事件的基本格式:
event = {
id = 5011 #事件的編碼,不要重復。
random = yes ( yes/no/X% ) #事件是否具有隨機性:yes是,no否,寫數字是指有*%的幾率發生。注意在寫得時候是不需要%的。例如幾率為百分之八十,直接寫“random = 80”而非“random = 80%”
persistent = yes #事件是否可以多次發生。否的話這一行不需要。
country = CHI #事件的所屬國家
name = "EVT_5001_NAME" #事件名稱
desc = "EVT_5011_DESC" #事件的描述
picture = "defence" #事件圖片
style = 0 #未證實,沒見過其他格式,照搬
trigger = {} #事件的條件,下面具體闡述
date = { day = 1 month = january year = 1936 } #事件發生的最早事件
offset = 21 #檢查時間是否發生的周期數
deathdate = { day = 30 month = december year = 1985 } #事件不再發生的時間
action_a = {
name = "A" #選擇的名稱
command = { } #事件的影響。見下
}
action_b = { } #其他的選擇項。
action_c = { }
action_d = { }
}
觸發條件:
and #兩個或多個條件需要同時滿足。
or #兩個或多個條件滿足一個即可
not #這些情況不能存在
常用條件
event = x (事件編碼) #事件已經發生了
ai = [yes/no/country tag] #該國是否電腦玩家,或某國家是電腦玩家
exists = [country tag] #某國家存在
atwar = [yes/no/country tag] #該國是否處于戰爭,或某國處于戰爭
dissent = x ( >= x ) #不滿度等于或大于等于*
leader = x #某將領存在
minister = [minister id] # 政府官員存在
ispuppet = [Country Tag] 某國是傀儡國
puppet = { country = [tag 1] country = [tag 2] } # 國家1是國家2的傀儡國
technology = x # 已經擁有某項科技
technology = { country = TAG value = x } # 某國擁有某科技
manpower = x (>=x) #人力資源等于或大于××
owned = { province = a data = tag } # 某國合法擁有某省 (data = -1 指任意一國 )
control = { province = a data = tag } # 某國控制擁有某省 (data = -1 指任意一國 )
alliance = { country =a country = b } # A國和B國是聯盟
access = { country = [tag1] country = [tag2] } #A國允許B國軍事通行
non_aggression = { country = [tag1] country = [tag2] A國和B國有互不侵犯條約
trade = { country = [tag1] country = [tag2] } # A國和B國有貿易
war = { country =a country = b } # A和B在打仗
year = x (>=x) 已經到了某年或超過某年
energy = x 能源為*
oil = x 石油為×
rare_materials = x稀有金屬為×
metal = x金屬為×
supplies = x 補給為×
belligerence = { country = [tag] value = X }某國好戰性為××,如果是本國,country = [tag]不寫
非常用條件
intel_diff = x 偶們的情報和敵淫的情報差距為×
government = [communist/fascist/democratic] 政府類型
ideology = [nazi國家社會主義/fascist法西斯/paternal_autocrat獨裁/social_conservative社會保守/market_liberal貿易自由/social_liberal社會自由/social_democrat社會民主/left_wing_radical左翼激進/leninist列寧/stalinist斯大林] 意識形態
major = [yes/no] # 該國是否主要國家,包括ENG, FRA, GER, JAP, USA, ITA or SOV。偶沒用過。。。。。。
headofgovernment = [minister id] 政府首腦是某淫
headofstate = [minister id] 政府元首是某淫
is_tech_active = [tech id] # 某科技是有效滴
flag = [name] #不懂鳥,沒用過
local_flag = [name] #不懂鳥,沒用過
guarantee = { country = [tag1] country = [tag2] } # A保證B的獨立
lost_VP = { country = [tag] value = X } # 某國失去×%的固有領土VP
lost_national = { country = [tag] value = X } # 某國失去×%的固有領土
lost_IC = { country = [tag] value = X } # 某國失去×%的固有領土IC
domestic = { type = field value = x } 內戰???沒用過。。。。
division_exists = { type = [id type] id = [id id] } 某部隊還活著
division_in_province = { id = { type = [id type] id = [id id] } province = X } 某部隊在某地
axis = X # 軸心國擁有×的VP
allies = X # 同盟國擁有×的VP
comintern = X # 共產國際擁有×的VP
vp = X 擁有的VP為×
range = { min = x max = x } VP在××之內
[div type] = X # 某軍事單位數為×
[div type] = { country = TAG value = X }# 某國某軍事單位數為×
under_attack = [tag] # 某國被攻擊
attack = [tag] # 某國進攻該國
difficulty = X # 難度。0-4,0最易
garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } # 某一地區的部隊數量??
