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{{Version|Timeless}} {{Expand}} Modding allows new features to be added into the game. == Army == === Unit types === <pre> archers = { army = yes assault = yes is_second_rank = yes enable = yes maneuver = 1 movement_speed = 2 build_cost = 2 build_time = 45 light_infantry = 2.0 heavy_infantry = 1.25 cavalry = 0.75 warelephant = 1.0 horse_archers = 1.0 archers = 1.0 } </pre> == Internal country management == === Pops === <pre> freemen = { local_manpower = 0.05 can_promote_to = citizen demotes_to = slaves } </pre> === Prices === <pre> freemen_promotion = { religious = 10 } assault = { manpower = 2 military = 20 } send_gift = { scaled_gold = 0.2 } </pre> == Characters == === Character interactions === <pre> hold_triumph = { on_other_nation = no on_own_nation = yes sound = "event:/SFX/UI/Character/sfx_ui_character_hold_triumph" potential_trigger = { hidden:scope:target = { is_alive = yes } } allowed_trigger = { hidden:scope:actor = { can_pay_price = hold_triumph custom_tooltip = { text = "TRIUMPH_RECENTLY_HELD" NOT = { has_variable = triumph_recently_held } } } scope:target = { is_adult = yes days_since_last_victory < 720 } } effect = { scope:actor = { pay_price = hold_triumph set_variable = { name = triumph_recently_held value = 1 days = 365 } } scope:target = { add_loyalty = loyalty_huge add_popularity = popularity_huge } } } </pre> == Government == === Senate support for an action === <pre> #################################### # Declare War #################################### declare_war = { approval = { military_party = { base = 0 always_modifier = { add = 0.5 has_civil_war = no } always_modifier = { add = { value = 0 add = root.manpower_percentage max = 0.5 } } always_modifier = { add = -0.3 war = yes } always_modifier = { add = { value = 20 subtract = root.has_war_exhaustion divide = 50 max = 0.2 } } #######generic always_modifier = { add = { value = 0.01 multiply = military_senate_support_svalue max = 0.2 } } always_modifier = { add = { value = 0.01 multiply = root.current_ruler.martial } } always_modifier = { add = 0.15 OR = { AND = { current_ruler = { num_of_friends >= 1 } any_character = { is_friend = root.current_ruler is_party_leader_of = root.party:military_party } } current_ruler = { is_party_leader_of = root.party:military_party } } } always_modifier = { add = { value = 0 if = { limit = { root.current_ruler = { party = military_party } } add = 0.2 add = { value = 0 add = root.tyranny divide = 100 } max = 0.4 } } } always_modifier = { add = -0.15 current_ruler = { num_of_rivals >= 1 } any_character = { is_rival = root.current_ruler is_party_leader_of = root.party:military_party } } always_modifier = { add = 0.1 government = aristocratic_republic } } civic_party = { base = 0 always_modifier = { add = -0.5 has_civil_war = yes } always_modifier = { add = 0.15 NOT = { current_ruler = { has_same_culture_group_as = scope:target.current_ruler } } } always_modifier = { add = 0.15 NOT = { current_ruler = { has_same_culture_as = scope:target.current_ruler } } } always_modifier = { add = { value = 20 subtract = root.has_war_exhaustion divide = 100 max = 0.1 } } always_modifier = { add = 0.2 scope:target = { is_tribal = yes } } #######generic always_modifier = { add = { value = 0.01 multiply = civic_senate_support_svalue max = 0.2 } } always_modifier = { add = { value = 0.01 multiply = root.current_ruler.finesse } } always_modifier = { add = 0.15 OR = { AND = { current_ruler = { num_of_friends >= 1 } any_character = { is_friend = root.current_ruler is_party_leader_of = root.party:civic_party } } current_ruler = { is_party_leader_of = root.party:civic_party } } } always_modifier = { add = { value = 0 if = { limit = { root.current_ruler = { party = civic_party } } add = 0.2 add = { value = root.tyranny divide = 100 } max = 0.4 } } } always_modifier = { add = -0.15 current_ruler = { num_of_rivals >= 1 } any_character = { is_rival = root.current_ruler is_party_leader_of = root.party:civic_party } } always_modifier = { add = 0.1 government = democratic_republic } } religious_party = { base = 0.1 always_modifier = { add = -0.5 has_civil_war = yes } always_modifier = { add = 0.2 NOT = { current_ruler = { has_same_religion_as = scope:target.current_ruler } } } #######generic always_modifier = { add = { value = 0.01 multiply = religious_senate_support_svalue max = 0.2 } } always_modifier = { add = { value = 0.01 multiply = root.current_ruler.zeal } } always_modifier = { add = 0.15 OR = { AND = { current_ruler = { num_of_friends >= 1 } any_character = { is_friend = root.current_ruler is_party_leader_of = root.party:religious_party } } current_ruler = { is_party_leader_of = root.party:religious_party } } } always_modifier = { add = { value = 0 if = { limit = { root.current_ruler = { party = religious_party } } add = 0.2 add = { value = 0 add = root.tyranny divide = 100 } max = 0.4 } } } always_modifier = { add = -0.15 current_ruler = { num_of_rivals >= 1 } any_character = { is_rival = root.current_ruler is_party_leader_of = root.party:religious_party } } always_modifier = { add = 0.1 government = theocratic_republic } } mercantile_party = { base = 0.5 always_modifier = { add = -0.5 has_civil_war = yes } always_modifier = { add = -0.5 trade_access_with = scope:target } always_modifier = { add = { if = { limit = { root.has_war_exhaustion <= 10 } value = 10 subtract = root.has_war_exhaustion divide = 50 max = 0.2 } else = { value = 0 subtract = root.has_war_exhaustion add = 10 divide = 25 max = -0.4 } } } #######generic always_modifier = { add = { value = 0.01 multiply = mercantile_senate_support_svalue max = 0.2 } } always_modifier = { add = { value = 0.01 multiply = root.current_ruler.charisma } } always_modifier = { add = 0.15 OR = { AND = { current_ruler = { num_of_friends >= 1 } any_character = { is_friend = root.current_ruler is_party_leader_of = root.party:mercantile_party } } current_ruler = { is_party_leader_of = root.party:mercantile_party } } } always_modifier = { add = { value = 0 if = { limit = { root.current_ruler = { party = mercantile_party } } add = 0.2 add = { value = 0 add = root.tyranny divide = 100 } max = 0.4 } } } always_modifier = { add = -0.15 current_ruler = { num_of_rivals >= 1 } any_character = { is_rival = root.current_ruler is_party_leader_of = root.party:mercantile_party } } always_modifier = { add = 0.1 government = oligarchic_republic } } populist_party = { base = 0.1 always_modifier = { add = 0.15 scope:target = { is_monarchy = yes } } #######generic always_modifier = { add = { value = 0.01 multiply = populist_senate_support_svalue max = 0.2 } } always_modifier = { add = 0.15 OR = { AND = { current_ruler = { num_of_friends >= 1 } any_character = { is_friend = root.current_ruler is_party_leader_of = root.party:populist_party } } current_ruler = { is_party_leader_of = root.party:populist_party } } } always_modifier = { add = { value = 0 if = { limit = { root.current_ruler = { party = populist_party } } add = 0.3 add = { value = 0 add = root.tyranny divide = 100 } max = 0.6 } } } always_modifier = { add = -0.15 current_ruler = { num_of_rivals >= 1 } any_character = { is_rival = root.current_ruler is_party_leader_of = root.party:populist_party } } } } loyalty = { military_party = 0.1 populist_party = -0.1 } support = { civic_party = -1 military_party = 3 mercantile_party = -1 populist_party = -1 } } </pre> == 参考资料 == <references/> [[Category:制作模组]] [[en:Modding]]
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