《钢铁雄心4》事件MOD编写图文教程 事件MOD怎么做
《钢铁雄心4》事件MOD怎么做?很多玩家都已经玩够了游戏内的剧本,想要游玩新的剧本,那么下面小编就为大家带来《钢铁雄心4》事件MOD编写图文教程,希望对各位玩家有所帮助。
第一步-准备工作
首先你需要以下工具, 附带下载地址:
Notepad++ 用于编写事件以及翻译其中文本等:点击进入
GIMP2用于制作dds文件:点击进入
GIMP2需要用到的dds插件:
64位:点击进入
32位:点击进入
GIMP2需要用到的normal map插件:
64位:点击进入
32位:点击进入
GIMP2用到的插件下载下来后解压,dds插件包含dds.exe文件, 如果GIMP2安装到了C盘那么:dds.exe就放入到C:\Program Files\GIMP 2\lib\gimp\2.0\plug-ins
normal map插件包含normalmap.exe和3个.dll文件,同理,如果GIMP2安装到了C盘那么:normalmap.exe放入到C:\Program Files\GIMP 2\lib\gimp\2.0\plug-ins;3个dll文件放入C:\Program Files\GIMP 2\bin
第二步-编写事件
用Notepad ++新建一个txt文件 然后第一行输入一个你的事件命名,比如我要编写一个叫东京陷落的事件,那么我就写add_namespace = occupyTokyoNews
这个事件你可以写成新闻事件也可以写成国家事件 其实都无所谓 主要是产生效果 一般国家事件是用来写你的自己国家的事件的 如果你玩的不是日本我建议你写新闻事件就行了
一个事件包含以下几个要素:
一个特定的事件id
一段事件标题
一段事件描述
一张事件图片 (国家事件一般是210x176大小图片 而新闻事件则一般是397x153)
一个触发因素:也就是说这个触发因素包含的条件必须成立才能触发事件
平均发生次数:也就是当触发条件成立之后,这个事件发生的频率(当然你也可以把这个要素换成triggered_only 也就是说只能有其他事件来触发)
玩家选项:这个选项可以是一个或多个,每个都可以自带效果,比如各种buff等,或者完全什么buff都不带都可以
东京城破
#东京城破!
news_event = {
id = occupytokyonews.1 #事件id,不能直接用中文,之后在localization文件夹里面添加对照中文翻译
title = occupytokyonews.1.t #事件标题,同上不能直接写中文
desc = occupytokyonews.1.d #事件描述
picture = GFX_tokyo_fall #事件图片,图片要自己制作一个dds文件,比如这里用到的dds文件就是tokyo_fall.dds,教程后面会有教你如何制作dds文件
major = yes #是否有新闻,选yes
trigger = { #这个trigger括号内容是本事件触发的前提条件
OR = { #这个OR表示括号里的连个AND满足任意一个即可触发
AND = { #这个AND内的条件必须全部满足
282 = { is_controlled_by = CHI } #这里的意思是东京所在的关东区是否被校长控制
282 = { is_owned_by = JAP } #这里的意思是关东区是否为日本主权
CHI = { has_war_with = JAP } #这里的意思是是否日本和校长处于战争状态
}
AND = {
282 = { is_controlled_by = PRC } #同上,这里的意思是东京所在的关东区是否被太祖控制
282 = { is_owned_by = JAP } #同上
PRC = { has_war_with = JAP } #同上
}
}
NOT = { has_global_flag = occupytokyonews.1_fired } #这个意思是本事件不能已经发生了,本事件设定为只发生一次
}
immediate = {
set_global_flag = occupytokyonews.1_fired #这里设置为本事件已经发生, 注意只需要在事件id后面加_fired就代表事件flag已经立好
}
mean_time_to_happen = { #这个是本事件发生频率,也就是说满足条件之后每隔2天就要发生一次,当然我们加了一个NOT = { has_global_flag = occupytokyonews.1_fired } 这种限定条件,那么本事件就只能发生一次了
days = 2
}
#下面两个options是玩家选项
option = {
name = occupytokyonews.1.a #这里是选项显示出来的中文内容,同理需要再localization里面的翻译中写出中文对应意思,在次强调,不要在这里写中文
ai_chance = { factor = 50 } # AI选择这个选项的几率,这里是50%
add_political_power = 150 #添加政治点数150
add_national_unity = 0.15 #添加国家凝聚力15%
set_global_flag = fall_of_tokyo_chi #这个fall_of_tokyo_chi是游戏自带的一个flag,由于和本事件冲突了,所以我就利用这个变量来做逻辑完善,游戏原本的中国军队攻破东京的事件就被我删掉了
news_event = { id = occupytokyonews.2 days = 1 } #触发2号事件,在1天内发生
}
option = { #这个选项拥有不同buff,这些buff都是对自己生效
name = occupytokyonews.1.b
ai_chance = { factor = 50 }
add_political_power = 650
add_national_unity = 0.25
clr_global_flag = fall_of_tokyo_chi
news_event = { id = occupytokyonews.4 days = 1 }
}
}
以上就是第一个事件的文本编写了,下面放上我写的后续几个事件的文本(上面已经说明过的部分我就不多费口舌重复了)
东京大屠杀事件
#东京大屠杀事件
news_event = {
id = occupytokyonews.2
title = occupytokyonews.2.t
desc = occupytokyonews.2.d
picture = GFX_tokyo_massacre
major = yes #同上
is_triggered_only = yes #只能被其他事件触发
hidden = no #是否是隐藏?这里选yes,不是隐藏新闻
trigger = {
