效果(Effects),也叫指令(Commands),用于在特定作用域内动态地影响游戏。
效果(也称为命令)用于从特定作用域内动态效果游戏。它们是对游戏当前状态的一次性更改,没有产生持久效果的能力。相反,修正用于对游戏的条件产生连续的、永恒的效果,可以用数字表示。效果块不能用于直接应用修正,但是它们可以添加可以应用修正的内容,最常见的是add_ideas。
效果在整个游戏中用于多种作用域,最常见的是国策、事件和决议。
请注意,某些效果可能会从变量中获取值,即 这在效果参数中由<变量>表示。有关变量效应的信息,有关变量效果的信息,参见变量
注意某些效果可能会需要变量的值,例如:
add_manpower = var:my_var
.
这在效果的参数中用变量的值表示。
效果列表可能已过时。完整但未排序的效果列表可以在/Hearts of Iron IV/documentation/effects_documentation.html 或/Hearts of Iron IV/document/effects_documentation.md中找到。
作用域
这些不用作效果,而是作为作用域,用于更改正在为其执行效果的对象。
名称 | 用法 | 目标类型 | 例子 | 描述 | 添加的版本 |
---|---|---|---|---|---|
every_possible_country | 始终可用 | 国家 | every_possible_country = { ... } | 对每个达到限制的国家/地区(包括不存在的国家/地区)执行子项效果。 | 1.11 |
every_country | 始终可用 | 国家 | every_country = { … } | 对达到限制的每个国家/地区执行包含效果。 | 1.0 |
random_country | 始终可用 | 国家 | random_country = { … } | 对满足限制的随机国家/地区执行包含的效果。 | 1.0 |
every_other_country | 仅在国家作用域内 | 国家 | every_other_country = { … } | 对满足限制且与包含限制的国家/地区不同的国家/地区执行包含效果。 | 1.0 |
random_other_country | 仅在国家作用域内 | 国家 | random_other_country = { … } | 对满足限制且与包含该国家/地区不同的随机国家/地区执行包含效果。 | 1.0 |
every_country_with_original_tag | 始终可用 | 国家 | every_country_with_original_tag = {
original_tag_to_check = TAG #required … #运行的效果 } |
对满足限制并具有指定原始标签的每个国家/地区执行包含的效果。 | 1.9 |
random_country_with_original_tag | 始终可用 | 国家 | random_country_with_original_tag = {
original_tag_to_check = TAG #required … #运行的效果 } |
对满足限制并具有指定原始标签的随机国家/地区执行包含的效果。 | 1.9 |
every_neighbor_country | 仅在国家作用域内 | 国家 | every_neighbor_country = { … } | 对满足限制并与所包含的国家/地区接壤的每个国家/地区执行包含效果。 | 1.0 |
random_neighbor_country | 仅在国家作用域内 | 国家 | random_neighbor_country = { … } | 对符合限制并与包含该国家/地区接壤的随机国家/地区执行包含效果。 | 1.0 |
every_occupied_country | 仅在国家作用域内 | 国家 | every_occupied_country = { … } | 对达到限制的每个国家/地区执行包含效果,并且其任何核心状态都由该限制所在的国家/地区控制。 | 1.0 |
random_occupied_country | 仅在国家作用域内 | 国家 | random_occupied_country = { … } | 对满足限制的随机国家/地区执行包含效果,并且其任何核心状态都由该国家/地区控制。 | 1.0 |
every_enemy_country | 仅在国家作用域内 | 国家 | every_enemy_country = { … } | 对每个达到限制的国家/地区执行包含效果,并与其中包含的国家/地区交战 | 1.0 |
random_enemy_country | 仅在国家作用域内 | 国家 | random_enemy_country = { … } | 对满足限制的随机国家/地区执行包含效果,并与其中包含的国家/地区交战。 | 1.0 |
every_subject_country | 仅在国家作用域内 | 国家 | every_subject_country = { … } | 对满足限制的每个国家/地区执行包含效果,并且是其中包含该限制的国家/地区的附庸。 | 1.11 |
random_subject_country | 仅在国家作用域内 | 国家 | random_subject_country = { … } | 对符合限制的随机国家/地区执行包含效果,并且是其中包含该国家/地区的附庸政权。 | 1.11 |
every_state | 始终可用 | state | every_state = { … } | 对满足限制的每个state执行包含的效果。 | 1.0 |
random_state | 始终可用 | state | random_state = {
limit = { 123 321 } #可选 … #运行的效果 } |
对满足限制的随机state执行包含的效果。 | 1.0 |
every_neighbor_state | 仅在state作用域内 | state | every_neighbor_state = { … } | 对满足限制的每个state执行包含的效果,并与包含该限制的状态相邻。 | 1.0 |
random_neighbor_state | 仅在state作用域内 | state | random_neighbor_state = { … } | 对满足限制的随机state执行包含效果,并与该状态所包含的状态相邻。不支持优先级排序。 | 1.0 |
every_owned_state | 仅在国家作用域内 | state | every_owned_state = { … } | 对满足限制且归其所在国家/地区所有的每个state执行包含效果。 | 1.0 |
random_owned_state | 仅在国家作用域内 | state | random_owned_state = {
limit = { 123 321 } #可选 … #运行的效果 } |
对满足限制的随机state执行包含效果,并且该状态归其中包含该状态的国家/地区所有。 | 1.0 |
every_core_state | 仅在国家作用域内 | state | every_core_state = { … } | 对满足限制的每个state执行包含效果,并且是其中包含的国家/地区的核心。 | 1.11 |
random_core_state | 仅在国家作用域内 | state | random_core_state = {
limit = { 123 321 } #可选 … #运行的效果 } |
对满足限制的随机state执行包含的效果,并且是包含该状态的国家/地区的核心。 | 1.11 |
every_controlled_state | 仅在国家作用域内 | state | every_controlled_state = { … } | 对满足限制的每个state执行包含效果,并受其包含的国家/地区控制。 | 1.9 |
random_controlled_state | 仅在国家作用域内 | state | random_controlled_state = {
limit = { 123 321 } #可选 … #运行的效果 } |
对满足限制的随机state执行包含效果,并由其中包含该状态的国家/地区控制。 | 1.9 |
random_owned_controlled_state | 仅在国家作用域内 | state | random_owned_controlled_state = {
limit = { 123 321 } #可选 … #运行的效果 } |
对满足限制的随机state执行包含效果,并且由其中包含该状态的国家/地区拥有和控制。 | 1.9 |
every_unit_leader | 仅在国家作用域内 | 人物 | every_unit_leader = { … } | 对每个符合限制的将领人(元帅、元帅、海军上将)执行包含效果,并由其中包含的国家招募。 | 1.5 |
random_unit_leader | 仅在国家作用域内 | 人物 | random_unit_leader = { … } | 对符合限制的随机将领人(元帅、陆军元帅、海军上将)执行包含效果,并由其中包含的国家 | 1.5 |
every_army_leader | 仅在国家作用域内 | 人物 | every_army_leader = { ... } | 对每个达到限制的军队领导人执行包含效果,并由其中包含的国家招募。 | 1.5 |
random_army_leader | 仅在国家作用域内 | 人物 | random_army_leader = { … } | 对达到限制的随机军队首领执行包含效果,并被包含该国家/地区招募。 | 1.5 |
global_every_army_leader | 始终可用 | 人物 | global_every_army_leader = { … } | 对每个达到限制的军队首领执行包含效果。最好使用every_army_leader除非有必要使用global_every_army_leader。 | 1.5 |
every_navy_leader | 仅在国家作用域内 | 人物 | every_navy_leader = { … } | 对每个达到限制的海军将领执行包含效果,并被其中包含的国家招募。 | 1.5 |
