            # What happens when we fail the mission?
   war_with_target_on_complete = yes
         add_political_power = -50        # Lose 50 PP
   complete_effect = {
      }
     create_wargoal = {
      complete_effect = {           # What happens when we activate the mission i.e. mission success?
       target = FROM
         add_political_power = 50        # Gain 50 PP
       type = annex_everything
      }
     }
    }
   }
}
}</pre>


==Localising categories, decisions and missions==
== State targeted decisions ==
{{main|Localisation}}
If the decision has <code>state_target = yes</code> then, instead, it'll be targeted towards a state. Possible values are: yes, no, any, any_owned_state, any_controlled_state, continent_key (europe, africa, north_america...). This will only have an effect if no 'targets' are specified, else this should be set to 'any' (or 'yes') if targets are used. Unless omitted or set to "no", makes the decision a state targeted decision. Which states will be checked depends on value:<br/>
- any (or yes): will check every state in the game against the 'target_trigger'. To be avoided whenever possible as this is expensive performance wise.<br/>
- any_owned_state: will check every state owned by the country. This is equivalent (but quite faster) to adding 'owner = ROOT' in the target_trigger.<br/>
- any_controlled_state: will check every state controlled by the country. This is equivalent (but quite faster) to adding 'is_controlled_by = ROOT' in the target_trigger.<br/>
- continent_key (europe, africa, north_america...): will check every state in the continent. This is equivalent (but quite faster) to adding 'is_on_continent = xxx' in the target_trigger.


Both categories and decisions are localised in a similar way to focus trees. To localise our category and decision, we will have a localisation file as such:
Targeting still works the same way, with it having FROM as a state scope instead. <code>targets</code> becomes <code>targets = { 123 321 }</code> or, in case of one state total, <code>targets = { state = 123 }</code> can be used as well.
find_resources:0 "Find Resources"
find_resources_desc:0 "To increase the military might of our nation, we must find more natural resources within our borders to exploit"
develop_infrastructure:0 "Develop Infrastructure"
develop_infrastructure_desc:0 "In order to access our natural resources more effectively, we must develop rural infrastructure!"
resource_spree:0 "Resource Spree"
resource_spree_desc:0 "We should go on a resource spree to increase production for a short time"


'''Warning : ''' the description for category is mandatory ; missing the "_desc" entry in localisation files will result on '''all other''' categories not printed at all.
Decisions targeted towards states will have the icon appear over the states while the decision menu is open. To prevent confusion, a [[Decision modding#Map area|map area]] can be added to the decision category.


===Localising targeted decisions===
Additionally, The argument <code>on_map_mode</code> will determine where the targeted decisions appear in.
We can use From to localise for our targeted country in targeted decisions, for example:
help_others:0 "Help [From.GetName] with their infrastructure"
help_others_desc:0 "We should send some help to [From.GetName] for their rural infrastructure"


== 完整例子==
<code>on_map_mode = map_only</code> will make the targeted decisions only appear on the map.<br/>
Below are all the final versions of decisions and missions in this wiki page, in one category:
<code>on_map_mode = decision_view_only</code> will make the targeted decisions only appear in the decisions menu.<br/>
find_resources = {
<code>on_map_mode = map_and_decisions_view</code> will make the targeted decisions appear on both the map and the decisions menu.
    develop_infrastructure = {
      visible = {
         has_manpower > 0
      }
      cost = 50
      available = {
         has_manpower > 500
      }
      complete_effect = {
         random_owned_state = {
           add_building_construction = { type = infrastructure level = 2 instant_build = yes }
         }
         add_manpower = -500
      }
      days_remove = 10
      remove_effect = {
         add_manpower = 500
      }
    }
    resource_spree = {
      cost = 100
      fire_only_once = yes
      modifier = {
         local_resources_factor = 0.1
      }
      days_remove = 200
    }
    help_others = {
      target_trigger = {
         OR = {
           tag = GER
           tag = USA
           tag = JAP
         }
      }
      cost = 50
      fire_only_once = yes
      complete_effect = {
         FROM = {
           random_owned_state = {
              add_building_construction = { type = infrastructure level = 2 instant_build = yes }
           }
           add_manpower = -500
         }
      }
    }
}