has_global_flag = fall_of_tokyo_chi #是否拥有fall_of_tokyo_chi这个flag
NOT = { has_global_flag = occupytokyonews.2_fired } #2号事件必须未发生
NOT = { has_global_flag = occupytokyonews.4_fired } #4号事件必须未发生
}
immediate = { news_event = { id = occupytokyonews.3 days = 1 } set_global_flag = occupytokyonews.2_fired } #触发3号事件,并且把本事件自身标记为已触发
option = {
name = occupytokyonews.2.a
JAP = { #加个JAP表示JAP括号内的debuff只对日本生效
add_political_power = -250 #降低政治点数250
add_manpower = -1000000 #被屠杀了一百万人
set_national_unity = 0.5 #国家凝聚力将至50%
}
}
}
东条英机、裕仁天皇被就地枪决
#东条英机,裕仁天皇被就地枪决
news_event = {
id = occupytokyonews.3
title = occupytokyonews.3.t
desc = occupytokyonews.3.d
picture = GFX_japanese_leaders_killed
major = yes
is_triggered_only = yes
hidden = no
trigger = {
has_global_flag = occupytokyonews.2_fired #2号事件必须已触发
NOT = { has_global_flag = occupytokyonews.3_fired } #本事件自身必须未触发
}
immediate = { news_event = { id = occupytokyonews.5 days = 5 } set_global_flag = occupytokyonews.3_fired } #触发5号事件并且把本事件自身标记为已触发
option = {
name = occupytokyonews.3.a
JAP = {
add_political_power = -250
set_national_unity = 0.4 #领导人被杀,国家凝聚力再降低
kill_country_leader = yes #杀掉领导人,游戏内会换一个新领导人
add_popularity = { ideology = communism popularity = 0.7 } #添加一个GC主义意识形态,支持率改成70%
army_experience = -500 #降低500陆军经验
navy_experience = -500 #降低500陆军经验
air_experience = -500 #降低500陆军经验
}
}
}
东条英机、裕仁天皇绞刑
#东条英机,裕仁天皇绞刑
news_event = { #这个事件你们自己对照上面的注解应该就能看懂了
id = occupytokyonews.4
title = occupytokyonews.4.t
desc = occupytokyonews.4.d
picture = GFX_japanese_leaders_killed2
major = yes
is_triggered_only = yes
hidden = no
trigger = {
NOT = { has_global_flag = fall_of_tokyo_chi }
NOT = { has_global_flag = occupytokyonews.2_fired }
NOT = { has_global_flag = occupytokyonews.4_fired }
}
immediate = { news_event = { id = occupytokyonews.5 days = 5 } set_global_flag = occupytokyonews.4_fired }
option = {
name = occupytokyonews.4.a
JAP = {
add_political_power = -250
set_national_unity = 0.45
kill_country_leader = yes #就算没发生屠杀,战犯什么的还是跑不掉
add_popularity = { ideology = democratic popularity = 0.7 } #添加一个民主主义意识形态,支持率70%
army_experience = -500
navy_experience = -500
air_experience = -500
}
}
日本赤军起义 内战爆发
#日本赤军起义 内战爆发
news_event = {
id = occupytokyonews.5
title = occupytokyonews.5.t
desc = occupytokyonews.5.d
picture = GFX_japanese_civil_war
major = yes
is_triggered_only = yes
trigger = {
OR = {
has_global_flag = occupytokyonews.3_fired
has_global_flag = occupytokyonews.4_fired
}
NOT = { has_global_flag = occupytokyonews.5_fired }
}
immediate = { set_global_flag = occupytokyonews.5_fired }
option = {
name = occupytokyonews.5.a
JAP = {
start_civil_war = { #开始一场内战
ruling_party = fascism #执政党法西斯主义,叛军拥有GC主义意识形态
ideology = communism
size = 0.5 #叛军规模0.5就行了
capital = 533 #叛军首府设立在日本东北地区,从仙台往东北方向的一系列地区
states = { 533 534 535 536 537 }
}
random_country = { #生成叛军国家,没有这个random_country的话就不会出现叛军,这个很重要!
limit = {
original_tag = JAP #原本国家标签是日本
has_government = communism #现在叛军政府执政党是GC主义意识形态
}
load_oob = "JAP_rebel" #加载一个名为JAP_rebel.txt的叛军军队模版,模版制作,本文后面会有教程
set_equipment_fraction = 0.5 #设置获得原本大日本帝国50%的装备
set_national_unity = 0.55 #设置叛军国家凝聚力为55%
add_popularity = { #添加40%的民主主义意识形态支持率
ideology = democratic
popularity = 0.40
}
add_popularity = { #添加60%的民主主义意识形态支持率
ideology = communism
popularity = 0.60
}
declare_war_on = { target = CHI type = annex_everything }#要对民国宣战,如果是中华人民共和国的话是不会宣战的
}
load_oob = "JAP_gyokusai" #给日本帝国添加一个玉碎部队,毕竟已经打到本土了,肯定要玉碎一把
set_equipment_fraction = 0.5
set_national_unity = 0.6 #要玉碎了,所以国家凝聚力又回来了60%呢
add_manpower = -200000 #降低人力20万
add_popularity = { #民主主义和法西斯意识形态三七分
ideology = fascism
popularity = 0.7
}
add_popularity = {
ideology = democratic
popularity = 0.3
}
}
}
}
这下整个事件的文本就编辑好了,接下来需要做的是为每个事件配图,以及编写事件的中文描述,还有给叛军的军队配置
创建一个文件夹放入编辑好的事件文本,如下图所示:
图中你看到了一个NewsEvents.txt,这个是游戏自带的事件文本,我把当中fall_of_tokyo_chi这个事件删除了,因为这个事件和我编写的东京陷落事件是同一事件,如果不删除会出bug的,因为这俩事件用到了同一个flag,也就是上面提到的fall_of_tokyo_chi这个flag。
第三步-事件配图
这一步需要在events的同一个目录里面创建一个叫gfx的文件夹 然后再gfx文件夹里面创建一个叫event_pictures的文件夹,在这个文件夹里面放入你的事件配图
拿日本赤军起义为例子,下面是用jpg文件制作dds过程图:
首先用GIMP 2打开下载好的jpg文件
然后在上面选项栏中的图层中选择缩放图层,因为新闻事件的分辨率是397x153,所以这里先把宽度设置为397,高度先别管,然后点缩放
缩放完就是下面的样子:
然后在上面选项栏中的图层中选择图层边界大小,高度输入153点回车,这个时候根据提供的方框来框住你想要框住的部分,如下图所示
选择完要框住的不分之后点击改变大小就是下图所示的样子,这个时候原本692x380分辨率的图片就制作成了397x152的分辨率
然后选择 "文件" -----> "export as"
把名称改为新闻事件用到的名称,比如事件文本里面写的是picture = GFX_japanese_civil_war,那这里就保存为japanese_civil_war.dds,点击导出
这个时候会出来一个对话框
format选择为RGB8 然后点击确定就成功之作dds文件了, 用同样的方法为其他事件制作dds文件,做好了之后放入图中所示的文件夹里面:
当然这还不算完,你还需要制作事件的interface的gfx文件,就拿我写的这个东京陷落事件来举例,我这里命名为japan_eventpictures.gfx
spriteTypes = {
spriteType = {
name = "GFX_tokyo_fall" #这里输入GFX加dds文件名称
texturefile = "gfx/event_pictures/tokyo_fall.dds" #这里输入dds文件路径
}
spriteType = {
name = "GFX_tokyo_massacre"
texturefile = "gfx/event_pictures/tokyo_massacre.dds"
}
spriteType = {
name = "GFX_japanese_leaders_killed"
texturefile = "gfx/event_pictures/japanese_leaders_killed.dds"
}
spriteType = {
name = "GFX_japanese_leaders_killed2"
texturefile = "gfx/event_pictures/japanese_leaders_killed2.dds"
}
spriteType = {
name = "GFX_japanese_civil_war"
texturefile = "gfx/event_pictures/japanese_civil_war.dds"
}
}
很简单吧?依葫芦画瓢为每个事件弄好dds文件之后放入正确文件夹,最后在gfx文件里面添加好上面所示内容即可。下面是gfx文件夹位置图示:
第四步-配上中文描述
在localization文件夹里面创建一个YML文件,这里我命名为japanfuture_l_english,先用notepad++打开一个新文件, 然后写好内容之后再点另保存为yml文件,这样在游戏内才能正确显示出中文
以下是文件内容,你们甚至可以依葫芦画瓢自己来制作汉化
l_english:
occupytokyonews.1.a:0 "血债就是要血偿,发动大屠杀!"
occupytokyonews.1.b:0 "还是放过他们吧,我们是正义之师。"
occupytokyonews.1.t:0 "东京城破! "
occupytokyonews.1.d:0 "东京被中国军队占领了,这座曾经繁华的城市现在已是破败不堪,接下来中国军队最高司令部会下达什么样的命令呢?"
occupytokyonews.2.a:0 "大仇得报!快哉!!"
occupytokyonews.2.t:0 "东京大屠杀事件 "
occupytokyonews.2.d:0 "屠杀开始了,中国军队挨街挨巷地搜索日本民众,大量的平民从防空洞,破败的房屋,臭水沟,茅草丛中被搜出来,集中在一起之后被斩首筑成了京观,南京之仇得报!"
occupytokyonews.3.a:0 "你们也有今天!"
occupytokyonews.3.t:0 "东条英机,裕仁天皇被就地枪决"
occupytokyonews.3.d:0 "甲级战犯为首的东条英机, 裕仁天皇被抓住就地枪决,和大多数平民一样,人头被拿去堆筑京观了,日本不再拥有皇室了,曾经不可一世的法西斯战犯头目如今却是落得如此下场,实乃因果报应也!"
occupytokyonews.4.a:0 "甲级战犯头目必须正法!"
