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''' | ''' 作用域''' 选择实体以检查[[ 条件]] 或实施[[ 指令]] 。 | ||
作用域后面一般都会跟着大括号: | |||
<pre> | <pre> | ||
<scope_name> = { | <scope_name> = { | ||
# | # 这个作用域中要实施的东西。 | ||
} | } | ||
</pre> | </pre> | ||
但是不是所有后面有大括号的东西都是作用域:有一些是功能模块(<code>option</code>, <code>trigger</code>, <code>mean_time_to_happen</code>,...) ,[[operator]] (<code>AND</code>), 流控制语句 (<code>if</code>, <code>limit</code>) ,或者是复杂[[ 条件]] 或者[[ 指令]] 的分句。 | |||
=== | === 作用域转换类型=== | ||
有不同的作用域转换运算符。 | |||
*Condition | * 条件(Condition):条件作用域和其他条件一样返回布尔值。 | ||
*Command | * 指令(Command):指令作用域和其他指令一样对新作用域施加效果。 | ||
*Both | * 兼容(Both):这种作用域可以有以上两种用途。 | ||
大多数通用作用域转换运算符都有四种不同的形式。 | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! 名称!! 描述 | ||
|- | |- | ||
|all_<name>|| | |all_<name>|| 条件,所有都必须达到子条件。 | ||
|- | |- | ||
|any_<name>|| | |any_<name>|| 条件,至少有一个达到子条件。 | ||
|- | |- | ||
|every_<name>|| | |every_<name>|| 指令,施加在所有子作用域上。 | ||
|- | |- | ||
|random_<name>|| | |random_<name>|| 指令,施加在某一子作用域上。 | ||
|} | |} | ||
=== | === 作用域列表=== | ||
''' | ''' 请注意以下内容:''' | ||
:If a scope has trigger set to '''✓''', then you may test it against a condition. | :If a scope has trigger set to '''✓''', then you may test it against a condition. |
2020年9月7日 (一) 01:11的版本
作用域后面一般都会跟着大括号:
<scope_name> = { #这个作用域中要实施的东西。 }
但是不是所有后面有大括号的东西都是作用域:有一些是功能模块(option
, trigger
, mean_time_to_happen
,...),operator (AND
), 流控制语句 (if
, limit
),或者是复杂条件或者指令的分句。
作用域转换类型
有不同的作用域转换运算符。
- 条件(Condition):条件作用域和其他条件一样返回布尔值。
- 指令(Command):指令作用域和其他指令一样对新作用域施加效果。
- 兼容(Both):这种作用域可以有以上两种用途。
大多数通用作用域转换运算符都有四种不同的形式。
名称 | 描述 |
---|---|
all_<name> | 条件,所有都必须达到子条件。 |
any_<name> | 条件,至少有一个达到子条件。 |
every_<name> | 指令,施加在所有子作用域上。 |
random_<name> | 指令,施加在某一子作用域上。 |
作用域列表
请注意以下内容:
- If a scope has trigger set to ✓, then you may test it against a condition.
- If a scope has effect set to ✓, then you may run a command on it.