random_navy_leader | 仅在国家作用域内 | 人物 | random_navy_leader = { … } | 对达到限制的随机海军将领执行包含效果,并由其中包含的国家/地区招募。 | 1.5 |
every_operative | 仅在国家/地区作用域内或业务作用域内 | 特工 | every_operative = { … } | 对每个达到限制的特工执行包含效果,并由其中包含的国家招募。 | 1.9 |
random_operative | 仅在国家/地区作用域内或业务作用域内 | 特工 | random_operative = { … } | 对符合限制的随机特工执行包含的效果,并由其中包含的国家/地区招募。 | 1.9 |
every_character | 仅在国家作用域内 | 人物 | every_character = { … } | 对每个符合限制的角色执行包含效果,并由其中包含的国家/地区招募。 | 1.11 |
random_character | 仅在国家作用域内 | 人物 | random_character = { … } | 对符合限制的随机字符执行包含效果,并由其中包含该字符的国家/地区招募。 | 1.11 |
every_country_division | 仅在国家作用域内 | 师旅 | every_country_division = { … } | 对满足限制且归当前国家/地区所有的每个部队执行包含效果。 | 1.12 |
random_country_division | 仅在国家作用域内 | 师旅 | random_country_division = { … } | 对满足限制且归当前国家/地区拥有的随机部队执行包含的效果。 | 1.12 |
every_state_division | 仅在state作用域内 | 师旅 | every_state_division = { … } | 对满足限制且位于当前状态中的每个部队执行包含的效果。 | 1.12 |
random_state_division | 仅在state作用域内 | 师旅 | random_state_division = { … } | 对满足限制且位于当前状态内的随机部队执行包含的效果。 | 1.12 |
在博斯普鲁斯之战DLC中添加的新效果
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
add_victory_points | 给一个省份增加胜利点 | add_victory_points = { province = (省份id) value = (数量) } |
给一个省份增加胜利点 | 接受负值 | 1.10 |
set_victory_points | 设置一个省份的胜利点 | set_victory_points = { province = (省份id) value = (数量) } |
设置一个省份的胜利点 | 接受负值 | 1.10 |
在抵抗组织DLC(La Resistance)中添加的新效果(Effect)
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
create_intelligence_agency | 可以自动建立一个情报机构 | create_intelligence_agency = yes
|
建立一个情报机构 | 1.9 | |
upgrade_intelligence_agency | 可以自动解锁一项情报机构升级 | upgrade_intelligence_agency = upgrade_form_department upgrade_intelligence_agency = <情报机构升级名称>
|
解锁一项情报机构升级 | 情报机构升级项目可以在目录 common/intelligence_agency_upgrades 中被找到 | 1.9 |
kill_ideology_leader | 可以杀死一个属于一个准确的意识形态的国家领导人 | kill_ideology_leader = communism kill_ideology_leader = <意识形态名称>(democratic,facism,communism)
|
杀死当前作用域的指定意识形态领导人 | 1.9 | |
transfer_units_fraction | 可以精确地将一个国家的一部分军队和装备转移到任何国家。 | transfer_units_fraction= { |
将一定的装备、海军、空军和陆军按照特定的比例转移到一个国家。 | 军队将领可以使用 keep_unit_leaders_trigger = { 保留
|
1.9 |
在炮手就位DLC(Man the Guns)添加的新效果(Effect)
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
remove_decision | 可以在不使用 remove_effect 语句下移除特定的决议 | remove_decision = GER_MEPO
|
移除一项决议 | 1.6 | |
swap_ruler_traits | 与 swap_ideas 类似. 移除一个技能/特质(trait)然后添加另外一个.(trait指的是国家领导人身上的技能) | swap_ruler_traits = { remove = <要移除的技能> add = <要添加的技能> }
|
更换技能 | 1.6 | |
remove_exile_tag |
移除一个军队将领的流亡标识(tag), 让他不再被判定为流亡将领 | remove_exile_tag = { USA = "Arturo Rawson" }
|
移除一个Leader的流亡标识 | 1.6 | |
add_legitimacy | 给一个流亡政府增加政权合法性 | add_legitimacy = 10
|
增加政权合法性 | 1.6 | |
set_legitimacy |
设定流亡政府政权合法性 | set_legitimacy= { POL = 1.0 }
|
设定政权合法性 | 1.6 | |
become_exiled_in | 使一个国家成为一个在既定国家的流亡政府,具有既定的合法性。 | become_exiled_in = { target = <既定国家(在哪里流亡)> legitimacy = <0-1> (预设的合法性) }
|
创建一个流亡政府 | 必须在 ROOT(不懂参见作用域)下使用, 需要成为流亡政府的国家,或者一个特定的tag | 1.6 |
end_exile | 结束流亡政府 | end_exile
|
结束流亡政府 | 1.6 | |
add_province_modifier | 增加省份修正 | add_province_modifier = { 5246 = mud }
|
增加一个省份修正(天气) | 新的省份修正可以在"weather.txt"文件中创建. | 1.6 |
remove_province_modifier | 移除一个省份修正(天气) | remove_province_modifier = { 5246 = mud }
|
移除一个省份修正 | 新的省份修正可以在"weather.txt"文件中创建. | 1.6 |
set_faction_name | 设置阵营名字(本地化名字,即需要本地化(localize),写入本地化文件) | set_faction_name = SOME_LOC_KEY
|
改变阵营名字 | 1.6 | |
add_nuclear_bombs | 给一个特定国家增加指定数量的核弹 | add_nuclear_bombs = 100
|
给一个特定国家增加指定数量的核弹 | 需要事先研究核弹科技 | 1.6 |
launch_nuke | 核爆一个特定省份 |
|
核爆一个省份
当仅提供地区参数的时候,敌人占领的省份优先核平 |
需要核弹科技和核弹库存,使用的时候从库存里面删除一个核弹 | 1.6 |
inherit_technology | 转移一个国家的所有科技到另外一个国家 | inherit_technology = CAN
|
转移科技 | 在内战的时候很有用. 作用域国家会继承Tag标识国家的所有科技,所以要小心作用域的问题 | 1.6 |
set_fuel_ratio | 设定一个国家的燃油存量(倍数) | set_fuel_ratio
|
设置国家目前的燃料比。 | 1.6 | |
add_mines | 为当前国家在一个战略区域布雷 | add_mines = { region = 42 amount = 100 }
|
在一个战略区域布雷 |
1.6 | |
give_resource_rights | 给予资源使用权 | give_resource_rights = { receiver = ENG state = 291 }
|
把一个省份的所有资源给予目标国家使用 | 参见 04_mtg_on_actions | 1.6 |
remove_resource_rights | 剥夺资源使用权 | ENG = { remove_resource_rights = 477 }
|
剥夺先前给予的资源使用权 | 1.6 |
任意作用域
能在“国家”、“省份”或者“将领”这些作用域使用
全局
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.5。 |
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
set_global_flag | <flag> An unique string to identify the global flag with. |
set_global_flag = my_flag
|
定义一个全球Flag | 1.0 | |
clr_global_flag | <flag> The unique string of a global flag to clear. |
clr_global_flag = my_flag
|
清除一个全球Flag | 1.0 | |
modify_global_flag | flag = <flag> The global flag to modify.
