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== | == 决议组、决议及任务的本地化== | ||
{{main|Localisation}} | {{main|Localisation}} | ||
决议组和决议都是以类似于国策树的方式进行本地化。为了使我们的决议组和决议本地化,我们将有一个这样的本地化文件: | |||
find_resources:0 "Find Resources" | 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" | find_resources_desc:0 "To increase the military might of our nation, we must find more natural resources within our borders to exploit" | ||
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resource_spree_desc:0 "We should go on a resource spree to increase production for a short time" | resource_spree_desc:0 "We should go on a resource spree to increase production for a short time" | ||
''' | ''' 警告:''' 决议组的描述是强制存在的;在本地化文件中缺少"_desc " 条目将导致所有其他决议组完全不显示。 | ||
===Localising targeted decisions=== | ===Localising targeted decisions=== |
2021年7月8日 (四) 15:43的版本
决议路径
决议位于/Hearts of Iron IV/common/decisions,决议组路径位于 /Hearts of Iron IV/common/decisions/categories。
创建决议组
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 00_decision_categories.txt或是其他文件。 决议组条目如下所示:
find_resources = { icon = generic_prospect_for_resources }
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
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。
find_resources = { develop_infrastructure = { } }
决议效果
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:
find_resources = { develop_infrastructure = { complete_effect = { random_owned_state = { add_building_construction = { type = infrastructure level = 2 instant_build = yes } } 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)
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random_list
用在决议中,它每次产生的结果都是相同的。
为了避免这种情况发生,你可以在决议代码中添加fixed_random_seed = no
。
例如:
decision_category = { 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
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:
find_resources = { develop_infrastructure = { 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
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:
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 } } }
决议是否可见
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:
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 } } }
等一会再消失,或者过一会再回来
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:
days_remove = 5 # 完成后维持5天再移除 days_re_enable = 5 # 将在5天后显示于界面中,可以再次选择 fire_only_once = yes #在移除后将不会重新出现
导致战争的决议
如果你的决议会导致一个国家对另一个国家宣战,下列语句都会告知将被宣战的国家一场战争即将到来,同时警告AI把部队移动到边界上:
war_with_on_remove = TAG # War is declared on the nation in the TAG when the decision is removed 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
在一个决议执行完毕后(即你设置的决议的天数),你可能希望发生一个效果。以我们的基础设施决议为例,我们想在10天后归还人力:
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
使用决议,你可以让一个修正只在一定时间内发挥作用。使用修正,只要决议处于激活状态(使用day_remove语句设置),就可以做到这一点。我们现在的决议已经有点忙了,所以这里建立一个新的决议,在激活后的200天内增加10%的战略资源获取率,代价是花费100政治点数。该决议只能使用一次:
find_resources = { resource_spree = { cost = 100 fire_only_once = yes modifier = { local_resources_factor = 0.1 } days_remove = 200 } }
关于local_resources_factor的更多信息,参见修正
目标决议
有时你希望一个决议针对多个TAG - 与其多次编写相同的决议来针对每个国家,不如使用一个有针对性的决议。在有针对性的决议中,FROM指的是(令人困惑的)决议的目标,而不是使用者。这里有一个新的决议,给予一个国家在随机状态下对德国、美国和日本其中之一增加基础设施的能力,代价是FROM(所得国)要付出50的政治点数和500的人力。
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
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:
state_target = yes
Then FROM will be a state scope, with target_trigger
and target_root_trigger
working like with country targeted decisions.
Just like with country targeted decisions, you can define targets (State IDs or variables) and /Hearts of Iron IV/target_array. Useful target arrays include:
core_states controlled_states owned_states
Each array can be prefixed with another scope (so eg. EQS.core_states
will scope to EQS’s core states, even if ROOT is something else), and you can use your own arrays too.
One extra key state targeted decisions have is on_map_mode. It has two possible values:
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 on_map_mode = map_and_decisions_view - will show the decisions both on map and in the decision tab
Another key is highlight_color_while_active = 1
- seems to highlight the state as long as the decision is active, even after exiting the decision tab. Only used for missions in vanilla.
Activating targeted decisions
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.
activate_targeted_decision = { target = TAG decision = decision_to_activate }
Note: FROM can be used here in place of a tag
Notes on testing
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.).
任务
任务遵循与决议相同的基本原则。这些任务也位于一个类别中 - 对于任务,我们将建立一个新的决议组和一个新的任务,这次是关于波兰征服柏林的。下面是我们在一个决议组中的完整任务 - 如果你不明白,也不用担心,我们会把它逐个分解以讲解:
polish_conquest = { # 这是我们的决议组 conquer_berlin = { # 这是我们的任务id allowed = { tag = POL } # 这项任务只允许在波兰进行。其他国家将无法看到它或激活它 available = { # 这里的Available和goal中的一样,因为: controls_state = 64 # 只有控制了64号省份(柏林),我们才能完成这个任务 } activation = { # 在这种情况下,任务被激活并开始倒计时: has_war_with = GER # 与德国交战 } is_good = yes # 这个任务的颜色编码是有益事情(非危机) selectable_mission = yes # 这个任务将在玩家点选任务时完成,而非自动完成 days_mission_timeout = 100 # 距离任务失败前有多少天? timeout_effect = { # 当任务失败时会发生什么? add_political_power = -50 # 失去50点政治点数 } complete_effect = { # 当我们激活任务时,即任务成功时会发生什么? add_political_power = 50 # 获得50点政治点数 } } }
决议组、决议及任务的本地化
- 主条目:Localisation
决议组和决议都是以类似于国策树的方式进行本地化。为了使我们的决议组和决议本地化,我们将有一个这样的本地化文件:
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"
警告:决议组的描述是强制存在的;在本地化文件中缺少"_desc "条目将导致所有其他决议组完全不显示。
Localising targeted decisions
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
下面是本wiki页面中所有决议和任务的最终版本,归入一个决议组:
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 } } 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 } } } }
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
图形图像 | 界面 • 图形资产 • 实体模型 • 后期特效 • 离子效果 • 字体 |
装饰性 | 肖像 • 命名列表 • 音乐 • 音效 |
其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |