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	<title>事件修改 - 版本历史</title>
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	<updated>2026-05-07T10:15:14Z</updated>
	<subtitle>本wiki上该页面的版本历史</subtitle>
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		<title>自由之民：​2020年6月19日 (五) 08:22‎ General Tyres</title>
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		<updated>2022-05-31T12:10:06Z</updated>

		<summary type="html">&lt;p&gt;2020年6月19日 (五) 08:22‎ General Tyres&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新页面&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Version|1.3}}&lt;br /&gt;
{{Expand}}&lt;br /&gt;
&lt;br /&gt;
== Event modding ==&lt;br /&gt;
There are different event types that have different scopes by default. The most common types are Country and Character events, but there are also State and Province events, and there may be more types yet untested. Every event file has a namespace. This is very useful so that you don&amp;#039;t have to give every event an id number or keep track of which numbers are used, the game does it automatically upon startup.&lt;br /&gt;
&lt;br /&gt;
An (semi) official guide is available at [https://forum.paradoxplaza.com/forum/threads/how-to-make-an-event-in-imperator.1282114/ the forums]&lt;br /&gt;
== Event structure ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
namespace = rel_flavor  #Defined at start of event file, every file has a different namespace to prevent confusion&lt;br /&gt;
rel_flavor.16 = { #Every namespace can only have one event per id number&lt;br /&gt;
    type = country_event # EVENT TYPE - Can be Country/Province/Character/State decides ROOT Scope&lt;br /&gt;
    title = rel_flavor.16.t # LOCALIZATION KEY - Title of Event&lt;br /&gt;
    desc = rel_flavor.16.desc # LOCALIZATION KEY - Description of Event&lt;br /&gt;
    picture = aqueducts # EVENT PICTURE&lt;br /&gt;
    hidden = no # SPECIAL FIELD - Can hide the event from a player&amp;#039;s view&lt;br /&gt;
    fire_only_once = yes # SPECIAL FIELD - Will limit the event to once per tag&lt;br /&gt;
    goto_location = capital_scope # SPECIAL FIELD - Will let the player jump to the province in question&lt;br /&gt;
 &lt;br /&gt;
    left_portrait = current_ruler # LEFT PORTRAIT - Shown at the left hand side of event&lt;br /&gt;
    right_portrait = current_ruler # RIGHT PORTRAIT - Shown at the right hand side of event&lt;br /&gt;
&lt;br /&gt;
    weight_multiplier = { # MODIFIER - Will modify the chances for the event to fire&lt;br /&gt;
&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    trigger = { # TRIGGER FIELD - Checks if the event will fire at all&lt;br /&gt;
 &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    immediate = { # EFFECT FIELD - Fires after trigger check, but before everything else&lt;br /&gt;
&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    option = { # EFFECT FIELD - FIRST OPTION - Options the player can choose between when receiving the event&lt;br /&gt;
        name = rel_flavor.16.a # LOCALIZATION KEY&lt;br /&gt;
    }&lt;br /&gt;
    option = { # EFFECT FIELD - SECOND OPTION - Options the player can choose between when receiving the event&lt;br /&gt;
        name = rel_flavor.16.b # LOCALIZATION KEY&lt;br /&gt;
    }&lt;br /&gt;
    option = { # EFFECT FIELD - THIRD OPTION - Options the player can choose between when receiving the event&lt;br /&gt;
        name = rel_flavor.16.c # LOCALIZATION KEY&lt;br /&gt;
        trigger = { # TRIGGER FIELD - Checks if this specific option will be shown&lt;br /&gt;
&lt;br /&gt;
        }&lt;br /&gt;
        exclusive = yes # SPECIAL FIELD - Will be the only option available, if it is available&lt;br /&gt;
        highlight = yes # SPECIAL FIELD - Will highlight the option&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    after = { # EFFECT FIELD - Happens after the player has clicked an option&lt;br /&gt;
&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Modding navbox}}&lt;br /&gt;
[[Category:模组制作]]&lt;br /&gt;
[[en:Event_modding]]&lt;/div&gt;</summary>
		<author><name>自由之民</name></author>
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