|
modify_global_flag = { flag = my_flag value = 1 } |
修改一个全球Flag | 推荐使用 变量 | 1.0 |
custom_effect_tooltip | <string> 作为提示文字的本地化文本 |
custom_effect_tooltip = my_tooltip_tt
|
在效果提示文字内显示本地化文本 | 1.0 | |
log | <string> 显示在game.log里的文本 |
log = "myVariable: [?myVariable]"
|
当运行指令时将这行文本写入game.log | 允许所有的本地化命令 (比如[Root.GetName]等) | 1.5 |
save_event_target_as | <string> An unique string to identify the event target with. |
capital_scope = { save_event_target_as = my_state } |
Saves the current scope as a key. Is cleared once execution ends (i.e. end of event). | Use event_target:<key> to access the scope. Do not use in Scripted GUIs. |
1.0 |
save_global_event_target_as | <string> An unique string to identify the global event target with. |
random_other_country = { save_global_event_target_as = my_country } |
Saves the current scope as a key. Persists after execution until cleared via effect. | Use event_target:<key> to access the scope. Do not use in Scripted GUIs. |
1.0 |
clear_global_event_target | <string> The unique string of the global event target to clear. |
clear_global_event_target = my_country
|
Clears a specific global event target. | 1.0 | |
clear_global_event_targets | yes Boolean. |
clear_global_event_targets = yes
|
Clears all global event targets. | 1.0 | |
break | None
|
break
|
停止执行当前作用域内的指令 | 1.0 | |
sound_effect | <string> 要播放的音频名字,要事先定义在sound.asset和soundeffects.asset中 |
sound_effect = "boom"
|
播放一段音效 | 不能被作用域限制,一旦播放,其他国家也能听到(偶然发现的,版本1.8.1,单人模式) | 1.0 |
randomize_weather | <int> 一个随机数种子(整数) |
randomize_weather = 12345
|
以特定的随机数种子随机生成天气 | 1.0 | |
set_province_name | id = <id> 要重命名的胜利点ID
|
set_province_name = { id = 325 name = "Funland" } |
把某个胜利点的名字改为特定名字 | 1.3 | |
reset_province_name | <id> 要复位的胜利点名字 |
reset_province_name = 325 |
重设特定胜利点的名字 | 1.3 | |
goto_province | <id> 要移动到的地块 |
goto_province = 325 |
把视角移到特定地块 | 1.0 | |
goto_state | <scope> / <variable> 要移动到的省份 |
goto_state = 1 goto_state = var:some_state |
把视角移到特定省份 | 1.0 | |
change_tag_from | <scope> / <variable> 要切换到的国家. |
GER = { change_tag_from = ROOT } GER = { change_tag_from = var:from.country } |
从当前国家切换到目标国家游玩 | 注意:等号后面的是当前国家,指令前的作用域为目标国家 | 1.0 |
add_region_efficiency | 1.5 |
边境冲突
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
start_border_war(发起边境冲突) | change_state_after_war = <bool> 在边境冲突结束后,该省份是否易手 进攻方作用域 state = <id> / <variable> 发起边境冲突的省份 . num_provinces = <id> 指定进攻方投入当前省份下的多少地块的部队发起边境冲突 . on_win = <id> 进攻方胜利所触发的事件 . on_lose = <id> 进攻方失败所触发的事件 . on_cancel= <id> 进攻方与对方陷入僵持时所触发的事件 防守方作用域 state = <id> / <variable> 因边境冲突而受到攻击的省份. num_provinces = <id> 指定防守方投入当前省份下的多少地块的部队发起边境冲突. on_win = <id> 防守方胜利所触发的事件 on_lose = <id> 防守方失败所触发的事件. on_cancel= <id> 防守方与对方陷入僵持时所触发的事件 |
start_border_war = { change_state_after_war = no attacker = { state = 527 num_provinces = 4 on_win = japan_border_conflict.2 on_lose = japan_border_conflict.3 on_cancel = japan_border_conflict.4 } defender = { state = 408 num_provinces = 4 on_win = japan_border_conflict.3 on_lose = japan_border_conflict.2 on_cancel = japan_border_conflict.4 } } |
指定一场边境冲突中的进攻方和防御方,且双方都是冲突区域省份的拥有者 | 1.5 | |
set_border_war_data | attacker = <id> / <variable> 攻击方发起进攻的省份
|
set_border_war_data = { attacker = 527 defender = 408 defender_modifier = 0.15 combat_width = 100 } |
设置双方的攻守加成或惩罚修正,在发起边境冲突后使用。 | 1.5 | |
cancel_border_war | attacker = <id> / <variable> 攻击方发起进攻的省份
|
cancel_border_war = { dont_fire_events = yes defender = 408 attacker = 527 } |
取消当前的边境冲突而且没有胜者 | 1.5 | |
finalize_border_war | attacker = <id> / <variable> 攻击方发起进攻的省份
|
finalize_border_war = { attacker_win = yes attacker = 527 defender = 408 } |
结束一场边境冲突 | 1.5 |
国家作用域
下列的指令必须在“国家”作用域使用
整体
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
set_country_flag | <flag> An unique string to identify the country flag with. |
set_country_flag = my_flag
|
定义一个国家Flag | 1.0 | |
clr_country_flag | <flag> The unique string of a country flag to clear. |
clr_country_flag = my_flag
|
清除一个国家Flag | 1.0 | |
modify_country_flag | flag = <flag> 要修改的国家Flag
|
modify_country_flag = { flag = my_flag value = 1 } |
修改一个国家Flag | 推荐使用 变量 | 1.3 |
country_event | id = <event> 要触发的事件
|
country_event = { id = my_event.1 days = 10 random = 50 } |
对特定国家触发事件 | Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events.
|
1.0 |
news_event | id = <event> 要触发的新闻事件
|
news_event = { id = my_event.1 days = 10 random = 50 } |
对特定国家触发新闻事件 | 新闻事件和普通事件所显示的界面不同
Where triggers do not need to be repeatedly checked |
1.0 |
set_cosmetic_tag(设置显示动态Tag) | <string> 设置一个动态Tag以更改旗帜、国名(注意:此代码无法改变国家初始tag,只会更改其显示) |
set_cosmetic_tag = SAF_SOV_communism |
Makes the current scope use the specified cosmetic tag, changing name and flag. | 1.3 | |
drop_cosmetic_tag | <bool> Boolean. |
drop_cosmetic_tag = yes |
Makes the current scope drop the current cosmetic tag they are using. | 1.3 | |
set_rule | <rule> Boolean. |
set_rule = { can_create_factions = yes } |
为当前作用域应用特定的游戏规则 | Possible rules:
|
1.0 |
add_dynamic_modifier | modifier = <modifier_string> The name of the Modifier.
#optional, specify if it is specified while adding the modifier |
add_dynamic_modifier = { modifier = my_modifier } | 添加dynamic modifier | ||
remove_dynamic_modifier | modifier = <modifier_string> The name of the Modifier.