occupytokyonews.4.t:0 "东条英机,裕仁天皇绞刑"
occupytokyonews.4.d:0 "甲级战犯为首的东条英机, 裕仁天皇被送往远东军事法庭审判,最终判处绞刑,正义的审判终究还是到来了!日本不再拥有皇室了。"
occupytokyonews.5.a:0 "天皇被杀,赤军起义看来是迟早的事"
occupytokyonews.5.t:0 "日本赤军起义 内战爆发 "
occupytokyonews.5.d:0 "天皇被处死之后日本国社会动荡不安,民心向背。随后赤军起义,意在结束法西斯的残余势力,建立一个共产主义日本。"
如上面代码所示,总共5个事件,每个事件带有几段中文,事件id加.t:0是事件标题,加.d:0是事件描述,加.a:0提供给玩家的选项,选项可以是一个或多个,比如第一个事件就提供了a和b两个选项,其他都是一个选项
保存好后放入localization文件夹内如下图所示:
第五步-叛军配置
本步骤非必须步骤,只是针对本教程所写事件的叛军提供一个配置:
division_template = {
name = "Nihon Sekigun" #这个是模版名称,日本赤军
regiments = { #这个是模版构成,x和y分别代表横坐标和纵坐标
infantry = { x = 0 y = 0 } #这里的意思是第一列总共四行都是步兵营
infantry = { x = 0 y = 1 }
infantry = { x = 0 y = 2 }
infantry = { x = 0 y = 3 }
light_armor = { x = 1 y = 0 } #这里是第二列总共四行都是轻型装坦克营
light_armor = { x = 1 y = 1 }
light_armor = { x = 1 y = 2 }
light_armor = { x = 1 y = 3 }
cavalry = { x = 2 y = 0 } #这里是第三列总共三行都是骑兵营
cavalry = { x = 2 y = 1 }
cavalry = { x = 2 y = 2 }
}
support = { #这里是支援部队
engineer = { x = 0 y = 0 } #工兵连
recon = { x = 0 y = 1 } #侦察连
artillery = { x = 0 y = 2 } #炮兵连
field_hospital = { x = 0 y = 3 } #野战医院
signal_company = { x = 0 y = 4 } #通信连
}
priority = 0 #这个是优先级,-1代表预备役的训练水准,0代表默认,1代表精锐
}
##### OOB #####
units = {
#赤军
division = {
name = "1 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "2 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "3 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "4 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "5 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "6 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "7 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "8 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "9 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "10 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "11 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "12 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "13 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "14 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "15 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "16 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "17 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "18 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "19 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "20 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "21 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "22 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "23 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
division = {
name = "24 Nihon Sekigun"
location = 4184 #Asahigawa
division_template = "Nihon Sekigun"
start_experience_factor = 1.0
}
}
保存为txt之后放入到history/units里面如下图所示:
上图中的JAP_gyokusai是日本玉碎部队,代码如下:
division_template = {
name = "gyoku sai shide"
regiments = {
infantry = { x = 0 y = 0 }
infantry = { x = 0 y = 1 }
infantry = { x = 0 y = 2 }
infantry = { x = 0 y = 3 }
light_armor = { x = 1 y = 0 }
light_armor = { x = 1 y = 1 }
light_armor = { x = 1 y = 2 }
light_armor = { x = 1 y = 3 }
motorized = { x = 2 y = 0 }
motorized = { x = 2 y = 1 }
motorized = { x = 2 y = 2 }
}
support = {
engineer = { x = 0 y = 0 }
recon = { x = 0 y = 1 }
artillery = { x = 0 y = 2 }
field_hospital = { x = 0 y = 3 }
signal_company = { x = 0 y = 4 }
}
priority = 0
}
##### OOB #####
units = {
#玉碎部队
division = {
name = "1 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "2 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "3 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "4 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "5 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "6 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "7 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "8 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "9 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "10 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "11 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "12 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "13 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "14 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "15 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "16 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "17 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "18 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "19 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "20 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "21 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
