请帮助改进这个词条或者段落来 完善它。 |
作用域
Scopes are a very important aspect of modding. If an effect or trigger isn't being used in the right scope, it will usually do absolutely nothing. There are few fundamental scope types. country, character, unit, subunit, region, governorship, area, state, province, pop, party, family, color, etc. Some of these are used much more than others, and some of them do not line up with current game terminology. unit refers to armies/navies, while subunit refers to individual cohorts. Region refers to Regions, but area refers to provinces, and provinces refer to territories (though some effects/triggers call territories as cities), governorship refers to the part of a region controlled by a single country, while state refers to the part of a province controlled by a single country. It can be a bit confusing to keep it all straight. You may have noticed that a whole bunch of the "effects" on the effects page and "triggers" on the trigger page are actually scopes or what might be called target links.
The new Jomini system is very dynamic, so while there is a list (incomplete) of useful scopes, scopes can be combined together to create new scopes.
效果列表
这部分内容可能已不适合当前版本,最后更新于1.0。 |
Note that this list has been generated programmatically from the output of the "script_docs" console command. Using script_docs, effects supported from multiple scopes are given as being supported from "none" scope only, but this is probably not the case.
名称 | 描述 | 用法 | 支持的作用域 | 支持的目标 |
---|---|---|---|---|
random_in_list | Iterate through all items in list. list = name or variable = name | random_in_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | |
ordered_sub_unit | Iterate through all subunits in a unit | ordered_sub_unit = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | unit | subunit |
random_navy | Iterate through all navies in a country | random_navy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | unit |
every_area_province | Iterate through all provinces in a area | every_area_province = { limit = { <triggers> } <effects> } | area | province |
random_pops_in_province | Iterate through all pops in a province | random_pops_in_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | province | pop |
ordered_country_state | Iterate through all states in a country | ordered_country_state = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | state |
every_sibling | Iterate through all siblings | every_sibling = { limit = { <triggers> } <effects> } | character | character |
every_country | Iterate through all existing countries | every_country = { limit = { <triggers> } <effects> } | none | country |
random_ownable_province | Iterate through all ownable provinces in the world | random_ownable_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | province |
every_region_area | Iterate through all areas in a region | every_region_area = { limit = { <triggers> } <effects> } | region | area |
random_character | Iterate through all characters in a country | random_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | character |
random_child | Iterate through all children | random_child = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | character | character |
random_army | Iterate through all armies in a country | random_army = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | unit |
every_subject | Iterate through all subject countries | every_subject = { limit = { <triggers> } <effects> } | country | country |
random_region_state | Iterate through all states in a region | random_region_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | region | state |
random_neighbour_country | Iterate through all neighbour countries | random_neighbour_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country |
every_region_province | Iterate through all provinces in a region | every_region_province = { limit = { <triggers> } <effects> } | region | province |
random_commander | Iterate through all commanders in a country | random_commander = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | character |
random_successor | Iterate through all successors in a country | random_successor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | character |
ordered_family_member | Iterate through all members of a family | ordered_family_member = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | family | character |
random_neighbor_province | Iterate through all neighbors of a province | random_neighbor_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | province | province |
random_sub_unit | Iterate through all subunits in a unit | random_sub_unit = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | unit | subunit |
ordered_rival | Iterate through all Rivals | ordered_rival = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | character | character |
ordered_governor_state | Iterate through all states a governor is governor of | ordered_governor_state = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | character | state |
every_area_state | Iterate through all states in a area | every_area_state = { limit = { <triggers> } <effects> } | area | state |
every_successor | Iterate through all successors in a country | every_successor = { limit = { <triggers> } <effects> } | country | character |
ordered_region_province | Iterate through all provinces in a region | ordered_region_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | region | province |
ordered_countries_at_war_with | Iterate through all countries at war with | ordered_countries_at_war_with = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | country |
every_area | Iterate through all existing areas | every_area = { limit = { <triggers> } <effects> } | none | area |
every_unit_in_province | Iterate through all units in a province | every_unit_in_province = { limit = { <triggers> } <effects> } | province | unit |
random_area_province | Iterate through all provinces in a area | random_area_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | area | province |
every_family | Iterate through all families in a country | every_family = { limit = { <triggers> } <effects> } | country | family |
random_rival | Iterate through all Rivals | random_rival = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | character | character |