=== Example ===
<pre>my_state_targeted_decision = {
   state_target = yes
   target_root_trigger = {
     has_completed_focus = my_focus
   }
   target_array = GER.core_states
   target_trigger = {
     FROM = {
       is_owned_by = ROOT
     }
   }
   on_map_mode = map_and_decisions_view
   icon = my_icon
   cost = 20
   complete_effect = {
     FROM = {
       remove_core_of = GER
     }
   }
}</pre>
<references/>
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2024年8月10日 (六) 02:20的最新版本

Decisions and missions represent actions that the player can or must take, each one stored within a category. Decisions themselves are defined within /Hearts of Iron IV/common/decisions/*.txt files, while categories are defined within /Hearts of Iron IV/common/decisions/categories/*.txt. While it's typical to put the country's tag within the filename, it is actually irrelevant: files can take on any filename and there will be no difference in how they will be read.

Basic creation

Each decision must be stored within a category. Decision categories are defined within any /Hearts of Iron IV/common/decisions/categories/*.txt file. An incredibly basic decision category definition looks like the following:

my_decision_category = {
}

This will create the my_decision_category category, which can be used within decisions.

Afterwards, decisions can be created for that category in any /Hearts of Iron IV/common/decisions/*.txt file. Decisions are assigned to a category by putting them within that category's block, encompassed with the curly brackets, as in the following example:

my_decision_category = {
    my_decision_1 = {
    }
    my_decision_2 = {
    }
}

This will create the my_decision_1 and my_decision_2 decisions, with the default icon and no effect, and assign them to the my_decision_category category.

A decision's name according to the currently-turned on language can be defined in any localisation file, taking the decision's name as key, and the decision's name with _desc added in the end as the name for the localisation key for the description. As an example, the localisation for these decisions for the English language will look like the following within any /Hearts of Iron IV/localisation/english/*_l_english.yml file:

l_english:
 my_decision_category: "My decision category"
 my_decision_category_desc: "My decision category's description"
 my_decision_1: "My decision"
 my_decision_1_desc: "My decision's description"
 my_decision_2: "My decision without a description"

Arguments for decisions and categories

The following arguments can be used in either decisions or decision categories, usually with similar effect.

Triggers

Usually, it is desirable to restrict the decision so that it might not always be possible to take, such as restricting it to a certain country. In order to do that, there are several trigger blocks, serving different purposes. A decision will only be available or visible if the corresponding conditions are met in both the category and the decision.

allowed is a trigger block that checks only at the game's start or when loading a save, primarily used to restrict a decision to a country (As tag = BHR or original_tag = POL) and/or a DLC (As has_dlc = "One Step Back"). If a decision's or a category's allowed is unfulfilled, it will never appear unless it becomes true on the save being reloaded or decisions themselves being reloaded. If left out, assumes to be always allowed. This only checks once!

allowed = {
    original_tag = BHR
}

visible is a trigger block that continuously checks every frame if allowed was met, required to make the decision or the entire category be visible in the decision selection screen. In case for targeted decisions, both FROM and ROOT can be checked here, but using target_trigger is recommended when possible for optimisation purposes. It is preferable to put country or DLC checks into allowed instead. Does nothing for missions!

visible = {
    is_subject = no
}

available is a trigger block that continuously checks every frame if visible was met, required to be possible to actually take the decisions. If false, the decision (or, in case of categories, decisions within) will remain visible (unless set otherwise), but will be greyed out and be impossible to complete. This is applied on top of the political power cost. Applied differently for missions.

available = {
    has_war = yes
}

Icon

The icon is the small picture displayed to the left of decision's or category's name. Icons use sprites, defined in any /Hearts of Iron IV/interface/*.gfx file, by default in decisions.gfx. Within a decision or a category, it is set with icon = icon_name.
Note that the game automatically inserts either GFX_decision_ or a GFX_decision_category_, depending on whether it's in a decision or a category. As such, the example with icon_name will make it use the GFX_decision_icon_name sprite for decisions and the GFX_decision_category_icon_name for categories, or, other way around, to use GFX_decision_sprite_name in a decision, it should have icon = sprite_name.
However, icon = GFX_decision_icon_name will also work, as the game will check the spriteType with the exact same name as well. Overall, it's to the developer's discretion whether to include GFX_decision_/GFX_decision_category_ in the icon or not.