#optional, specify if it is specified while adding the modifier |
remove_dynamic_modifier = { modifier = my_modifier } | 移除dynamic modifier | ||
force_update_dynamic_modifier | <bool> Boolean. |
force_update_dynamic_modifier = yes | 强制刷新dynamic modifier |
地区
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_state_core | <scope> / <variable> 添加省份核心 |
add_state_core = 345 |
为当前作用域添加省份核心 | 1.0 | |
remove_state_core | <scope> / <variable> 移除省份核心 |
remove_state_core = 345 |
移除当前作用域的省份核心 | 1.0 | |
set_capital | <scope> / <variable> 将指定省份设置为首都 |
set_capital = { state = 562 } |
将特定的省份设置为当前作用域的首都 | 1.0 | |
add_state_claim | <scope> / <variable> 对当前省份添加领土宣称 |
add_state_claim = 345 |
添加当前作用域对省份的领土宣称 | 1.0 | |
remove_state_claim | <scope> / <variable> 移除当前省份的领土宣称 |
remove_state_claim = 345 |
移除当前作用域对省份的领土宣称 | 1.0 | |
set_state_owner | <scope> / <variable> 设置省份的拥有者 |
set_state_owner = 345 |
将当前作用域设置为省份的拥有者 | 1.0 | |
set_state_controller | <scope> / <variable> 设置省份的实际控制者 |
set_state_controller = 345 |
将当前作用域设置为省份的实际控制者 | 1.0 | |
transfer_state | <scope> / <variable> 改变省份的拥有者和实际控制者 |
transfer_state = 345 |
将当前作用域设置为省份的拥有者和实际控制者 | 1.0 | |
set_province_controller | <id> 设置地块的实际控制者 |
set_province_controller = 2999 |
将当前作用域设置为地块的实际控制者(仅在战时可用) | 1.0 |
政治力量
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_political_power | <int> / <variable> 数量 |
add_political_power = 100 add_political_power = var:my_var |
为当前作用域增加特定数量的政治点数 | 1.0 | |
set_political_power | <int> / <variable> 数量 |
set_political_power = 100 |
为当前作用域设定特定数量的政治点数 | 1.0 | |
add_stability | <int> / <variable> 数量 |
add_stability = 0.1 |
为当前作用域增加特定数量的稳定度 | 稳定度的值在0到1之间 | 1.5 |
set_stability | <int> / <variable> The amount to add. |
set_stability = 0.5 |
为当前作用域设定特定数量的稳定度 | 稳定度的值在0到1之间 | 1.5 |
add_war_support | <int> / <variable> The amount to add. |
add_war_support = 0.1 |
为当前作用域增加特定数量的战争支持度 | 战争支持度的值在0到1之间 | 1.5 |
set_war_support | <int> / <variable> The amount to set. |
set_war_support = 0.5 |
为当前作用域设定特定数量的战争支持度 | 战争支持度的值在0到1之间 | 1.5 |
add_command_power | <int> / <variable> The amount to add. |
add_command_power = 100 |
为当前作用域增加特定数量的指挥点数 | 1.5 |
政治
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
kill_ideology_leader | <ideology> 意识形态 |
kill_ideology_leader = communism |
杀死当前作用域下特定意识形态的领袖 | 1.9 | |
retire_ideology_leader | <ideology> 意识形态 |
retire_ideology_leader = fascism |
移除当前作用域下特定意识形态的领袖并使其退休 | 1.9 | |
kill_country_leader | <bool> Boolean. |
kill_country_leader = yes |
杀死当前作用域的国家元首 | 1.0 | |
retire_country_leader | <bool> Boolean. |
retire_country_leader = yes |
移除当前作用域的国家元首并使其退休 | 1.0 | |
set_country_leader_ideology | <government> The government to set. |
set_country_leader_ideology = socialism |
改变国家元首所属的党派(实际上是更改意识形态) | 1.0 | |
add_country_leader_trait | <trait> The trait to add. |
add_country_leader_trait = nationalist_symbol |
为当前作用域的国家元首添加特性 | 特性参见 /Hearts of Iron IV/common/country_leader/*.txt. | 1.0 |
remove_country_leader_trait | <trait> The trait to remove. |
remove_country_leader_trait = nationalist_symbol |
移除当前作用域的国家元首的特性 | 特性参见 /Hearts of Iron IV/common/country_leader/*.txt. | 1.0 |
hold_election | <scope> The country to hold an election for. |
hold_election = ROOT |
为当前作用域执行在on_new_term_election内的事件(在On Actions文件里) | 1.0 | |
add_popularity(更改支持率) | ideology = <ideology> 指定需更改支持率的党派意识形态
|
add_popularity = { ideology = fascism popularity = -0.5 } |
在当前作用域里修改党派的支持率 | Values used are 0 to 1. | 1.0 |
set_politics | ruling_party = <ideology> The party to set.
|
set_politics = { ruling_party = neutrality } |
Sets the political party setup for the current scope. |
Previously included the "parties" parameter, which has been deprecated by the "set_popularities" command. The "parties" parameter no longer works as of version 1.7 |
1.0 (Updated 1.7) |
set_popularities | <ideology> = <int>/<variable> The popularity to set. |
set_popularities = { democratic = 50 neutrality = 15 fascism = 30 communism = 5 } |
Sets the political party popularities for the current scope. |
The popularities must add up to 100, otherwise the command will have no effect. |
1.7 |
set_political_party | ideology = <ideology> The party to change.
|
set_political_party = { ideology = fascism popularity = 50 } |
Sets the popularity for the specified political party in the current scope. | 1.0 | |
set_party_name(设置党派名称) | ideology = <ideology> 指定更改名称的党派
|
set_party_name = { ideology = neutrality long_name = GER_neutrality_party_kaiserreich_long name = GER_neutrality_party_kaiserreich } |
Changes the name of the specified political party for the current scope. | 1.0 | |
create_country_leader | name = <string> The name of the leader.
|
create_country_leader = { name = "Mohammed Zahir Shah" desc = "POLITICS_MOHAMMED_ZAHIR_SHAH_DESC" picture = "Portrait_Afghanistan_Mohammed_Zahir_Shah.dds" expire = "1965.1.1" ideology = despotism traits = { } } |
The portrait string can include the full path (i.e. gfx/leaders/my_folder/custom_pic.dds) or just the name of the image (i.e. custom_pic.dds).
With just the name, the image must be in a folder that matches the tag of the current scope, for example /Hearts of Iron IV/gfx/leaders/GER/custom_pic.dds. |
1.0 |
外交
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
set_major | <bool> 布尔值 |
set_major = yes |
使当前作用域成为主要国家 | 1.0 | |
create_faction | <string> 派系名称。 |
create_faction = MY_FACTION_NAME |
创建一个在当前作用域的有指定名称的派系(MY_FACTION_NAME)。该作用域范围内及其附属国将自动加入派系。 | 1.0 | |
add_to_faction | <TAG> 国家tag标签。 |
FACTION_LEADER_TAG = { add_to_faction = TAG_TO_ADD }FACITON_LEADER_TAG(派系领导者的国家tag标签) TAG_TO_ADD(需要加入该派系的国家tag标签) |
将特定国家(TAG_TO_ADD)加入该派系领导人(FACTION_LEADER_TAG)领导的的派系。 | 1.0 | |
leave_faction | <bool> Boolean. |
leave_faction = yes |
离开当前派系。 | 1.5 | |
remove_from_faction | <string> The name of the faction. |
remove_from_faction = MY_FACTION_NAME |
Removes the current scope from the specified faction. | 1.0 | |
dismantle_faction | <bool> Boolean. |
dismantle_faction = yes |
Dismantles the faction of the current scope. | 1.0 | |
puppet | <scope> 被傀儡国家 |
puppet = GER |
傀儡某个国家 | 1.0 | |
end_puppet | <scope> The target country. |
end_puppet = GER |
Removes the puppet status between the target and the current scope. | 1.0 | |
release | <scope> The target country. |
release = GER |
Releases the specified subject or core-only country as a free nation. | 1.0 | |
release_puppet | <scope> The target country. |
release_puppet = GER |
Releases the specified subject or core-only country as a puppet for the current scope. | 1.0 | |
give_guarantee | <scope> The target country. |
give_guarantee = GER |
Makes the current scope guarantee the specified country. | 1.0 | |
give_military_access | <scope> The target country. |
give_military_access = GER |
Makes the specified country grant the current scope military access to their country. | 1.0 | |
recall_attache | <scope> The target country with an attache. |
recall_attache = GER |
Recalls the current scope's attache from the specified country. | 1.5 | |
diplomatic_relation | country = <scope> The target country to alter the relationship with ROOT.