division = {
name = "22 gyoku sai shide"
location = 4184 #Asahigawa
division_template = "gyoku sai shide"
start_experience_factor = 0.7
}
}
这样一来这个事件mod就算是完成了99%了
最后需要再创建一个.mod文件,内容如下:
name="The fall of Tokyo" #这里是你的mod名称
path="mod/tokyofall/" #这里是mod路径
tags={
"Japan events" #这里是mod标签
}
picture="japansurrender.jpg" #这里是mod预览图 放入The fall of Tokyo文件夹里面
supported_version="1.1.*" #这里是支持版本
保存放在你的mod的同文件夹内如下图所示:
图中俩文件放入Documents\Paradox Interactive\Hearts of Iron IV\mod文件夹内
附录一-触发条件翻译
好了事件编写教程结束,下面是制作事件mod需要的效果参考以及触发条件的翻译:最右边的一列是使用范例 其中有一些需要测试而且不常用
i_irrationality | 检查AI不合理度 | ??? | ai_irrationality < 20 |
ai_liberate_desire | 检查AI有多想解放一个国家 | ??? | 需要被测试 |
always | 总是返还一个特定值 | ??? | 需要被测试 |
any_claim | 检查两个国家间的宣称 | ??? | 需要被测试 |
any_war_score | 检查任何正在进行的战争的胜利点数,国家需要自己限制 | ??? | any_war_score > 0.5 |
armor | 检查一场战斗的平均装甲等级 | ??? | 需要被测试 |
can_research | 检查一个国家是否能够研究一项科技 | ??? | can_research = basic_medium_tank |
controls_state | 检查一个国家是否控制一个地区 | ??? | GER = { controls_state = 332 } |
country_exists | 检查一个特定国家是否存在 | ??? | country_exists = YUG |
date >, date < | 检查现在的游戏内年代 | ??? | date > 1937.1.1 |
dig_in | 检查最低战壕等级 | ??? | 需要被测试 |
distance_to | 检查两个地区间的距离 | ??? | 需要被测试 |
divisions_in_state | 检查一个地区有多少个师 | ??? | divisions_in_state = { state = 605 value > 0 } |
exists | 检查一个国家是否存在 | ??? | GER = { exists = yes } |
fastest_unit | 检查战斗中最快的一个单位是否有一个特殊的速度值 | ??? | 需要被测试 |
focus_progress | 检查一个国家焦点的完成进度 | ??? | focus_progress = { focus = focus_id progress = 0.5 } |
free_building_slots | 检查可用建筑槽的数量 | ??? | any_owned_state = { free_building_slots > 1 } |
frontage_full | 检查战斗是否已经挤满(战场宽度不够用) | ??? | 需要被测试 |
gives_military_access_to | 检查一个国家是否给予另外一个国家军事通行权 | ??? | giver_military_access_to = GER |
hardness | 检查一场战斗的硬度(装甲部队的比重越高硬度越高) | ??? | 需要被测试 |
has_added_tension_amount | 检查一个国家生成的紧张度 | ??? | has_added_tension_amount > 0.1 |
has_annex_war_goal | 检查一个国家对另一个国家是否拥有吞并的目标 | ??? | 需要被测试 |
has_army_manpower | 检查已选特定兵种的可用人力资源 | ??? | 需要被测试 |
has_army_size | 检查特定兵种的数量 | ??? | has_army_size = { type = infantry size > 75 } |
has_available_idea_with_traits | 检查一个国家的政府是否选择了特定的政策,例如法律与政府, 研究与生产, 军事参谋里面的那些选项 | ??? | 需要被测试 |
has_built | 检查一个国家在设立目标之后是否已经建造了特定数量的建筑 | ??? | 需要被测试 |
has_capitulated | 检查一个国家是否已经投降 | ??? | has_capitulated = yes |
has_carrier_airwings_on_mission | 检查一艘航母的战斗机是否正在执行任务 | ??? | has_carrier_airwings_on_mission = yes |
has_civil_war | 检查一个国家是否有内战 | ??? | has_civil_war = yes |
has_combat_modifier | 检查一场战斗的战斗调节器 | ??? | 需要被测试 |
has_completed_focus | 检查一个国家焦点是否已经完成 | ??? | has_completed_focus = army_effort |
has_country_flag | 检查一个国家的标记,右边的例子就是"张伯伦辞职" | ??? | has_country_flag = chamberlain_resigned |
has_defensive_war | 检查一个国家是否是处于一场战争的防御方中 | ??? | has_defensive_war = yes |
has_defensive_war_with | 检查一个国家是否是处于对另一个国家的防御战争中 | ??? | has_defensive_war_with = GER |
has_deployed_air_force_size | 检查已经部署的空军数量 | ??? | has_deployed_air_force_size > 100 |
has_equipment | 检查某种特定装备的数量,右边的例子是步兵装备 | ??? | has_equipment = { infantry_equipment > 500 } |
has_flanked_opponent | 检查是否是侧面偷袭对手 | ??? | 需要被测试 |
has_global_flag | 检查是否一个全局变量是否已经发生,这个就是事件经常用到的,右边就是法国陷落的全局变量 | ??? | has_global_flag = fall_of_france |
has_government | 检查一个国家的主要意识形态 | ??? | has_government = communism |
has_guaranteed | 检查一个国家是否对另外一个国家提供了独立保证 | ??? | has_guaranteed = POL |
has_idea | 检查是否拥有一种民族精神 | ??? | has_idea = idea_id |
has_idea_with_trait | 检查一种民族精神是否具有某个特性,如右边例子是"GC主义革命" | ??? | has_idea_with_trait = communist_revolutionary |
has_manpower | 检查人力资源有多少 | ??? | has_manpower > 10000 |
has_manpower_for_recruit_change_to | 检查一个国家是否有足够的人力来改变兵役制 | ??? | has_manpower_for_recruit_change_to = { value = 0.01 group = mobilization_laws } |
has_max_planning | 检查一场战斗是否具有最大收益计划 | ??? | has_max_planning = yes |
has_military_access_to | 检查一个国家是否对另外一个国家拥有通行权 | ??? | has_military_access_to = ITA |
has_national_unity | 检查国家凝聚力 | ??? | has_national_unity > 0.7 |
has_navy_size | 检查所有或者部分船舰的数量 | ??? | has_navy_size = { value > 10 } |
has_offensive_war | 检查是否处于一场战争中的进攻方 | ??? | has_offensive_war = yes |
has_offensive_war_with | 检查是否处于对另外一个国家的进攻战争中 | ??? | has_offensive_war_with = SOV |
has_opinion | 检查一个国家目前对于另外一个国家的关系 | ??? | has_opinion = { target = SOV value < -50 } |
has_opinion_modifier | 检查是否具有影响两国关系的变量,比如无端侵略行为 | ??? | has_opinion_modifier = unprovoked_aggression |
has_political_power | 检查政治点数 | ??? | has_political_power > 100 |
has_reserves | 检查预备役数量 | ??? | 需要被测试 |
has_start_date | 检查游戏起始时间 | ??? | 需要被测试 |
has_state_flag | 检查是否拥有一个地区 | ??? | 713 = { has_state_flag = GER_second_ljubljana_award_GER_demand } |
has_tech | 检查一个国家是否拥有一个特定的科技 | ??? | has_tech = basic_medium_tank |
has_template_containing_unit | 检查一个国家是否有一个特定的部队模版 | ??? | has_template_containing_unit = light_armor |
has_trait | 检查一场战役的指挥官是否有特定的技能 | ??? | Needs to be tested |
has_volunteers_from | 检查一个国家是否拥有来自另一个国家的志愿者 | ??? | has_volunteers_from = GER |
has_war | 检查是否处于战争中 | ??? | has_war = yes |
has_war_together_with | 检查两个国家是否在一场战争中处于同一阵线 | ??? | has_war_together_with = ITA |
has_war_with | 检查和另外一个国家是否是战争状态 | ??? | has_war_with = FRA |
has_war_with_amount | 检查目前战争数量和世界紧张度 | ??? | 需要被测试 |
ic_ratio | 比较两个国家全部的工业产能 | ??? | ic_ratio = { tag = ITA ratio > 0.4 } |
is_ai | 检查一个国家是否由AI操控 | ??? | is_ai = yes |
is_amphibious_invasion | 检查一场战斗是否是登陆战 | ??? | is_amphibious_invasion = yes |
is_attacker | 检查是否是战斗中的进攻方 | ??? | is_attacker = yes |
is_border_conflict | 检查一个地区是否处于边境争端中 | ??? | any_owned_state = { is_border_conflict = yes } |
is_claimed_by | 检查一个地区是否被某个国家宣称主权 | ??? | any_owned_state = { is_claimed_by = GER } |
is_coastal | 检查一个地区是否是海岸地区 | ??? | any_owned_state = { is_coastal = yes } |
is_controlled_by | 检查一个地区是否被某个国家控制(意即占领) | ??? | 332 = { is_controlled_by = GER } |
is_core_of | 检查一个地区是否是某个国家的核心 | ??? | any_owned_state = { is_core_of = CHI } |
is_defender | 检查是否是一场战斗中的防御方 | ??? | is_defender = yes |
is_demilitarized_zone | 检查一个地区是否已经非军事化 | ??? | any_owned_state = { is_demilitarized_zone = yes } |
is_faction_leader | 检查一个国家是否是某一个派系的主导国(比如德意志第三帝国是轴心国的主导) | ??? | is_faction_leader = yes |
is_fighting_air_units | 检查是否正在对空作战 | ??? | is_fighting_air_units = yes |
is_fighting_in_terrain | 检查是否在特定地貌作战 | ??? | is_fighting_in_terrain = marsh |
is_guaranteed_by | 检查是否被另外一个特定国家保证独立 | ??? | is_guaranteed_by = USA |
is_in_faction | 检查是否属于某一个派系 | ??? | is_in_faction = yes |
is_in_faction_with | 检查和某个国家是否处于同一个派系 | ??? | is_in_faction_with = GER |
is_in_home_area | 检查一个地区是否和首都连接 | ??? | any_owned_state = { is_in_home_area = yes } |
is_ironman | 检查目前的游戏是否是铁人模式 | ??? | is_ironman = yes |
is_lend_leasing | 检查是否对另外一个国家有租借条约 | ??? | is_lend_leasing = SPR |
is_major | 检查一个国家是否是主要国家 | ??? | is_major = yes |
is_neighbor_of | 检查是否和某一特定国家是邻国 | ??? | is_neighbor_of = GER |
is_on_continent | 检查某个地区所属的洲 (亚洲,非洲,美洲,欧洲等) | ??? | any_owned_state = { is_on_continent = africa } |
is_owned_by | 检查一个地区是否属于某个国家 | ??? | 332 = { is_owned_by = GER } |
is_puppet | 检查一个国家是否是傀儡国 | ??? | is_puppet = yes |
is_puppet_of | 检查一个国家是否是某个特定国家的傀儡国 | ??? | is_puppet_of = ENG |
is_winning | 检查一场战争中是否趋于胜利 | ??? | is_winning = yes |
land_doctrine_level | 检查已经研究的陆军学说等级 | ??? | 需要被测试 |
less_combat_width_than_opponent | 检查一场战斗的战场宽度 | ??? | 需要被测试 |
night | 检查是否是晚上 | ??? | night = yes |
num_of_available_civilian_factories | 检查未被使用的民用工厂数量 | ??? | num_of_available_civilian_factories > 1 |
num_of_available_military_factories | 检查未被使用的军用工厂数量 | ??? | num_of_available_military_factories > 1 |
num_of_available_naval_factories | 检查未被使用的海军造船厂数量 | ??? | num_of_available_naval_factories > 1 |
num_of_civilian_factories | 检查未一个国家的民用工厂数量 | ??? | num_of_civilian_factories > 10 |
num_of_controlled_states | 检查未一个国家控制的地区的数量 | ??? | num_of_controlled_states > 10 |
num_of_factories | 检查未一个国家的所有工厂数量 | ??? | num_of_factories > 50 |
num_of_military_factories | 检查未一个国家的军用工厂数量 | ??? | num_of_military_factories > 10 |
num_of_naval_factories | 检查未一个国家的海军造船厂数量 | ??? | num_of_naval_factories > 10 |
num_of_nukes | 检查核弹数量 | ??? | num_of_nukes > 1 |
original_tag | 检查处于内战中的一个国家原本的标签 | ??? | original_tag = SPR |
owns_state | 检查一个国家是否拥有一个地区 | ??? | GER = { owns_state = 332 } |
phase | 检查一个战斗阶段 | ??? | 需要被测试 |
recon_advantage | 检查一场战斗的侦查优势 | ??? | recon_advantage = yes |
region/area | 检查一个地区属否处于一个特定的战区 | ??? | any_state = { region = 34 } |
reserves | 检查预备役数量 | ??? | 需要被测试 |
ships_in_area | 检查某一特定区域的船只数量 | ??? | 需要被测试 |
ships_in_state_ports | 检查一个地区港口的船只数量 | ??? | any_owned_state = { ships_in_state_ports > 10 } |
skill | 检查指挥官的技能等级 | ??? | 需要被测试 |
skill_advantage | 比较一场战斗中的指挥官技能等级 | ??? | 需要被测试 |
state_population | 检查一个地区的人口 | ??? | any_owned_state = { state_population = 40000 } |