Priority

Priority is used to change the order in which decisions or categories are displayed from top to bottom, with a higher priority being closer to the top. By default, a decision has the priority of 1. Decision priority can be set in a short form for a static value or in a long form, similar to ai_will_do formatting.
In short form, the following code will set a decision or category to have the priority value of 10: priority = 10
In long form, the following code will have a priority value of 13 for POL and 3 for other countries:

priority = {
	base = 3
	modifier = {
		add = 10
		tag = POL
	}
}

State highlighting

A decision or all decisions within a category can be set to highlight a state or several with an outline when hovering over it in the selection menu. This is the code required to do that:

highlight_states = {
    highlight_state_targets = {
        state = 123
        state = 321
    }
    highlight_color_while_active = 3
    highlight_color_before_active = 2
}

highlight_state_targets selects a specific state or several that will be highlighted. If the state is unknown, then highlight_states_trigger can be used as a trigger block instead, evaluated for every state on the map.

highlight_color_before_active is the colour that the state highlighting will have before selecting the decision, from 0 to 3. If not set, it will default to a white outline.

highlight_color_while_active is the colour that the state highlighting will have after selecting the decision during the timer before it gets removed, from 0 to 3. If not set, it will default to a white outline.

Within regular decisions, only one state can be highlighted at a time. This restriction does not exist when used inside of decision categories.

Province Highlighting

In addition to highlighting states, it is also possible to highlight individual provinces since patch 'Stella Pollaris': 1.13.6. This is the code required to do that:

highlight_states = {
    highlight_state_targets = { state = 123 }
    highlight_provinces = { 123 213 321 232 }
}

With highlight_provinces = { ... } being the effect that stores the individual provinces to be highlighted.

Arguments for categories

These can only be used within categories and cannot be used in separate decisions.

Picture

A decision category can have a picture defined in addition to its regular icon. A picture will show up to the left of the category's description, shifting it to the left. Pictures use sprites, defined in any /Hearts of Iron IV/interface/*.gfx file, by default in decisions.gfx. A sprite with the name of GFX_decision_category_picture can be set as the category's picture with picture = GFX_decision_category_picture. A category must have a description defined in localisation for the picture to appear.

Visibility when empty

By default, a decision category is invisible unless there's at least one visible decision within. This isn't always helpful, as the category may display information vital for the player in its description. To override that, you can add a line consisting of visible_when_empty = yes within the decision category.

Map area

A decision category can be assigned a map area, which will show up in the top of the decision list similarly to a decision. Clicking on the button will move the camera to the specified state or states, while setting the zoom level to the set amount. This is recommended to do in decision categories containing decisions targeted towards states. A map area definition looks like the following:

on_map_area = {
    state = 123 
    name = my_localisation_key
    zoom = 850
    target_root_trigger = {
        tag = ENG
    }
}

state sets a singular state that's used as the centre of the area where the camera will move. If the map area is to be dynamic, then formatting similar to targeted decisions can be used, with targets, target_array, and target_trigger being available and mixable.
name is the localisation key that will be used as the name of the pseudo-decision that moves the camera to the map area.
zoom is the zoom level for the map area, set in the amount of pixels off the ground, meaning that a lower value results in it being zoomed in more. For comparison, by default, the player can change the camera zoom between 50[1] and 3000[2].
Additionally, each of the trigger blocks defined for decisions and categories (aside from available) can go inside of on_map_area, such as target_root_trigger.