Scope | Description | Example | Trigger | Effect | From Scope | To Scope | Game Version |
---|---|---|---|---|---|---|---|
all_unit_leader | Check if all unit leaders owned by the current country scope meet the trigger. | all_unit_leader = { ... } | ✓ | X | Country | Unit Leader | 1.5 |
any_unit_leader | Check if any unit leader meets the trigger. | any_unit_leader = { ... } | ✓ | X | Country | Unit Leader | 1.5 |
all_army_leader | Check if all army unit leaders owned by the current country scope meet the trigger | all_unit_leader = { ... } | ✓ | X | Country | Unit Leader | 1.5 |
any_army_leader | Check if any army unit leader owned by the current country scope meets the trigger | all_unit_leader = { ... } | ✓ | X | Country | Unit Leader | 1.5 |
all_navy_leader | Check if all navy unit leaders owned by the current country scope meet the trigger | all_navy_leader = { ... } | ✓ | X | Country | Unit Leader | 1.5 |
any_navy_leader | Check if any navy unit leader owned by the current country scope meets the trigger. | all_navy_leader = { ... } | ✓ | X | Country | Unit Leader | 1.5 |
random_unit_leader | Targets a random unit leader owned by the current country scope | random_unit_leader = { ... } | X | ✓ | Country | Unit Leader | 1.5 |
every_unit_leader | Targets every unit leader owned by the current country scope | every_unit_leader = { ... } | X | ✓ | Country | Unit Leader | 1.5 |
random_army_leader | Targets a random army unit leader owned by the current country scope | random_army_leader = { ... } | X | ✓ | Country | Unit Leader | 1.5 |
every_army_leader | Targets every army unit leader owned by the current country scope | every_army_leader = { ... } | X | ✓ | Country | Unit Leader | 1.5 |
random_navy_leader | Targets a random naval unit leader owned by the current country scope | random_navy_leader = { ... } | X | ✓ | Country | Unit Leader | 1.5 |
every_navy_leader | Targets every naval unit leader owned by the current country scope | every_navy_leader = { ... } | X | ✓ | Country | Unit Leader | 1.5 |
global_every_army_leader | Targets every army leader for every country in the world (Better to use every_army_leader if you know the country) | global_every_army_leader = { ... } | X | ✓ | Country | Unit Leader | 1.5 |
OVERLORD | Targets the overlord of the current scope, if current scope is a subject | RAJ = { OVERLORD = { ... } } | ✓ | ✓ | Country | Country | 1.3 |
TAG | Targets a specific country by tag | FRA = { ... } | ✓ | ✓ | Anywhere | Country | 1.0 |
any_country | Targets any country in the world (including the current scope, see any_other_country) | any_country = { ... } | ✓ | X | Anywhere | Country | 1.0 |
any_country_with_original_tag | Targets any country with current scope's original tag | any_country_with_original_tag = { ... } | ✓ | X | Anywhere | Country | 1.9 |
any_neighbor_country | Targets any neighboring country of the current scope | any_neighbor_country = { ... } | ✓ | X | Country | Country | 1.0 |
any_home_area_neighbor_country | Targets any country that shares a border with the current scope's home area (cored states) | any_home_area_neighbor_country = { ... } | ✓ | X | Anywhere | Country | 1.0 |
any_guaranteed_country | Targets any country with current scoped country guarantees | any_guaranteed_country = { ... } | ✓ | X | Country | Country | 1.9 |
any_allied_country | Targets any allied country of the current scope | any_allied_country = { ... } | ✓ | X | Country | Country | 1.0 |
any_other_country | Targets any other country in the world (not including the current scope) | any_other_country = { ... } | ✓ | X | Country | Country | 1.0 |
any_enemy_country | Targets any enemy country of the current scope | any_enemy_country = { ... } | ✓ | X | Country | Country | 1.0 |
any_occupied_country | Targets any occupied country by the current scope | any_occupied_country = { ... } | ✓ | X | Country | Country | 1.9 |
all_neighbor_country | Targets all neighboring countries of the current scope | all_neighbor_country = { ... } | ✓ | X | Country | Country/ies | 1.0 |
all_country | Targets all countries in the world | all_country = { ... } | ✓ | X | Anywhere | Country/ies | 1.0 |