strength_ratio | 检查相对于另外一个国家的军力优势 | ??? | strength_ratio = { tag = SOV ratio > 0.8 } |
surrender_progress | 检查趋于投降程度 | ??? | surrender_progress > 0.7 |
tag | 检查一个国家的标签 | ??? | tag = FRA |
temperature | 检查某个地区战斗的温度 | ??? | 需要被测试 |
threat | 检查全球威胁度 | ??? | threat < 0.5 |
附录二-效果翻译
add_manpower | 给一个地区或者国家增加人力 | add_manpower = 8000 |
add_political_power | 给一个国家增加政治点数 | add_political_power = 50 |
set_capital | 把首都迁到某一个地区 | set_capital = 345 |
add_state_core | 给某一地区添加核心 | add_state_core = 345 |
remove_state_core | 给某一地区删除核心 | remove_state_core = 345 |
change_tag_from | 把玩家改到另外一个国家去 | change_tag_from = GER |
set_country_flag | 给一个国家立flag,右边例子的意思是立一个"德奥合并"的flag | set_country_flag = anschluss |
clr_country_flag | 给一个国家拔旗,就是把立好的flag清除掉,可以参考我上面写的事件例子 | clr_country_flag = anschluss |
set_global_flag | 立一个全局flag,比如西班牙内战,这种全局flag一般用于新闻事件 | set_global_flag = spanish_civil_war |
clr_global_flag | 全局flag拔旗 | clr_global_flag = spanish_civil_war |
remove_building | 把一个特定建筑从某一个地区或者省份移除 | 219 = { remove_building = { type = arms_factory level = 5 } } |
release | 将某个国家释放为傀儡国 | release = CRO |
country_event | 触发某个国家事件,这个效果也是一个常用的效果,用于触发某个事件,后面跟事件id | country_event = finland.1 |
state_event | 触发某个地区事件 | state_event = stateevent.1 |
random | 随机效果,右边例子的意思是"50%几率随机增加50点的政治点数" | random = { 50 = { add_political_power = 50 } } |
random_list | 类似于上面的random,不过意思是"70%几率增加200点政治点数,30%几率降低100点政治点数" | random_list = { 70 = { add_political_power = 200 } 30 = { add_political_power = -100 } } |
white_peace | 创造一个两国间的停战协定 | white_peace = ETH |
add_state_claim | 增加对某一个地区的主权宣称 | add_state_claim = 363 |
remove_state_claim | 删除对某一个地区的主权宣称 | remove_state_claim = 363 |
add_opinion_modifier | 给某个国家添加一个调节器,右边例子"给英国加一个拒绝蒂泽德调节器"这些调节器都自带buff的需要自己去搜索modifier的效果 | add_opinion_modifier = { target = ENG modifier = tizard_refused } |
remove_opinion_modifier | 给某个国家删除一个调节器 | remove_opinion_modifier = { target = ENG modifier = tizard_refused } |
create_country_leader | 增加一个国家的领导人 | create_country_leader = { name = "Peter II" desc = "POLITICS_PETER_II_DESC" picture = "Portrait_Yugoslavia_Peter_II.dds" expire = "1965.1.1" ideology = despotism traits = { } } |
sound_effect | 添加音效 | sound_effect = sound_effect_name |
randomize_weather | 随机天气 | 需要被测试 |
division_template | 给某个国家添加一个师部队模版 | 需要被测试 |
set_country_leader_ideology | 改变现有领导人的意识形态 | 需要被测试 |
add_country_leader_trait | 给现有领导人添加某个特性 | 需要被测试 |
remove_country_leader_trait | 给现有领导人减少某个特性 | 需要被测试 |
set_political_party | 给执政党设定一个意识形态和支持率 | set_political_party = { ideology = democratic popularity = 0.5 } |
set_politics | 改变一个国家的执政党 | set_politics = { ruling_party = fascism elections_allowed = no } |
add_ideas | 给国家增加某个民族精神 | add_ideas = ENG_king_edward |
remove_ideas | 给国家减少某个民族精神 | remove_ideas = ENG_king_edward |
set_political_power | 把政治点数设定为某个特定值 | set_political_power = 100 |
set_technology | 把一个国家的某项科技设定一个特定等级 | set_technology = { suicide_craft = 1 } |
create_navy_leader | 给某个国家添加一个海军指挥官 | 需要被测试 |
remove_unit_leader_trait | 给某个指挥官减少某个特性 | 需要被测试 |
add_unit_leader_trait | 给某个指挥官添加某个特性 | 需要被测试 |
set_state_owner | 给某个地区设定一个拥有者 | USA = { set_state_owner = 353 } |
puppet | 将某个国家变为傀儡国 | puppet = LIB |
set_state_controller | 给某个地区设定一个控制国 | USA = { set_state_controller = 353 } |
transfer_state | 让某个国家兼具拥有和控制某个地区 | USA = { transfer_state = 353 } |
set_state_flag | 给某个地区立一个特定flag | 353 = { set_state_flag = test_flag } |
clr_state_flag | 给某个地区移除一个特定flag | 353 = { clr_state_flag = test_flag } |
create_faction | 创建一个拥有特殊名字的派系 | create_faction = "french_entente_alliance" |
annex_country | 吞并某个特定国家 | annex_country = EST |
add_building_construction | 在某个地区或省份开始建造建筑 | 18 = { add_building_construction = { type = bunker province = 5291 level = 2 instant_build = yes } } |
dismantle_faction | 解体当前国家的派系 | dismantle_faction = yes |
add_to_faction | 将某个国家加入一个派系 | add_to_faction = ITA |
remove_from_faction | 将某个国家从一个派系中移除 | remove_from_faction = ITA |
give_guarantee | 对某一国家保证独立 | give_guarantee = POL |
give_military_access | 让某个特定国家给予军事通行权(目前有bug) | give_military_access = GER |
news_event | 触发一个新闻事件,这个是常用效果 | news_event = news_event.251 |
declare_war_on | 对某一特定国家宣战 | declare_war_on = { target = POL type = annex_everything } |
add_national_unity | 增加国家凝聚力 | add_national_unity = 0.02 |
add_scaled_political_power | 根据收益国和另外一个国家的工业产能对比来增加政治点数 | 需要被测试 |
hold_election | 设定是否允许选举 | hold_election = yes |