An example map_area with a dynamic target trigger:

on_map_area = {
    target_array = controlled_states
    name = occupied_states_map_area
    zoom = 150
    target_trigger = {
        FROM = {
            NOT = { is_owned_by = ROOT }
        }
    }
}

Scripted GUI

A decision category can be set to have a scripted graphical user interface container within the category, showing up below the description. The scripted GUI in question must have the decision_category context type for this to work. This is set with scripted_gui = my_scripted_gui. See details on the dedicated page for scripted GUI.

Category examples

POL_my_category = {
    allowed = {
        tag = POL
    }
    priority = 10
    picture = GFX_decision_category_picture
    icon = POL_category
    visible_when_empty = yes
    scripted_gui = POL_scripted_gui
}
my_map_category = {
    visible = {
        has_completed_focus = my_focus
    }
    icon = my_map
    highlight_states = {
        highlight_states_trigger = {
            is_owned_by = ROOT
            is_capital = yes
        }
    }
    on_map_area = {
        state = 123 
        targets = { capital }
        zoom = 350
    }
}

Arguments for decisions

These can only be used within decisions and cannot be used in categories.

Effects on selection

complete_effect is the block of effects that gets executed immediately when the decision is selected (Starting the timer if it has one).

complete_effect = {
    annex_country = { target = QAT }
}

Decision reappearing

By default, a decision reappears on the very next day after being taken. In order to increase the cooldown in days, days_re_enable = 123 can be used to put in more days in the cooldown.

In order to make the decision disappear forever upon being completed, the fire_only_once = yes line of code will ensure that, making the decision only be possible to fire once per country.

Decision cost

In order to assign a political power cost to a decision, the cost = <int> argument is used. The cost can be assigned a variable. As an example of a decision which is assigned a cost of 50 political power:

find_resources = {
    develop_infrastructure = {
        cost = 50
        available = {
            has_manpower > 500
        }
        complete_effect = {
            random_owned_state = {
                 add_building_construction = { type = infrastructure level = 2 instant_build = yes }
            }
            add_manpower = -500
        }
    }
}

Alternatively, a decision can also take a custom localisation string as the cost. This is done with the following:

custom_cost_trigger = {
    <triggers>
}
custom_cost_text = <localisation key>

If custom_cost_trigger is fulfilled, then <localisation key> will be used for localisation, otherwise, <localisation key>_blocked will be. <localisation key>_tooltip will be used when hovering over the cost. Using the example of the following:

custom_cost_trigger = {
    command_power > 14
}
custom_cost_text = decision_cost_CP_15

The localisation file will have the following:

l_english:
 decision_cost_CP_15: "£command_power  §Y15§!"
 decision_cost_CP_15_blocked: "£command_power  §R15§!"
 decision_cost_CP_15_tooltip: "It costs £command_power  §Y15§! to take the decision"

In order to show icons, text icons are used.
A custom cost will not actually cost anything, and what you set it to cost will have to be subtracted within the complete_effect of the decision, preferably as a hidden effect.

As the custom cost can't be used in conjunction with the regular cost, if it includes political power, the AI will not be aware that it should save up an amount of it before taking the decision. This can be remidified with ai_hint_pp_cost = 100: this attribute will make the AI think that the decision will use 100 political power regardless of whether it does or not, making sure it will save up that much before trying to use it. This must be a constant amount rather than being a variable.

Timer upon selection

In order to add a timer between the decision being selected and some of its effects applying, days_remove = 123 is used to define the amount of days. If set to -1, the decision will never be removed by the timer running out, although additional trigger blocks can remove it.

As for defining the effects that would be executed when the timer ends, remove_effect = { ... } is used as an effect block. Note that complete_effect = { ... } is when the decision is selected starting the timer, rather than when the timer ends. In other words, this timer appears after the decision was completed and stays there until the decision is removed. Additionally, remove_trigger = { ... } is used to instantly remove the decision once the triggers within are met for the country, also firing the remove_effect = { ... } block.