all_country_with_original_tag | Targets all country with current scope's original tag | all_country_with_original_tag = { ... } | ✓ | X | Anywhere | Country/ies | 1.9 |
all_allied_country | Targets all allied countries of the current scope | all_allied_country = { ... } | ✓ | X | Country | Country/ies | 1.9 |
all_guaranteed_country | Targets every country with current scoped country guarantees | all_guaranteed_country = { ... } | ✓ | X | Country | Country/ies | 1.9 |
all_enemy_country | Targets all enemy countries of the current scope | all_enemy_country = { ... } | ✓ | X | Country | Country/ies | 1.0 |
all_occupied_country | Targets all occupied countries | all_occupied_country = { ... } | ✓ | X | Country | Country/ies | 1.9 |
state_id | Targets a specific state by id number | 145 = { ... } | ✓ | ✓ | Anywhere | State | 1.0 |
any_state | Targets any state in the world | any_state = { ... } | ✓ | X | Anywhere | State | 1.0 |
any_controlled_state | Targets any of the states controlled by the scope country | any_controlled_state = { ... } | ✓ | X | Country | State | 1.9 |
any_owned_state | Targets any owned state of the current scope | any_owned_state = { ... } | ✓ | X | Country | State | 1.0 |
any_neighbor_state | Targets any neighboring state of the current scope | any_neighbor_state = { ... } | ✓ | X | State | State | 1.0 |
all_state | Targets all states in the world | all_state = { ... } | ✓ | X | Anywhere | State/s | 1.0 |
all_owned_state | Targets all owned states of the current scope | all_owned_state = { ... } | ✓ | X | Country | State/s | 1.0 |
all_neighbor_state | Targets all neighboring states of the current scope | all_neighbor_state = { ... } | ✓ | X | State | State/s | 1.0 |
all_owned_state | Targets all owned states of the current scope | all_owned_state = { ... } | ✓ | X | Country | State/s | 1.0 |
all_controlled_state | Targets all of the states controlled by the scope country | all_controlled_state = { ... } | ✓ | X | Country | State/s | 1.9 |
every_country | Targets every country in the world (including the current scope, see every_other_country) | every_country = { ... } | X | ✓ | Anywhere | Country/ies | 1.0 |
every_country_with_original_tag | Targets every country with original tag | every_country_with_original_tag = { original_tag_to_check = TAG limit = { ... } ... } | X | ✓ | Anywhere | Country/ies | 1.9 |
every_other_country | Targets every other country in the world (not including the current scope) | every_other_country = { ... } | X | ✓ | Country | Country/ies | 1.0 |
every_neighbor_country | Targets every neighboring country of the current scope | every_neighbor_country = { ... } | X | ✓ | Country | Country/ies | 1.0 |
every_enemy_country | Targets every enemy country of the current scope | every_enemy_country = { ... } | X | ✓ | Country | Country/ies | 1.0 |
every_occupied_country | Targets every occupied country of the current scope | every_occupied_country = { ... } | X | ✓ | Country | Country/ies | 1.9 |
random_country | Targets a random country in the world (including the current scope) | random_country = { ... } | X | ✓ | Anywhere | Country | 1.0 |
random_country_with_original_tag | Targets a random country with original tag | random_country_with_original_tag = { original_tag_to_check = TAG limit = {...} ... } | X | ✓ | Anywhere | Country | 1.9 |
random_neighbor_country | Targets a random neighboring country of the current scope | random_neighbor_country = { ... } | X | ✓ | Country | Country/ies | 1.0 |
random_enemy_country | Targets a random enemy country of the current scope | random_enemy_country = { ... } | X | ✓ | Country | Country | 1.0 |
random_occupied_country | Targets a random occupied country of the current scope | random_occupied_country = { ... } | X | ✓ | Country | Country | 1.9 |
random_state | Targets a random state in the world | random_state = { ... } | X | ✓ | Anywhere | State | 1.0 |
random_owned_state | Targets a random owned state of the current scope | random_owned_state = { ... } | X | ✓ | Country | State | 1.0 |
random_controlled_state | Targets a random controlled state of the current scope | random_controlled_state = { prioritize = { <stateID> <stateID> } to pick those states first if they fulfill the limit ... } | X | ✓ | Country | State | 1.9 |