|
diplomatic_relation = { country = SOV relation = guarantee active = no } |
Used to define a diplomatic relation between the current scope and target scope country. | Possible relations:
|
1.0 |
add_opinion_modifier | target = <scope> The target country.
|
add_opinion_modifier = { target = GER modifier = faction_traitor } |
Adds the specified opinion modifier for the current scope towards the specified scope. | Opinion modifiers are found in /Hearts of Iron IV/common/opinion_modifiers/*.txt. | 1.0 |
remove_opinion_modifier | target = <scope> The target country.
|
remove_opinion_modifier = { target = GER modifier = faction_traitor } |
Removes the specified opinion modifier for the current scope towards the specified scope. | Opinion modifiers are found in /Hearts of Iron IV/common/opinion_modifiers/*.txt. | 1.0 |
reverse_add_opinion_modifier | target = <scope> The target country.
|
reverse_add_opinion_modifier = { target = GER modifier = faction_traitor } |
Adds the specified opinion modifier for the specified scope towards the current scope. | Opinion modifiers are found in /Hearts of Iron IV/common/opinion_modifiers/*.txt. | 1.0 |
add_relation_modifier | target = <scope> The target country.
|
add_relation_modifier = { target = SWE modifier = HUN_dynastic_ties_license } |
Adds the specified relation modifier for the current scope towards the specified scope. | Relation modifiers are found in /Hearts of Iron IV/common/modifiers/*.txt. | 1.4 |
remove_relation_modifier | target = <scope> The target country.
|
remove_relation_modifier = { target = SWE modifier = HUN_dynastic_ties_license } |
Removes the specified relation modifier for the current scope towards the specified scope. | Relation modifiers are found in /Hearts of Iron IV/common/modifiers/*.txt. | 1.4 |
附属国
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_autonomy_ratio | value = <float> The freedom score to add.
|
add_autonomy_ratio = { value = 0.1 localization = AST_adopt_westminster } |
Adds a freedom score ratio modifier to the current scope. | Used in the subject. | 1.3 |
add_autonomy_score | value = <float> The freedom score to add.
|
add_autonomy_ratio = { value = 10 localization = EXAMPLE } |
Adds an exact freedom score modifier to the current scope. | Used in the subject. | 1.3 |
set_autonomy | target = <scope> / <variable> The subject country.
|
set_autonomy = { target = AST autonomy_state = autonomy_free } |
Sets the autonomy level for the specified country. | The autonomy states are found in /Hearts of Iron IV/common/autonomous_states/*.txt. | 1.3 |
release_autonomy | target = <scope> / <variable> The subject country.
|
release_autonomy = { target = VIN autonomy_state = autonomy_puppet freedom_level = 0.5 } |
Releases the country and sets the autonomy level for the specified country. | The autonomy states are found in /Hearts of Iron IV/common/autonomous_states/*.txt. | 1.3 |
战争
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_threat | <int> 增加多少世界紧张度 |
add_threat = 10 |
增加全球紧张度 | 1.0 | |
add_named_threat | threat = <int> The amount to change by.
|
add_named_threat = { threat = 5 name = GER_rhineland } |
Adjusts the level of World Tension and adds an entry in the World Tension tooltip. | 1.0 | |
annex_country | target = <scope> 被吞并的国家ID
|
annex_country = { target = GER transfer_troops = yes } |
让一个国家吞并另一个国家 | 1.0 | |
add_to_war | targeted_alliance = <scope> The country to assist.
|
add_to_war = { targeted_alliance = PREV enemy = HUN hostility_reason = asked_to_join } |
Adds the current scope into the war of their ally against the specified enemy. | 1.0 | |
declare_war_on | target = <scope> / <variable> 被攻击的国家ID
|
declare_war_on = { target = GER type = annex_everything } |
让一个国家向另一个国家宣战,并且用其宣战借口宣战 | 宣战借口类型可以在 /Hearts of Iron IV/common/wargoals/*.txt中定义 | 1.0 |
white_peace | <scope> / <variable> 被无条件和平的国家ID
|
white_peace = GER white_peace = { tag = GER message = EXAMPLE } |
让一个国家无条件和平 | 1.0 | |
set_truce | target = <scope> The scope to truce with.
|
set_truce = { target = GER days = 90 } |
Makes the current scope truce with the specified scope. | 1.0 | |
create_wargoal(制造宣战借口) | target = <scope> / <variable> 指定被制造宣战借口的国家
|
create_wargoal = { type = puppet_wargoal_focus target = ROOT } |
让一个国家获得对另一个国家的宣战借口 | 1.0 | |
start_civil_war | ideology = <ideology> The ideology of the breakaway country.
|
start_civil_war = { ruling_party = communism ideology = ROOT size = 0.8 only_own_territory = no capital = 282 states = { 282 533 536 555 529 530 528 } keep_unit_leaders = { 750 751 752 } } |
Starts a civil war for the current scope with the specified parameters. | 1.0 |
资源
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
add_resource | type = <resource> 要添加的资源
|
add_resource = { type = oil amount = 50 state = 88 } |
在特定地区添加特定数量的特定资源 | 1.0 | |
destroy_resource | type = <resource> 要添加的资源
|
destroy_resource = { type = oil amount = 50 state = 88 } |
在特定地区摧毁特定数量的特定资源 | 1.9 | |
create_import | resource = <resource> The resource to import.
|
create_import = { resource = steel amount = 100 exporter = GER } |
Creates an import for the current scope with the specified resource and from the specified exporter. | 1.0 |
建筑
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
add_offsite_building | type = <building> The building to add.
|
add_offsite_building = { type = arms_factory level = 1 } |
Adds an off-map building for the current scope that produces its effects without being present in a state. | 1.5 | |
modify_building_resources | building = <building> The building to modify.
|
modify_building_resources = { building = synthetic_refinery resource = oil amount = 1 } |
Modifies the resource output of the specified building for the current scope. | 1.5 |
国策
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
load_focus_tree | <string> 加载某个指定国策树. Alternatively, as an effect block: tree = <string> keep_completed = yes/no
|
load_focus_tree = china_communist_focus load_focus_tree = { tree = british_focus keep_completed = yes } |
Loads a new focus tree for the current scope, retaining any shared focuses. | 1.5 | |
unlock_national_focus | <focus> The focus to unlock. |
unlock_national_focus = my_focus |
Bypasses the specified focus for the current scope (marks as complete without firing complete_effect of the focus).