land_percentage = { country = [tag] value = [value] } #陸軍百分比?
naval_percentage = { country = [tag] value = [value] } #海軍百分比
air_percentage = { country = [tag] value = [value] } #空軍百分比?
country = [tag] #是某一國家
can_change_policy = { type = [policy] value = [delta] } #可以修改國策?
relation = { which = [tag] value = [value] } #和某一國家關系達到×
province_revoltrisk = { province = [id] value = [value] } #某省分的游擊隊幾率為×
incabinet = [id] #某內閣官員在任
army = [divisions] #。。。。。
day = [number] #到達某月的某天
nuke = [number] #核彈數量
事件的效果:
常用效果:
type = endgame 游戲結束
type = extra_tc value = X 獲得額外×的TC
type = alliance which = [tag] 同某國結盟,-1為隨機
type = inherit which = [tag] 吞并某國,-1為隨機
type = trigger which = [event id] 引起另一個事件,被引起的事件不必編寫其他條件
type = capital which = [prov id] 遷都
type = secedeprovince which = [tag] value = [prov id] 割讓領土給另一國
type = control which = [tag] value = [prov id] 從別的國家獲得省份
type = sleepevent which = [event id] 某個事件不再發生
type = steal_tech which = [country tag/-1] 竊取藍圖,-1為隨機 # Steals a random tech. Results in a blueprint.
type = gain_tech which = [tech id/-1 /-2 ] # 獲得藍圖,-1為隨機科技,-2為正在研究的科技
type = belligerence which = [country] value = X # 好戰度變化,沒有country默認為當前國家
type = relation which = [country] value = X # 改善同某國關系
type = set_relation which = [country] value = X # 設定同某國的關系為×
type = civil_war # 內戰,向所有控制了該國固有領土的國家開戰
type = civil_war which = [rebel country tag] # 某國內戰
type = set_leader_skill which = [leader id/-1] value = [new value] 設置某個將領的技能,最高為10
type = dissent value = [value to add] 不滿度
type = resource which =[resource type] value = X # 增加資源的理論日產量,%
type = supplies value = [value to add] where = [prov] # 某地的補給變化,無where默認為首都
type = oilpool value = [value to add] where = [prov] # 某地的石油變化,無where默認為首都
type = metalpool value = [value to add] 金屬
type = energypool value = [value to add] 能源
type = rarematerialspool value = [value to add] 稀有金屬
type = money value = [value to add] 鈔票
type = province_keypoints which = [province id/-1] value = [keypoints to add] 增加某地的VP
type = peace which = [country tag] value = [0/1] # 和平,0為全面和平,1為單方面和平
type = war which = [country tag] 開戰
type = manpowerpool value = [value to add] # manpower 人力
type = relative_manpower value = [%] # 人力增長率
type = make_puppet which = [country tag] 使某國成為傀儡
type = transport_pool which = [country] value = X 運輸船
type = escort_pool which = [country] value = X 護航隊
type = peacetime_ic_mod value = X(%) 和平時期TC修正
type = end_puppet # 結束自己的傀儡省份
type = domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X
# 改變內政方針
type = set_domestic which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X # 設定內政方針
type = tc_mod value = X(%) # TC修正,最有用了 +數是增加,-減少
type = tc_occupied_mod value = X(%) # 占領區TC修正
type = attrition_mod value = X(%) # 消耗懲罰
type = supply_dist_mod value = X(%) # 補給距離修正
type = repair_mod value = X(%) # 維修修正
type = research_mod value = X(%) # 科研修正
type = scrap_model which = [div type] value = [model] # 部隊類型過期
type = allow_building which = [building type] # 允許建設基礎設施
type = building_prod_mod which = [building type] value = X% # 基礎設施建設修正
type = convoy_prod_mod which = [escorts/transports] value = X% # 運輸護航船建設修正
type = radar_eff value = X(%) # 雷達效率
type = info_may_cause which = [tech id] # 允許研究秘密武器
type = activate which = [tech id] # 激活科技,必須在隨機事件中
type = task_efficiency which = [task type] value = X #任務效率變更
type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials] # 增加某地資源產量,-1是隨機,-4是有核反應堆的地區。
type = max_reactor_size value = X # 最大反應堆
type = abomb_production # 可以生產核彈
type = double_nuke_prod # 核彈生產速度翻倍
非常用:
type = country which = [tag] 成為另一個國家
type = addcore which = [prov id] 增加某省的VP
type = removecore which = [prov id] 減少某省的VP