add_popularity | 给某一意识形态增加支持率 | add_popularity = { ideology = fascism popularity = 0.1 } |
remove_ideas_with_trait | 将带有某特定特性的政策全部移除,例如法律与政府, 研究与生产, 军事参谋里面的那些选项 | remove_ideas_with_trait = motorized_equipment_manufacturer |
start_civil_war | 发起一场带有特定意识形态的内战 | start_civil_war = { ideology = fascism size = 0.5 } |
retire_country_leader | 将某一国家领导人替换为同一意识形态的另外的一个候选人 | retire_country_leader = yes |
kill_country_leader | 杀掉当前国家领导人 | kill_country_leader = yes |
release_puppet | 释放某个特定国家为傀儡国 | release_puppet = LIB |
create_wargoal | 添加一个战争目标 | create_wargoal = { type = annex_everything target = EST } |
add_claim_by | 给某个国家添加一个针对某一地区的主权宣称 | any_owned_state = { add_claim_by = SOV } |
remove_claim_by | 给某个国家删除一个针对某一地区的主权宣称 | any_owned_state = { remove_claim_by = SOV } |
add_core_of | 给某个国家添加一个针对某一地区的核心 | any_owned_state = { add_core_of = SOV } |
remove_core_of | 给某个国家删除一个针对某一地区的主权宣称 | any_owned_state = { remove_core_of = SOV } |
army_experience | 添加陆军经验 | army_experience = 10 |
navy_experience | 添加海军经验 | navy_experience = 10 |
air_experience | A添加空军经验 | air_experience = 10 |
save_event_target_as | 将一个事件目标保存为xxxx 右边例子是保存为战争目标 | save_event_target_as = war_target |
save_global_event_target_as | 将一个全球事件目标保存为xxxx | save_global_event_target_as = war_target |
clear_global_event_target | 移除某个全球事件的目标 | clear_global_event_target = war_target |
clear_global_event_targets | 移除某个全球事件的所有目标 | clear_global_event_targets = war_target |
break | 中断一个效果的进行 | 需要被测试 |
unlock_national_focus | 给某个国家解锁国家焦点 | unlock_national_focus = focus_id |
add_tech_bonus | 添加有限的科技buff | add_tech_bonus = { bonus = 0.5 uses = 2 category = radar_tech } |
set_demilitarized_zone | 将某一地区设定为非军事区 | any_owned_state = { set_demilitarized_zone = yes } |
add_research_slot | 增加一定数量个研究格 | add_research_slot = 2 |
set_research_slots | 设定研究格的数量 | set_research_slots = 4 |
set_border_war | 开始一场边境战争 | 605 = { set_border_war = yes } |
set_national_unity | 设定某个国家的国家凝聚力 | set_national_unity = 0.80 |
set_equipment_fraction | 将你的一部分装备交给另外一个国家 | set_equipment_fraction = 0.35 |
add_threat | 添加一个国家威胁度 | 需要被测试 |
send_equipment | 给某个国家添加一定数量的特定装备 | send_equipment = { target = FIN type = infantry_equipment amount = 500 } |
set_rule | 给某个国家添加一条规则,例如可以创建派系 | set_rule = { can_create_factions = yes } |
diplomatic_relation | 和某个国家之间建立一个外交关系,例如和苏联签订互不侵犯条约 | diplomatic_relation = { country = SOV relation = non_aggression_pact } |
add_resource | 给某个地区添加特定数量资源 | add_resource = { type = oil amount = 8 state = 662 } |
remove_unit_leader | 移除某支部队指挥官 | remove_unit_leader = leader_id |
add_timed_idea | 给某个国家添加一个有倒计时的民族精神 | add_timed_idea = { idea = idea_id days = 50 } |
end_puppet | 结束某个傀儡国的傀儡状态 | end_puppet = CRO |
load_oob | 加载一个OOB文件,参考我上面的创建叛军教程,就是用来加载一个军队模版的 | load_oob = SOV_reinforcements |
create_import | 和某个国家之间建立贸易,右边例子是从瑞典进口20的钢铁 | create_import = { resource = steel amount = 20 exporter = SWE } |
add_named_threat | 添加一个有命名的威胁,并且带有威胁程度 | add_named_threat = { threat = 2 name = germany.4.t } |
set_province_controller | 给某个地区或省份设置一个控制者 | 需要被测试 |
set_major | 将某个国家设置为主要国家 | set_major = yes |
create_field_marshal | 添加一个元帅 | 需要被测试 |
create_corps_commander | 添加一个上将 | 需要被测试 |
goto_province | 移动到一个特定省份 | goto_province = 11302 |
goto_state | 移动到一个特定地区 | goto_state = 150 |
complete_national_focus | 完成某个国家焦点 | complete_national_focus = focus_id |
set_party_name | 改变一个国家的执政党名称 | set_party_name = { ideology = democratic long_name = USA_republican_party name = USA_republican_party } |
add_extra_state_shared_building_slots | 给某一地区增加更多的建筑槽 | any_owned_state = { add_extra_state_shared_building_slots = 2 } |
reverse_add_opinion_modifier | 这个不太明白怎么用 看描述似乎和add_opinion_modifier是相反的? | reverse_add_opinion_modifier = { target = BUL modifier = GER_treaty_of_craiova_other } |
add_to_war | 将某个国家拉入战争中来,设定队友和敌人 | add_to_war = { targeted_alliance = CHI enemy = JAP } |
create_equipment_variant | 添加某个特定武器的改进型号 | 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 }} |
add_equipment_production | 添加某个特定武器的生产 | add_equipment_production = { equipment = { type = light_cruiser_1 creator = "ITA" version_name = "Montecuccoli Class" } requested_factories = 1 progress = 0.95 amount = 1 } |
add_ace | 添加一个空军王牌 | add_ace = { name = "Amelia" surname = "Earhart" callsign = "Revenant" type = fighter_genius is_female = yes } |
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