|
1.0 | |
complete_national_focus | <focus> The focus to complete. |
complete_national_focus = my_focus |
Completes the specified focus for the current scope. | 1.0 |
决议
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
activate_decision | <decision> The decision to activate. |
activate_decision = my_decision |
Activates the specified decision for the current scope, ignoring triggers for the decision. | Decisions are found in /Hearts of Iron IV/common/decisions/*.txt | 1.0 |
activate_targeted_decision | target = <scope> The country to target.
|
activate_targeted_decision = { target = GER decision = my_decision } |
Activates the specified targeted decision for the specified target for the current scope. | Decisions are found in /Hearts of Iron IV/common/decisions/*.txt | 1.5 |
remove_targeted_decision | <decision> The decision to remove. |
remove_targeted_decision = { target = FROM decision = my_decision } |
Removes the specified targeted decision for the current scope. | Decisions are found in /Hearts of Iron IV/common/decisions/*.txt | 1.5 |
unlock_decision_tooltip | <decision> The decision to display. |
unlock_decision_tooltip = my_decision |
Displays a special tooltip for the specified decision in the effect tooltip. | Decisions are found in /Hearts of Iron IV/common/decisions/*.txt | 1.5 |
unlock_decision_category_tooltip | <category> The decision category to display. |
unlock_decision_category_tooltip = my_category |
Displays a special tooltip for the specified decision category in the effect tooltip. | Decision categories are found in /Hearts of Iron IV/common/decisions/catergories/*.txt | 1.5 |
任务
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
activate_mission | <mission> The mission to activate. |
activate_mission = my_mission |
Activates the specified mission for the current scope, ignoring any triggers for the decision. | Missions are found in /Hearts of Iron IV/common/decisions/*.txt | 1.5 |
activate_mission_tooltip | <mission> The mission to display. |
activate_mission_tooltip = my_mission |
Displays a special tooltip for the specified mission in the effect tooltip. | Missions are found in /Hearts of Iron IV/common/decisions/*.txt | 1.5 |
remove_mission | <mission> The mission to remove. |
remove_mission = my_mission |
Removes the specified mission for the current scope. | Missions are found in /Hearts of Iron IV/common/decisions/*.txt | 1.5 |
科技
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
add_research_slot | <int> 要加多少个科研槽 |
add_research_slot = 1 |
让一个国家增加一定数量个科研槽 | 1.0 | |
set_research_slots | <int> 设置的 |
set_research_slots = 4 |
Sets the number of research slots the current scope has. | 1.0 | |
add_tech_bonus | bonus = <float> The bonus to technology given.
|
add_tech_bonus = { bonus = 0.5 uses = 1 category = radar_tech } |
Grants a research bonus to the current scope with the specified parameters. | Research bonus categories are found in Hearts of Iron IV/common/technology_tags/*.txt
|
1.0 |
set_technology | <technology> = <int> The technology to add. popup = no To not show the popup after adding technology |
set_technology = { suicide_craft = 1 } |
Grants the specified technology to the current scope. | A value of 1 sets the technology. A value of 0 removes the technology, but if it is a researchable technology, the duration to research isn't reset, meaning it can be researched in 1 day. | 1.0 |
add_to_tech_sharing_group | <string> The group to add the current scope to. |
add_to_tech_sharing_group = us_research |
Adds the current scope to the specified technology sharing group. | 1.3 | |
remove_from_tech_sharing_group | <string> The group to remove the current scope from. |
remove_from_tech_sharing_group = us_research |
Removes the current scope from the specified technology sharing group. | 1.3 | |
modify_tech_sharing_bonus | id = <string> The group to modify.
|
modify_tech_sharing_bonus = { id = us_research bonus = 0.5 } |
Modifies the specified technology sharing group. | 1.3 |
民族精神/内阁
名字 | 参数 | 示例 | 描述 | 注释 | 添加
版本 |
---|---|---|---|---|---|
add_ideas | <idea> 需添加的民族精神/内阁成员 |
add_ideas = my_idea add_ideas = { my_idea_1 my_idea_2 } |
将指定民族精神添加到当前作用域。 | 可以在同效果内添加多个民族精神。 | 1.0 |
add_timed_idea | idea = <idea> 需添加的民族精神
|
add_timed_idea = { idea = my_idea days = 180 } |
在指定作用域添加限时民族精神。 | 1.0 | |
modify_timed_idea | idea = <idea> 需要修改的民族精神
|
modify_timed_idea = { idea = my_idea days = 60 } |
将限时民族精神的持续时间延长指定量。 | 1.0 | |
swap_ideas | add_idea = <idea> 需添加的民族精神
|
swap_ideas = { remove_idea = my_idea_1 add_idea = my_idea_2 } |
在被添加和移除的民族精神之间显示效果的更改内容和差异。 | 1.3 | |
remove_ideas | <idea> 需移除的民族精神 |
remove_ideas = my_idea remove_ideas = { my_idea_1 my_idea_2 } |
将指定民族精神移除出当前作用域。 | 可以在同效果内移除多个民族精神。. | 1.0 |
remove_ideas_with_trait | <trait> The trait to target. |
remove_ideas_with_trait = motorized_equipment_manufacturer |
Removes all ideas for the current scope that use the specified trait. | 1.0 | |
show_ideas_tooltip | <idea> 需要展示的民族精神 |
show_ideas_tooltip = my_idea |
在当前作用域中显示指定的民族精神,注意,这个效果并不添加民族精神。 | 1.0 |
单位
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
load_oob(生成单位) | <oob> 引入生成单位的指定文件,并通过该文件生成单位(生成单位的指定文件应放置于history\units文件夹中) |
load_oob = "GER_default" |
Loads the specified OOB for the current scope, applying the effects within. | 1.0 | |
division_template | name The name of the division. regiments = { <unit> = { x = 0 y = 0 } } support = { <unit> = { x = 0 y = 0 } } The composition of the division. |
division_template = { name = "Test" regiments = { infantry = { x = 0 y = 0 } infantry = { x = 0 y = 1 } infantry = { x = 0 y = 2 } infantry = { x = 0 y = 3 } } support = { military_police = { x = 0 y = 0 } } } |
Creates and adds the specified division template to the current scope. | The x and y attributes represent the rows and columns in the division designer. | 1.0 |
set_division_template_lock | division_template = <string> The name of the division template.
|
set_division_template_lock = { division_template = "Infantry Division" is_locked = yes } |
Toggles the locked status on a division template for the current scope, which prevents editing or deletion. | 1.5 | |
delete_unit_template_and_units | division_template = <string> The name of the division template. |
delete_unit_template_and_units = { division_template = "Infantry Division" disband = yes #will refund equipment and manpower } |
Deletes the specified division template and all units using it for the current scope. | 1.5 | |
delete_unit | state = <number id> The id number of the state. |
ENG = { delete_unit = { state = 787 disband = yes #will refund equipment and manpower }} |
Deletes all units within the specified state using the country scope. | 1.5 |
装备
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
set_equipment_fraction | <float> / <variable> The fraction of equipment to remove. |
set_equipment_fraction = 0.5 |
Reduces the overall equipment stockpile by the specified fraction. | This should not be used in civil wars to simulate stockpile splitting. start_civil_war now automatically divides stockpiles according to the respective size.
|
1.0 |
add_equipment_to_stockpile | type = <equipment> The equipment to add. Can be archetype.
|
add_equipment_to_stockpile = { type = infantry_equipment amount = 100 producer = GER } |
Adds the specified equipment to the current scope. | Note that removal will only remove equipment with the same producer defined in the effect. | 1.0 |
send_equipment | type = <equipment> The equipment to add. Can be archetype.