type = setflag which = [keyname] 。。。。。。
type = clrflag which = [keyname] 。。。。。。
type = local_setflag which = [keyname] 。。。。。。
type = local_clrflag which = [keyname] 。。。。。。
type = vp value = X # 額外的VP
type = research_sabotaged 破壞研究
type = regime_falls 政府垮臺
type = allow_dig_in 部隊可以挖坑
type = coup_nation which = [country tag] 某國政變
type = access which = [country tag] # 軍事通行
type = sleepteam which = [tech team id] # 沉睡科技組
type = waketeam which = [tech team id] # 喚醒科技組
type = sleepminister which = [minister id/-1] 沉睡政府官員
type = sleepleader which = [leader id/-1] 沉睡領導淫
type = switch_allegiance which = [unit id type/-1/-2/-3] value = [unit id id] where = [country tag] # 部隊叛變,-1為隨機陸軍,-2為隨機海軍,-3為隨機空軍
type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id] # 部隊被火星人劫走
type = independence which = [country tag] value = [0/1] when = [0/1] # 國家獨立,value 0 本地部隊叛變,1繼續效忠。when 0 政體普通 1 政體民主
type = ai which = [file name] # 開關某國的ai文件
type = build_division which = [division type] value = [brigade type] 增加建造的師和加強旅
type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] # 增加某地的設施,-1為隨機,-4為已有該設施的省份
type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID] 增加一個軍團,之下的師進入這個軍團,沒有設置該句,進入冰箱
type = add_division which = [name] value = [div type] when = model where = [brigade type] # 增加師
type = activate_division which = [div id type] value = [div id id] [where = province] when = [0/1] # 激活師,0進入冰箱
type = remove_division which = [div id type/-1] value = [div id id] # 從scenario移走某師?
type = remove_division which = "Exact Name" value = [country tag] # 從指定國家scenario移走指定師
type = damage_division which = [div id type/-1] value = [div id id] where = X # 最大兵力變化
type = disorg_division which = [div id type/-1] value = [div id id] where = X # 最大士氣變化
type = end_access which = [country tag] # 結束軍事通行
type = leave_alliance 離開聯盟
type = end_non_aggression which = [country] where = [country] # 打破互不侵犯條約
type = non_aggression which = [country] where = [country] # 簽署互不侵犯條約
type = end_trades which = [country] where = [country] # 結束所有貿易協定
type = end_guarantee which = [country] where = [country] # 結束保證獨立
type = guarantee which = [country] where = [country] # 保證獨立
type = allow_convoy_escorts 允許海上運輸
type = end_mastery which = [country tag] # 結束對另一個國家的傀儡
type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies 建立運輸隊
type = deactivate which = [tech id] # 某科技無效
type = gas_attack # 允許毒氣攻擊
type = gas_protection # 允許毒氣防御
type = max_positioning which = [div type] value = X #最大配置 堆疊懲罰
type = min_positioning which = [div type] value = X #最小配置
type = free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_material/free_transport/free_convoy/free_manpower #不曉得是蝦米
type = songs #換音樂
type = lock_division which = [id type] value = [id id] # 鎖定部隊
type = unlock_division which = [id type] value = [id id] # 解鎖部隊
type = change_policy which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X #改變內政方針,同手動更改,即短時間內不可變更
天氣效果
type = start_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard] # 三國志里的天變
type = add_to_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard]# 增加某地不會出現的天氣,比如在赤道下雪
type = end_pattern which = [id type] value = [id id] # 結束某地的天氣
type = set_ground which = [prov id] value = [clear/muddy/winter] 改變某地的土地狀況
戰術效果
type = counterattack value = x 反擊率
type = assault value = x 突擊率
type = encirclement value = x 包圍率
type = ambush value = x 伏擊率
type = delay value = x 遲滯率
type = tactical_withdrawal value = x 戰術撤退
type = breakthrough value = x 突破率
command = { type = surprise which = [naval/land/air] value = [X] # 奇襲幾率修正
}
command = { type = intelligence which = [us/them] value = [X] # 情報效率
}