random_owned_controlled_state | Targets a random owned and controlled state for the current scope | random_owned_controlled_state = { ... } | X | ✓ | Country | State | 1.3 |
random_neighbor_state | Targets a random neighboring state of the current scope | random_neighbor_state = { ... } | X | ✓ | State | State | 1.0 |
every_state | Targets every state in the world | every_state = { ... } | X | ✓ | State | State/s | 1.0 |
every_controlled_state | Targets every controlled state of the current scope | every_controlled_state = { ... } | X | ✓ | Country | State/s | 1.9 |
every_owned_state | Targets every owned state of the current scope | every_owned_state = { ... } | X | ✓ | Country | State/s | 1.0 |
every_neighbor_state | Targets every neighboring state of the current scope | every_neighbor_state = { ... } | X | ✓ | State | State/s | 1.0 |
capital_scope | Targets the capital state of the current scope | capital_scope = { ... } | ✓ | ✓ | Country | State | 1.0 |
owner scope | Targets the owner of a state | owner = { ... } | X | ✓ | State | Country | 1.0 |
controller scope | Targets the controller of a state | controller = { ... } | X | ✓ | State | Country | 1.0 |
all_operative_leader | Targets all operatives of the current scope | all_operative_leader = { ... } | ✓ | X | Country/Operation | Operatives | 1.9 |
any_operative_leader | Targets any operative of the current scope | any_operative_leader = { ... } | ✓ | X | Country/Operation | Operative | 1.9 |
every_operative | Targets every operatives of the current scope | every_operative = { ... } | X | ✓ | Country/Operation | Operative | 1.9 |
random_operative | Targets a random operative of the current scope | random_operative = { ... } | X | ✓ | Country/Operation | Operative | 1.9 |
NOTE: Some of these scopes may have no countries/states that match the criteria
Scope limits
It is possible to use the limit
block to narrow down scopes using specific conditions. Simply insert the limit
block inside a scope (ex. every neighbor country), put in the desired conditions (ex. has more than 5 military factories) and after closing the limit block, put in the commands (ex. give military access) to affect the specified scopes. A short example is available here:
every_neighbor_country = { # Targets every neighbor country limit = { num_of_military_factories > 5 # Limit the scope to neighbor countries with more than 5 military factories } give_military_access = ROOT # Give military access to neighbor countries with more than 5 military factories }
作用域之间的移动
有许多能够跨作用域执行效果或检查触发器的链接。所有的链接都可以用于效果或触发器,尽管不是所有指令和条件(即效果和触发器)都接受它们,或者是作用域本身。
链接 | 描述 | 样例 |
---|---|---|
ROOT | 定位这个效果或触发器所在的根(脚本进入的第一个作用域)国家,无视其它任何作用域。 | ENG = { FRA = { GER = { declare_war_on = { target = ROOT type = annex_everything } } } } #德国对英国宣战。(假设在前面再没有作用域了) |
THIS | 定位当前作用域。 | random_state = { add_resource = { type = oil amount = 50 state = THIS } }#资源会加到随机的地区(random_state)。 |
PREV | 定位上一个作用域。 | FRA = { random_country = { GER = { declare_war_on = { target = PREV type = annex_everything } } } } #德国对随机国家宣战(random_country)。 |
FROM | 在决议中,定位到目标决议的目标。
在事件中,定位到向你发送这个事件的tag(如适用),例如德国向意大利发送了一个事件。 |
declare_war_on = { target = FROM type = annex_everything } FROM = { load_oob = defend_ourselves } |
FROM和PREV可以向前多次定位作用域,方法是在.
后面继续加FROM或PREV。例如,FROM.FROM
或PREV.PREV.PREV
。
In this example of chaining these links, two arms factories are built in two random states of a random country, and PREV.PREV
is used to ensure the second state is not the same as the first state.
random_country = { #1st scope [1] random_owned_state = { # 2nd scope [1,2] add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } PREV = { #from random_owned_state(#2nd) to random_country(#1st). [1,2,1] random_owned_state = { #new second scope [1,2_old,1,2_new] limit = { NOT = { state = PREV.PREV } } # The first PREV scopes back to the country, the second scopes back to the first random state <Value:1,2_old,̶1̶,̶̶̶2̶̶̶_̶̶̶n̶̶̶e̶̶̶w> add_extra_state_shared_building_slots = 2 #Note: We used PREV.PREV to get a value, but didn't actually enter that scope. [1,2_old,1,2_new] add_building_construction = { type = arms_factory level = 2 instant_build = yes } } } } }
References
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 |