|
send_equipment = { equipment = infantry_equipment amount = 100 target = GER } |
Sends the specified amount of equipment to the specified target, removing said equipment from the current scope. | 1.0 | |
create_production_license | target = <scope> Which country receives the license.
|
create_production_license = { target = HUN equipment = { type = fighter_equipment_1 } cost_factor = 0 } |
Grants the specified country a licensed to produce the specified equipment from the current scope. | 1.4 | |
create_equipment_variant | name = <string> The name of the variant
|
create_equipment_variant = { name = "Montecuccoli Class" type = light_cruiser_1 upgrades = { ship_reliability_upgrade = 3 ship_engine_upgrade = 3 ship_gun_upgrade = 3 ship_anti_air_upgrade = 3 } } |
Creates the specified equipment variant for the current scope. | 1.0 | |
add_equipment_production | amount = <int> The amount to produce. Optional.
|
add_equipment_production = { equipment = { type = light_cruiser_2 } requested_factories = 1 progress = 0.95 amount = 1 } |
Starts a production line for the specified equipment for the current scope. | 1.0 |
陆军
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_manpower | <int> / <variable> The amount to add. |
add_manpower = 100000 add_manpower = var:my_var |
Adds the specified amount of manpower to the current scope. | 1.0 | |
army_experience | <float> / <variable> The amount to add. |
army_experience = 10 |
Adds the specified amount of army experience to the current scope. | 1.0 | |
create_corps_commander | name = <string> The name of the leader.
|
create_corps_commander = { name = "Jean de Lattre de Tassigny" picture = "Portrait_France_Jean_de_Lattre_de_Tassigny.dds" traits = { trickster brilliant_strategist } skill = 4 attack_skill = 4 defense_skill = 2 planning_skill = 4 logistics_skill = 3 } |
Creates a commander for the current scope with the specified attributes. | Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt. | 1.0 |
create_field_marshal | name = <string> The name of the leader.
|
create_field_marshal = { name = "Maurice Gamelin" picture = "Portrait_France_Maurice_Gamelin.dds" traits = { defensive_doctrine } skill = 2 attack_skill = 1 defense_skill = 3 planning_skill = 2 logistics_skill = 1 } |
Creates a field marshal for the current scope with the specified attributes. | Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt. | 1.0 |
海军
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
navy_experience | <float> / <variable> The amount to add. |
navy_experience = 10 |
Adds the specified amount of navy experience to the current scope. | 1.0 | |
destroy_ships | type = <ship> The type of ship to destroy.
|
destroy_ships = { type = destroyer count = all } |
Destroys the specified type and amount of ships controlled by the current scope. | 1.5 | |
transfer_navy | target = <scope> The target country. |
transfer_navy = { target = GER } |
Transfers the current scope navy to the specified country. | 1.5 | |
transfer_ship | type = <ship> The type of ship to transfer.<br target = <scope>
|
transfer_ship = { prefer_name = "HMS Achilles" type = light_cruiser target = NZL } |
Transfers the specified type of ship from the current scope to the specified country. | 1.4 | |
create_navy_leader | name = <string> The name of the leader.
|
create_navy_leader = { name = "François Darlan" picture = "Portrait_France_Francois_Darlan.dds" traits = { superior_tactician } skill = 3 } |
Creates a naval leader for the current scope with the specified attributes. | Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt. | 1.0 |
空军
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
air_experience | <float> / <variable> The amount to add. |
air_experience = 10 |
Adds the specified amount of air experience to the current scope. | 1.0 | |
add_ace | name = <string> The name of the ace.
|
add_ace = { name = "Amelia" surname = "Earhart" callsign = "Revenant" type = fighter_genius is_female = yes } |
Adds an ace for the current scope. | Ace types found in /Hearts of Iron IV/common/aces/*.txt. | 1.0 |
AI
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_ai_strategy | type = <type> The type of strategy.
|
add_ai_strategy = { type = alliance id = GER value = 200 } |
为当前范围设置 AI 策略. | 有关更多详细信息,请参阅 AI Modding | 1.0 |
地区作用域
The effects here must be used within a state scope.
整体
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
state_event | id = <event> The event to fire.
|
state_event = { id = my_event.1 days = 10 random = 50 trigger_for = controller } |
Fires the specified event for the current state. | Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events.
Using days = <event> / <variable> or hours may still be bugged and will not fire the event. |
1.0 |
set_state_flag | <flag> An unique string to identify the state flag with. |
set_state_flag = my_flag
|
Defines a state flag. | 1.0 | |
clr_state_flag | <flag> The unique string of a state flag to clear. |
clr_state_flag = my_flag
|
Clears a defined state flag. | 1.0 | |
modify_state_flag | flag = <flag> The state flag to modify.
|
modify_state_flag = { flag = my_flag value = 1 } |
Modifies a state flag. | Use variables instead. | 1.3 |
set_state_name | <string> Defines the new name. |
set_state_name = "Funland" |
Changes the current state's name to the specified name. | 1.3 | |
reset_state_name | <bool> Boolean. |
reset_state_name = yes |
Resets any changes to the current state's name. | 1.3 | |
add_claim_by | <scope> / <variable> The country to add the claim for. |
add_claim_by = SOV |
Adds a claim for the specified country on the current scope. | 1.0 | |
remove_claim_by | <scope> / <variable> The country to remove the claim for. |
remove_claim_by = SOV |
Removes a claim by the specified country on the current scope. | 1.0 | |
add_core_of | <scope> / <variable> The country to add the core for. |
add_core_of = SOV |
Adds a core for the specified country on the current scope. | 1.0 | |
remove_core_of | <scope> / <variable> The country to remove the core for. |
remove_core_of = SOV |
Removes a core for the specified country on the current scope. | 1.0 | |
set_demilitarized_zone | <bool> Boolean. |
set_demilitarized_zone = yes |
Makes the current scope a demilitarized zone. | 1.0 | |
set_state_category | <category> The category to change to. |
set_state_category = rural |
Changes the current state category to the specified category. | Categories are found in /Hearts of Iron IV/common/state_category/*.txt | 1.3 |
add_state_modifier | Modifier scope
|
add_state_modifier = { modifier = { local_resources = 2.0 } } |
Adds a modifier to the current state. | 1.3 | |
add_manpower | <int> / <variable> The amount to add. |
add_manpower = 10000 |
Adds the specified amount of manpower to the current state. | 1.0 | |
add_resource | type = <resource> The resource to add.
|
add_resource = { type = oil amount = 100 } |
Adds the specified resource in the specified amount to the current state. | 1.0 | |
set_border_war | <bool> Boolean. |
set_border_war = yes |
Enables Border War status for the current state. | 1.0 | |
create_unit | division = <division string> The division string.
|
create_unit = { division = "name = \"Infantry Division\" division_template = \"Infantry Division\" start_experience_factor = 0.5 start_equipment_factor = 0.5" owner = GER } |
Adds the specified division to the current state. | The division string must be formatted as it is seen in the examples. | 1.3 |
add_dynamic_modifier | modifier = <modifier_string> The name of the Modifier. |
add_dynamic_modifier = { modifier = sabotaged_ressources } | Adds a dynamic modifier to the current scope | Examples can be found in /Hearts of Iron IV/common/dynamic_modifiers/*.txt | 1.9 |
建筑
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_building_construction | type = <string> The building to add.