ordered_character | Iterate through all characters in a country | ordered_character = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | character |
ordered_sibling | Iterate through all siblings | ordered_sibling = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | character | character |
random_allied_country | Iterate through all allied countries | random_allied_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country |
random_country_state | Iterate through all states in a country | random_country_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | state |
ordered_subject | Iterate through all subject countries | ordered_subject = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | country |
ordered_neighbour_country | Iterate through all neighbour countries | ordered_neighbour_country = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | country |
every_allied_country | Iterate through all allied countries | every_allied_country = { limit = { <triggers> } <effects> } | country | country |
random_friend | Iterate through all friends | random_friend = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | character | character |
every_neighbor_province | Iterate through all neighbors of a province | every_neighbor_province = { limit = { <triggers> } <effects> } | province | province |
every_rival | Iterate through all Rivals | every_rival = { limit = { <triggers> } <effects> } | character | character |
every_countries_at_war_with | Iterate through all countries at war with | every_countries_at_war_with = { limit = { <triggers> } <effects> } | country | country |
ordered_family | Iterate through all families in a country | ordered_family = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | family |
random_support_as_heir | Iterate through all supportasHeir | random_support_as_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | character | character |
random_region_area | Iterate through all areas in a region | random_region_area = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | region | area |
random_country | Iterate through all existing countries | random_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | country |
random_governor_state | Iterate through all states a governor is governor of | random_governor_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | character | state |
random_family | Iterate through all families in a country | random_family = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | family |
ordered_area | Iterate through all existing areas | ordered_area = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | none | area |
every_region | Iterate through all existing regions | every_region = { limit = { <triggers> } <effects> } | none | region |
random_area_state | Iterate through all states in a area | random_area_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | area | state |
ordered_region | Iterate through all existing regions | ordered_region = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | none | region |
ordered_in_list | Iterate through all items in list. list = name or variable = name | ordered_in_list = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | none | |
ordered_navy | Iterate through all navies in a country | ordered_navy = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | unit |
ordered_allied_country | Iterate through all allied countries | ordered_allied_country = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | country |
random_sibling | Iterate through all siblings | random_sibling = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | character | character |
random_region_province | Iterate through all provinces in a region | random_region_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | region | province |
ordered_in_local_list | Iterate through all items in local list. list = name or variable = name | ordered_in_local_list = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | none | |
random_country_sub_unit | Iterate through all subunits in all units in a country | random_country_sub_unit = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | subunit |
every_governorship_state | Iterate through all states in a governorship | every_governorship_state = { limit = { <triggers> } <effects> } | governorship | state |
every_province | Executes on every province | none | ||
ordered_pops_in_province | Iterate through all pops in a province | ordered_pops_in_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | province | pop |
ordered_commander | Iterate through all commanders in a country | ordered_commander = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | character |
every_region_state | Iterate through all states in a region | every_region_state = { limit = { <triggers> } <effects> } | region | state |
every_support_as_heir | Iterate through all supportasHeir | every_support_as_heir = { limit = { <triggers> } <effects> } | character | character |
every_governor_state | Iterate through all states a governor is governor of | every_governor_state = { limit = { <triggers> } <effects> } | character | state |
every_commander | Iterate through all commanders in a country | every_commander = { limit = { <triggers> } <effects> } | country | character |
ordered_area_province | Iterate through all provinces in a area | ordered_area_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | area | province |
random_province | Executes on a random province | none | ||
every_unit | Iterate through all units in a country | every_unit = { limit = { <triggers> } <effects> } | country | unit |
every_in_global_list | Iterate through all items in global list. list = name or variable = name | every_in_global_list = { limit = { <triggers> } <effects> } | none | |
ordered_army | Iterate through all armies in a country | ordered_army = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | unit |
every_owned_province | Iterate through all owned provinces in a country | every_owned_province = { limit = { <triggers> } <effects> } | country | province |
every_in_list | Iterate through all items in list. list = name or variable = name | every_in_list = { limit = { <triggers> } <effects> } | none | |