Additionally, it is possible to make the decision apply modifiers during the timer's duration, with the modifier = { ... } providing a modifier block. Similarly to ideas, targeted_modifier = { ... } also exists as a way to apply targeted modifiers, in the same formatting with tag = BHR setting the target, such as the following example:

targeted_modifier = {
    tag = ENG
    attack_bonus_against = 0.1
    defense_bonus_against = -0.15
}

In order to make the timer cancel early without providing the effects, visible = { ... } does not work by default.
Instead, cancel_trigger = { ... } is used as a trigger block. Upon it being evaluated as true, the decision timer ends without remove_effect = { ... } being executed. cancel_if_not_visible = yes, false by default, serves as an easy way to add visible's triggers into the cancel_trigger = { ... } block.
Upon the decision being cancelled, cancel_effect = { ... } is an effect block that gets executed. This can be useful as a way to reverse the effects applied within the complete effect.

AI

主条目:AI moddingAI will do

The chance for AI to pick a decision is decided by the ai_will_do = { ... } block within a decision, which is a MTTH block. By default, a decision will never be chosen by AI, and that block is required to make AI choose it.

As a MTTH block, the structure consists of factor = 10 or base = 10 to choose the initial value and modifier = { ... } as trigger blocks assigning add/factor/base in the order. For example, the following will make the decision be never chosen by AI, unless the country is at war with ITA, in which case it has 10 weight:

ai_will_do = {
    base = 0
    modifier = {
        add = 10
        has_war_with = ITA
    }
}

Warning for war

If your decision leads to a nation declaring war on another nation, there are several arguments that can be used to inform the targeted nation that a war is coming, as well as alert the AI to begin moving troops onto the border:
war_with_on_remove = TAG will make the game assume that the decision, within its remove_effect will declare war on the specified country, making it prepare when the timer starts.
war_with_on_complete = TAG will make the game assume that the decision, within its complete_effect will declare war on the specified country, making it prepare when the decision becomes available.

These arguments do not work for targeted decisions; see Targeted Decisions: Warning for War.

Fixed random seed

Decisions, by default, use a fixed random seed. What this means is that such scopes as random_list or random_owned_controlled_state will pick the same thing each time that the decision is used, making a choice when the game starts. fixed_random_seed = no will make sure that the random seed is dynamic, making it possible for a different outcome to happen.

Decision examples

QAT_category and BHR_category are assumed to already have been created within any /Hearts of Iron IV/common/decisions/categories/*.txt file.

QAT_category = {
    QAT_example = {
        allowed = {
            tag = QAT
        }
        icon = QAT_example      #For GFX_decision_QAT_example
        fire_only_once = yes
        days_remove = 100
        war_with_on_remove = BHR
        modifier = {
            training_time_factor = -0.3
        }
        remove_effect = {
            create_wargoal = {
                target = BHR
                type = puppet_focus_wargoal
            }
        }
        cancel_trigger = {
            OMA = {
                is_subject_of = BHR
            }
        }
        cancel_effect = {
            BHR = {
                puppet = ROOT
            }
        }
    }
}
BHR_category = {
    BHR_example = {
        allowed = {
            tag = BHR
        }
        visible = {
            has_war_with = QAT
        }
        available = {
            QAT = {
                surrender_progress > 0.5
            }
        }
        icon = GFX_decision_BHR_example
        priority = 10
        days_re_enable = 200
        custom_cost_trigger = {
            has_command_power > 14
        }
        custom_cost_text = decision_cost_CP_15
        war_with_on_complete = OMA
        fixed_random_seed = no
        complete_effect = {
            hidden_effect = {
                add_command_power = -15
            }
            annex_country = { target = QAT }
            random = {
                chance = 50
                OMA = { load_oob = "OMA_prepared" }
            }
            declare_war_on = {
                target = OMA
                type = annex_everything
            }
        }
    }
}

Missions

Missions are another type of decisions, activated when the triggers are true and requiring the player to do an action in order for the mission to have a positive outcome. These mostly use the same attributes as regular decisions, but there are some crucial differences. In particular:

  • days_mission_timeout = 123 is the amount of days that the mission will last for and is the attribute that turns a decision into a mission.
  • timeout_effect = { ... } are the effects that will be executed for the country if the timer runs out uninterrupted.
  • available = { ... } decides on triggers that make the mission possible to select, executing complete_effect. Defaults to always being true, making it disappear instantly.
  • selectable_mission = yes, if set, turns the mission into one that where the player must select the button. If unset or set to false, then the complete effect will fire as soon as available is true.
  • activation = { ... } decides on triggers that must be met for the decision to appear, assuming allowed was true on the game's start. This is checked daily. visible = { ... } does nothing and shouldn't be used in missions.
    The activate_mission = mission_name effect can bypass both allowed and activation, and it's usually better-optimised to use it to make the decision appear instead of relying on it being done automatically.
  • is_good = yes changes the tooltips shown to the player on a non-selectable mission. By default or if set to false, the tooltip states that the available will complete the mission, calling timeout_effect the effects if it's not completed. If set to true, complete_effect will instead change to "Effects when failed". This is purely graphical and may be used to better communicate to the player whether they should seek to complete the prerequisites or to avoid them being true.
  • war_with_on_timeout = TAG will make the game assume that the mission, within its timeout_effect = { ... } will declare war on the specified country. This is used to make the AI prepare for a declaration of war and amass its troops on the border. This will also grant a notification to the target and all of its allies that a wargoal is being justified.

Other attributes, such as cancel_trigger or cancel_effect generally may be used inside of missions and should work how they do outside of them.

Mission example

my_mission = {
    activation = {
        has_civil_war = yes
    }
    available = {
        has_civil_war = no
        has_war = yes
    }
    cancel_trigger = {
        has_war = no
    }
    icon = mission_icon     # For GFX_decision_mission_icon
    is_good = yes
    war_with_on_timeout = SOV
    days_mission_timeout = 100
    selectable_mission = yes
    complete_effect = {
        add_ideas = my_idea
    }
    timeout_effect = {
        declare_war_on = {
            target = SOV
            type = annex_everything
        }
    }
}

Targeted decisions

In addition to regular decisions that are taken by the country towards that same country, it is possible to make a decision be targeted towards a different country or group of countries. In that case, the decision will clone itself for each country that it gets targeted towards, putting the flag of the country in the bottom right of the decision's icon. The targeted country will be possible to reference in code using FROM, while ROOT is still the country that gets the decision. Despite what the names imply, FROM is the target of the decision rather than the country doing it.
fire_only_once, in this case, will make the decision fire only once per each target country: a decision targeted towards BLR will not disappear if a decision of the same ID targered towards LIT gets completed.
Missions, as well as regular decisions, can be made targeted.

A decision becomes targeted if any way to check for a target is added within the decision:

Checking for target

There are several ways to limit the selection of targets. If any of these three is present in the decision, it will be marked as targeted.

The primary way to limit the selection to a select few countries is targets = { TAG TAG }. In that case, if you want the game to check every country with that original tag (including civil war rebellions and other types of dynamic countries), then targets_dynamic = yes line of code will ensure that the game will check more than the country that the country tag truly belongs to. Additionally, by default, it's impossible to target a non-existing country. The target_non_existing = yes argument can be used to remove that restriction.

Additionally, it is possible to use arrays to limit a selection with target_array = array_name, where the array must be assigned to the country. You can see a list of arrays automatically generated by the game here.

Together with any of the previous two ways or without them, target_trigger = { ... } is a trigger block evaluated daily for both FROM and ROOT, if target_root_trigger is evaluated as true.

For targeted decisions, target_root_trigger is also possible to use, as a trigger block that continuously checks every day if allowed was met, required to make the decision or the entire category be visible in the decision selection screen. This checks only ROOT, being executed before target_trigger = { ... } is. This exists for optimisation purposes, as it takes much less time to check the condition for one country daily than for every combination of countries.

Triggers overview

  • allowed = { ... } checks the country that should get this decision and only checks upon the game's start or when reloading decisions such as by loading a savegame. If false, the decision is permamently disabled.
  • target_root_trigger = { ... } checks the country the country that should get this decision, every day. If false, the decision will not appear until the next daily check. Despite only checking one country, this still makes the decision targeted.
  • target_trigger = { ... } checks any countries (or states) that meet targets = { ... } and target_array = array_name, if they're present. In here, ROOT (default scope) is the country that gets the decision and FROM is the potential target of the decision. This is checked daily, making the decision not appear until the next day's check if false. Putting this automatically makes the decision targeted.
  • visible = { ... } and available = { ... } are checked every tick. If the decision is targeted, then FROM is checked alongside ROOT, otherwise only ROOT is checked.

Warning for war

The regular arguments of war_with_on_ do not work if using FROM as a target. Instead, there are alternatives for targeted decisions specifically:

war_with_target_on_complete = yes - Equivalent to war_with_on_complete = FROM
war_with_target_on_remove = yes - Equivalent to war_with_on_remove = FROM
war_with_target_on_timeout = yes - Equivalent to war_with_on_timeout = FROM

Additional note

Similarly to missions, the activate_targeted_decision = { target = TAG decision = my_decision } effect exists. If possible, it is recommended to use this effect instead of letting it automatically activate, making it never allowed. For instance, if the targeted decision activates by being at war with a country, on_war_relation_added in on_actions can be used to activate it instead of using target_array = enemies.

Targeted decision example

my_targeted_decision = {
    target_root_trigger = {
        has_completed_focus = my_focus
    }
    targets = { BHR QAT SAU OMA YEM IRQ SYR LEB ISR PAL }
    targets_dynamic = yes
    target_trigger = {
        FROM = {
            has_idea = my_idea
        }
    }
    icon = my_icon
    cost = 20
    war_with_target_on_complete = yes
    complete_effect = {
        create_wargoal = {
            target = FROM
            type = annex_everything
        }
    }
}

State targeted decisions

If the decision has state_target = yes then, instead, it'll be targeted towards a state. Possible values are: yes, no, any, any_owned_state, any_controlled_state, continent_key (europe, africa, north_america...). This will only have an effect if no 'targets' are specified, else this should be set to 'any' (or 'yes') if targets are used. Unless omitted or set to "no", makes the decision a state targeted decision. Which states will be checked depends on value:
- any (or yes): will check every state in the game against the 'target_trigger'. To be avoided whenever possible as this is expensive performance wise.
- any_owned_state: will check every state owned by the country. This is equivalent (but quite faster) to adding 'owner = ROOT' in the target_trigger.
- any_controlled_state: will check every state controlled by the country. This is equivalent (but quite faster) to adding 'is_controlled_by = ROOT' in the target_trigger.
- continent_key (europe, africa, north_america...): will check every state in the continent. This is equivalent (but quite faster) to adding 'is_on_continent = xxx' in the target_trigger.

Targeting still works the same way, with it having FROM as a state scope instead. targets becomes targets = { 123 321 } or, in case of one state total, targets = { state = 123 } can be used as well.

Decisions targeted towards states will have the icon appear over the states while the decision menu is open. To prevent confusion, a map area can be added to the decision category.

Additionally, The argument on_map_mode will determine where the targeted decisions appear in.

on_map_mode = map_only will make the targeted decisions only appear on the map.
on_map_mode = decision_view_only will make the targeted decisions only appear in the decisions menu.
on_map_mode = map_and_decisions_view will make the targeted decisions appear on both the map and the decisions menu.

Example

my_state_targeted_decision = {
    state_target = yes
    target_root_trigger = {
        has_completed_focus = my_focus
    }
    target_array = GER.core_states
    target_trigger = {
        FROM = {
            is_owned_by = ROOT
        }
    }
    on_map_mode = map_and_decisions_view
    icon = my_icon
    cost = 20
    complete_effect = {
        FROM = {
            remove_core_of = GER
        }
    }
}
  1. CAMERA_MIN_HEIGHT = 50.0 in Defines
  2. CAMERA_MAX_HEIGHT = 3000.0 in Defines