决议修改:修订间差异

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==决议路径==
==决议路径==
Decisions can be found in {{path|common/decisions}}, Decision categories can be found in {{path|common/decisions/categories}}.
决议位于{{path|common/decisions}} ,决议组路径位于 {{path|common/decisions/categories}}


==创建决议组==
==创建决议组==
All decisions need to sit inside a category - this can house multiple decisions, and can have it's own picture and description. A basic category is as follows - throughout the page we will use the example of creating a category about looking for new resource.
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:
To create a category you need to add a file in decisions/categories, this can be in {{path|custom=1|00_decision_categories.txt}}, or a different file. The category entry is as follows:
  find_resources = {
  find_resources = {
     icon = generic_prospect_for_resources
     icon = generic_prospect_for_resources
  }
  }
This is the simplest type of category, and will appear always no matter what. 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. For example:
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 = {
  find_resources = {
     icon = generic_prospect_for_resources
     icon = generic_prospect_for_resources
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     }
     }
  }
  }
This will make the decision category only appear if you have more than 3 civilian factories regardless of whether the decisions inside meet their requirements.
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==
==创建决议==
Decisions need to sit nestled inside a category - let's take our category of prospecting resources and give the country a decision to improve rural infrastructure:
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 = {
  find_resources = {
     develop_infrastructure = {
     develop_infrastructure = {
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===决议效果===
===决议效果===
Decisions have effects using ''complete_effect''. This is nestled inside the decision, and defines what will happen when the decision is ''selected''. Let's give our option to improve rural infrastructure the effect of actually improving infrastructure in a random state for the cost of 500 manpower:
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 = {
  find_resources = {
     develop_infrastructure = {
     develop_infrastructure = {
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     }
     }
  }
  }
For more information on ''random_owned_state'', see [[scopes]], and for more information on ''add_building_construction'' and ''add_manpower'', see [[commands]]
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]]


====random_list effects====
==== 随机效果(random_list effects)====
By default decisions use the same random seed everytime they are enacted. This means, if <code>random_list</code> is used in a decision, it will give the same result everytime.
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。
To prevent this, you can add <code>fixed_random_seed = no</code> to the decision.
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>
For example:
例如:
  decision_category = {
  decision_category = {
  give_pp_or_experience_decision = {
  give_pp_or_experience_decision = {
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===决议可用性===
===决议可用性===
You will want to make some decisions available only under certain circumstances. For example, our decision to develop infrastructure should only be available if the country has more than 500 manpower to spend. This can be achieved by a ''available'' block, as follows:
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 = {
  find_resources = {
     develop_infrastructure = {
     develop_infrastructure = {
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     }
     }
  }
  }
For more information on ''has_manpower'' and other conditions, see [[conditions]]
如果想要进一步了解'''has_manpower'''和其他条件,参见[[ 条件]]


===决议花费===
===决议花费===
You may also want your decision to cost political power to begin. Let us give our decision the cost of 50 political power:
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 = {
  find_resources = {
     develop_infrastructure = {
     develop_infrastructure = {
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===决议是否可见===
===决议是否可见===
A decision may not always need to be visible on the decision tab, to avoid cluttering it up. In order to avoid clutter we only want the decision to appear if the player has more than 0 manpower, as follows:
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 = {
  find_resources = {
     develop_infrastructure = {
     develop_infrastructure = {
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===等一会再消失,或者过一会再回来===
===等一会再消失,或者过一会再回来===
You may wish for your decision to remain in the category for a short while after it has been completed, or you may wish for it to return after a short time. Equally you might wish for your decision to only be used once. These can all be achieved as follows:
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 # Stays for 5 days before being removed
  days_remove = 5 # 完成后维持5天再移除
  
  
  days_re_enable = 5 # Will show up in the interface and can be selected again after 5 days
  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 # Will not re-enable after being removed
  fire_only_once = yes # 在移除后将不会重新出现


===导致战争的决议===
===导致战争的决议===
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:
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_remove = TAG # War is declared on the nation in the TAG when the decision is removed
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===移除时的效果===
===移除时的效果===
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:
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 = {
  find_resources = {
     develop_infrastructure = {
     develop_infrastructure = {
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===决议修正===
===决议修正===
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:
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 = {
  find_resources = {
     resource_spree = {
     resource_spree = {
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     }
     }
  }
  }
For more on ''local_resource_factor'', see [[modifiers]]
关于local_resources_factor的更多信息,参见[[modifiers|修正]]


== Targeted decisions ==
== 目标决议==
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:
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 = {
  find_resources = {
     help_others = {
     help_others = {
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     }
     }
  }
  }
=== State targeted decisions ===
=== 省份决议(State targeted decisions ===
[https://hackmd.io/@Yard1/HJdIwpIE8 The following section is duplicated from a blogpost by Yard1.]
[https://hackmd.io/@Yard1/HJdIwpIE8 The following section is duplicated from a blogpost by Yard1.]


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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.
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.


=== Activating targeted decisions ===
===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.
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 }
  activate_targeted_decision = { target = TAG decision = decision_to_activate }
Note: FROM can be used here in place of a tag
Note: FROM can be used here in place of a tag


=== Notes on testing ===
===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.).
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==
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:
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 = {                # This is our category
  polish_conquest = {                # 这是我们的决议组
     conquer_berlin = {              # This is our mission id
     conquer_berlin = {              # 这是我们的任务id
       allowed = { tag = POL }         # This mission is only allowed for Poland. Other countries will not be able to see it or activate it.
       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 = {              # Available here means as much as goal because:
       available = {              # 这里的Available和goal中的一样,因为:
          controls_state = 64            # we can only finish this mission if we control state 64 (Berlin)
          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 = {              # The mission appears and starts counting down under these circumstances:
       activation = {              # 在这种情况下,任务被激活并开始倒计时:
          has_war_with = GER            # War with Germany
          has_war_with = GER            # 与德国交战
       }
       }
       is_good = yes              # This mission is color coded to be a positive thing (not a crisis)
       is_good = yes              # 这个任务的颜色编码是有益事情(非危机)
       selectable_mission = yes         # This mission will complete when the player selects the mission rather than completing automatically
       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        # How many days before the mission fails?
       days_mission_timeout = 100        # 距离任务失败前有多少天?
       timeout_effect = {            # What happens when we fail the mission?
       timeout_effect = {            # 当任务失败时会发生什么?
          add_political_power = -50        # Lose 50 PP
          add_political_power = -50        # 失去50点政治点数
       }
       }
       complete_effect = {           # What happens when we activate the mission i.e. mission success?
       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         # Gain 50 PP
          add_political_power = 50         # 获得50点政治点数
       }
       }
     }
     }
  }
  }


== Localising categories, decisions and missions ==
== 决议组、决议及任务的本地化==
{{main|Localisation}}
{{main|Localisation}}
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:
 
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"


'''Warning : ''' the description for category is mandatory ; missing the "_desc" entry in localisation files will result on '''all other''' categories not printed at all.
''' 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===
We can use From to localise for our targeted country in targeted decisions, for example:
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:0 "Help [From.GetName] with their infrastructure"
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==完整例子==
==完整例子==
Below are all the final versions of decisions and missions in this wiki page, in one category:
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 = {
  find_resources = {
     develop_infrastructure = {
     develop_infrastructure = {
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{{Modding navbox}}
{{Modding navbox}}
[[Category:Modding]]
[[ 分类:Modding]]

2022年12月5日 (一) 15:42的最新版本


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_constructionadd_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
          }
     }
}

省份决议(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
                }
          }
     }
}