command = { type = army_detection which = [us/them] value = [X] # 偵查效率
}
command = { type = AA_batteries value = [X] # 空防效率
}
司令部效果
type = hq_supply_eff value = X(%) # 司令部補給效率
type = sce_frequency value = X # 司令部的戰術發生幾率
亂七八糟的
type = enable_task which = [task type] 可以執行某任務
command = { type = [new_model] which = [division or brigade type] value = [The model number] } 新單位型號
command = { type = activate_unit_type which = [division or brigade type] } 某單位可以附加某加強旅
command = { type = deactivate_unit_type which = [division or brigade type] } 某單位不可以附加某加強旅
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] } 戰略和火箭可以運核彈
command = { type = missile_carrier which = [submarine] } 潛艇可以發射核彈
command = { type = minisub_bonus value = [X] # 袖珍潛艇單位修正,沒見過
}
軍隊作戰能力效果
command = { type = [unit value] which = [land/division type/brigade type]value = [additive value modifier] 增加陸軍軍事單位的屬性}
# unit value如下:
soft_attack/hard_attack/ground_defense/air_attack/air_defense:攻防能力
build_cost/build_time/manpower:成本和時間
speed速度/max_organization組織度/transport_weight運輸重量/
supply_consumption/fuel_consumption:物資和燃油消耗
speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa:搭載加強旅后的速度
command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]
which = [air/division type/brigade type]
value = [additive value modifier]} 空軍單位屬性
command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]
which = [naval/division type/brigade type]
value = [additive value modifier] 海軍單位屬性
}
command = { type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]
which = [division type/brigade type]
value = [X] 陸軍地形攻防效率修正
}
command = { type = [desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]
which = [division type/brigade type]
value = [X] # 陸軍地形移動修正
}
command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]
which = [division type/brigade type]
value = [X] 陸軍天氣攻防效率修正
}
command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]
which = [division type/brigade type]
value = [X] 陸軍天氣移動修正
}
command = { type = [snow_attack/rain_attack]
which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]
value = [X] 空軍天氣攻防效率修正
}
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]
value = [X] 空軍天氣移動修正
}
command = { type = [snow_attack/rain_attack]
which = [battleship/cruiser/destroyer/carrier/submarine/transports]
value = [X] 海軍天氣攻防效率修正
}
# Weather naval-movement modifiers
command = { type = [snow_move/blizzard_move/rain_move/storm_move]
which = [battleship/cruiser/destroyer/carrier/submarine/transports]
value = [X] 海軍天氣移動修正
}
command = { type = night_move/night_attack/night_defense
which = [division type/brigade type]
value = [X] 夜間效率修正
}
工業效率效果:
command = { type = industrial_multiplier which = [energy_to_oil/oil_to_rare_materials] value = [X] 工業能源轉化效率
}
command = { type = industrial_modifer which = [total/supplies]value = [X] # 工業和補給生產效率
}
基礎設施種類
[ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]
任務種類,懶得翻譯。。。。
[attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]
資源種類
[oil, metal, energy, rare_materials, supplies, money]
隨便找了一個事件。
event = {
id = 70174
random = no
country = ger
trigger = { random = 33 exists = SWE not = { war = { country = SWE country = GER } } }
name = "來自瑞典的物資和志愿者 "
desc = "一些支持德國的其它國家的民眾自發捐贈了物資, 其中一些人要求作為志愿者加入我們的軍隊。 "
style = 0
date = { day = 1 month = october year = 1939 }
offset = 45
deathdate = { day = 30 month = december year = 1947 }
action_a = {
name = "德國的戰車不可阻擋!"
command = { type = oilpool value = 5000 }
command = { type = rarematerialspool value = 5000 }
command = { type = supplies value = 10000 }
command = { type = manpowerpool value = 25 }
command = { type = dissent value = -5 }
}
}##注意括號一定不要漏了。。。。