|
add_building_construction = { type = arms_factory level = 5 instant_build = yes } add_building_construction = { type = bunker level = 10 instant_build = yes province = { all_provinces = yes limit_to_border = yes } } add_building_construction = { type = bunker level = 1 instant_build = yes province = 2999 } |
Starts construction in the current state for the specified building. | You can limit the construction to victory points using : limit_to_victory_point > 5 |
1.0 |
set_building_level | type = <string> The building to add.
|
set_building_level = { type = infrastructure level = 10 instant_build = yes } set_building_level = { type = bunker level = 3 province = { all_provinces = yes limit_to_border = yes level < 3 } } |
Sets the specified building to the current state (or provinces within the state). | The province scope is used for provincal level buildings. You can limit the construction to victory points using : limit_to_victory_point > 5 |
1.4 |
damage_building | type = <building> The building to damage.
|
damage_building = { type = infrastructure damage = 1 } |
Damages the specified building in the current state. | The health of buildings is determined by the value attribute in a building's definition. This is multiplied by their level to get their total health. | 1.3 |
remove_building | type = <building> The building to remove.
|
remove_building = { type = arms_factory level = 5 } |
Removes the specified building in the current state. For shared buildings level determines the amount, whereas for the others it is the actual level. | 1.0 | |
add_extra_state_shared_building_slots | <int> / <variable> The amount of slots to add or remove. |
add_extra_state_shared_building_slots = 2 |
Adjusts the number of shared building slots for the current state. | 1.0 |
部队将领作用域
The effects here must be used within a unit leader scope.
整体
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
unit_leader_event | id = <event> The event to fire.
|
unit_leader_event = { id = my_event.1 days = 10 random = 50 } |
Fires the specified event for the owner of the current unit leader. | Uses a special interface displaying the current unit leader portrait.
Where triggers do not need to be repeatedly checked |
1.5 |
set_unit_leader_flag | <flag> An unique string to identify the unit leader flag with. |
set_unit_leader_flag = my_flag
|
Defines a unit leader flag. | 1.5 | |
clr_unit_leader_flag | <flag> The unique string of a unit leader flag to clear. |
clr_unit_leader_flag = my_flag
|
Clears a defined unit leader flag. | 1.5 | |
modify_unit_leader_flag | flag = <flag> The unit leader flag to modify.
|
modify_unit_leader_flag = { flag = my_flag value = 1 } |
Modifies a unit leader flag. | 1.5 | |
promote_leader | <bool> Boolean |
promote_leader = yes |
Promotes the current unit leader to Field Marshal (if Commander. | 1.5 | |
demote_leader | <bool> Boolean |
demote_leader = yes |
Demotes the current unit leader to Commander (if Field Marshal). | 1.5 | |
retire | <bool> Boolean> |
retire = yes |
Retires the current unit leader (removing them). | 1.5 | |
remove_unit_leader | <id> The id of the unit leader. |
remove_unit_leader = 70 |
Removes the specified unit leader by their id. | 1.0 | |
set_nationality | <scope> / <variable> The target country. |
set_nationality = GER |
Switches the current unit leader to the specified country, giving them the leader. | 1.5 | |
add_unit_leader_trait | <trait> The trait to add. |
add_unit_leader_trait = old_guard |
Adds the specified trait to the current unit leader. | Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt. | 1.0 |
remove_unit_leader_trait | <trait> The trait to remove. |
remove_unit_leader_trait = old_guard |
Removes the specified trait from the current unit leader. | Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt. | 1.0 |
add_timed_unit_leader_trait | <trait> The trait to add.
|
add_timed_unit_leader_trait = { trait = wounded days = 90 } |
Adds the specified trait to the current unit leader for the specified duration. | Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt. | 1.5 |
replace_unit_leader_trait | Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt. | 1.5 |
战斗
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
supply_units | <int> / <variable> The amount of hours of supply. |
supply_units = 24 |
Adds the specified amount of hours of supply to troops led by the current unit leader. | 1.5 | |
add_max_trait | <int> The amount to add. |
add_max_trait = 1 |
Adds the specified amount of assignable trait slots to the current unit leader. | 1.5 | |
add_skill_level | <int> The skill to add. |
add_skill_level = 1 |
Adds skill to the current unit leader. | 1.5 | |
add_logistics | <int> The skill to add. |
add_logistics = 1 |
Adds logistics skill to the current unit leader. | 1.5 | |
add_planning | <int> The skill to add. |
add_planning = 1 |
Adds planning skill to the current unit leader. | 1.5 | |
add_defense | <int> The skill to add. |
add_defense = 1 |
Adds defense skill to the current unit leader. | 1.5 | |
add_attack | <int> The skill to add. |
add_attack = 1 |
Adds attack skill to the current unit leader. | 1.5 | |
add_temporary_buff_to_units | combat_offense = <float> The bonus to grant. Optional.
|
add_temporary_buff_to_units = { combat_offense = 0.25 combat_breakthrough = 0.25 org_damage_multiplier = -1.0 str_damage_multiplier = 0.25 war_support_reduction_on_damage = 0.2 cannot_retreat_while_attacking = 1.0 days = 7 tooltip = ABILITY_FORCE_ATTACK_TOOLTIP } |
Adds the specified combat buff to the current unit leader. | 1.5 | |
boost_planning | <float> The amount to add. |
boost_planning = 1 |
Improves the planning of units controlled by the current unit leader. | 1.5 |
Flow Control
These scopes are used within effect scopes to control the execution of effects.
If, Else If and Else
These scopes allow effects to be conditionalized, so they only occur when the requisite triggers are met.
For example, if you only have an effect to occur for Germany, you'd do the following:
if = { limit = { original_tag = GER } add_stability = 0.1 }
If you then wanted England to have a similar effect, and everyone else to have something else, you do the following:
if = { limit = { original_tag = GER } add_stability = 0.1 } else_if = { limit = { original_tag = ENG } add_stability = 0.25 } else = { add_stability = 0.05 }
As you can see, this allows for flexibility in how effects occur and cuts down on duplication.
隐藏效果
This scope hides the presence of the effects within it in the player's tooltip. This is used to execute effects without the player seeing them. For example, you may want to manipulate some variables in an event. Showing them to the player may confuse them, so it is best to hide the effects within an hidden effect scope, like so:
hidden_effect = { set_variable = { my_var = 100 } }
Random List
This scope allows the creation of a random selection of effects. For example, if you wanted an effect to randomly given the player one out of four bonuses, you'd do the following:
random_list = { 25 = { add_stability = 0.5 } 25 = { add_manpower = 10000 } 25 = { add_war_support = 0.5 } 25 = { army_experience = 100 } }
Note that if you want to create a repeatable decision including a random list, by default the same decision will pick the same random result every time it is triggered in a game. You can reverse this behaviour by including the following line in the decision block:
fixed_random_seed = no
It is also possible to use modifiers to affect the weight of each possible random effect.
random_list = { 25 = { add_stability = 0.5 modifier = { factor = 1.3 has_country_flag = inward_perfect_flag } } 25 = { add_manpower = 10000 } 25 = { add_war_support = 0.5 } 25 = { army_experience = 100 } }
The above code would multiply the 25 by the factor thereby making it more or less likely to occur if the trigger condition is fulfilled.
Effect Tooltip
This scope will display the tooltip information of the effects within, without actually executing the effects. This is useful when you want to show what the effect may look like to the player. Here is an example:
effect_tooltip = { every_owned_state = { add_manpower = 10000 } }
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 |