ordered_unit_in_province | Iterate through all units in a province | ordered_unit_in_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | province | unit |
ordered_child | Iterate through all children | ordered_child = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | character | character |
every_parent | Executes on every parent | character | ||
random_unit_in_province | Iterate through all units in a province | random_unit_in_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | province | unit |
every_friend | Iterate through all friends | every_friend = { limit = { <triggers> } <effects> } | character | character |
every_family_member | Iterate through all members of a family | every_family_member = { limit = { <triggers> } <effects> } | family | character |
random_governorship_state | Iterate through all states in a governorship | random_governorship_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | governorship | state |
random_living_character | Executes on a random living character | none | ||
ordered_ownable_province | Iterate through all ownable provinces in the world | ordered_ownable_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | none | province |
ordered_country_sub_unit | Iterate through all subunits in all units in a country | ordered_country_sub_unit = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | subunit |
every_country_sub_unit | Iterate through all subunits in all units in a country | every_country_sub_unit = { limit = { <triggers> } <effects> } | country | subunit |
every_in_local_list | Iterate through all items in local list. list = name or variable = name | every_in_local_list = { limit = { <triggers> } <effects> } | none | |
ordered_region_state | Iterate through all states in a region | ordered_region_state = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | region | state |
random_area | Iterate through all existing areas | random_area = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | area |
random_subject | Iterate through all subject countries | random_subject = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country |
random_in_local_list | Iterate through all items in local list. list = name or variable = name | random_in_local_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | |
ordered_support_as_heir | Iterate through all supportasHeir | ordered_support_as_heir = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | character | character |
every_character | Iterate through all characters in a country | every_character = { limit = { <triggers> } <effects> } | country | character |
add_charisma | Adds charisma skill | none | ||
ordered_region_area | Iterate through all areas in a region | ordered_region_area = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | region | area |
every_sub_unit | Iterate through all subunits in a unit | every_sub_unit = { limit = { <triggers> } <effects> } | unit | subunit |
ordered_owned_province | Iterate through all owned provinces in a country | ordered_owned_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | province |
random_region | Iterate through all existing regions | random_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | region |
ordered_governorship_state | Iterate through all states in a governorship | ordered_governorship_state = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | governorship | state |
random_family_member | Iterate through all members of a family | random_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | family | character |
every_navy | Iterate through all navies in a country | every_navy = { limit = { <triggers> } <effects> } | country | unit |
ordered_unit | Iterate through all units in a country | ordered_unit = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | unit |
every_country_state | Iterate through all states in a country | every_country_state = { limit = { <triggers> } <effects> } | country | state |
ordered_in_global_list | Iterate through all items in global list. list = name or variable = name | ordered_in_global_list = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | none | |
random_list | a random list effect | random_list = { X1 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y1 effect1 } X2 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y2 effect2 } ... }
Selects one effect from the list and fires it. The effects are weighted by numbers X1, X2... (the higher the number, the higher the chance of the effect being picked). The chances can be modified by optional value modifier lists Y1, Y2... (AKA MTTH) |
none | |
every_neighbour_country | Iterate through all neighbour countries | every_neighbour_country = { limit = { <triggers> } <effects> } | country | country |
every_state_province | Iterate through all provinces in a state | every_state_province = { limit = { <triggers> } <effects> } | state | province |
every_living_character | Executes on every living character | none | ||
ordered_country | Iterate through all existing countries | ordered_country = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | none | country |
ordered_state_province | Iterate through all provinces in a state | ordered_state_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | state | province |
every_child | Iterate through all children | every_child = { limit = { <triggers> } <effects> } | character | character |
ordered_area_state | Iterate through all states in a area | ordered_area_state = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | area | state |
random_state_province | Iterate through all provinces in a state | random_state_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | state | province |
ordered_neighbor_province | Iterate through all neighbors of a province | ordered_neighbor_province = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | province | province |
every_pops_in_province | Iterate through all pops in a province | every_pops_in_province = { limit = { <triggers> } <effects> } | province | pop |
every_army | Iterate through all armies in a country | every_army = { limit = { <triggers> } <effects> } | country | unit |
random_unit | Iterate through all units in a country | random_unit = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | unit |
random_countries_at_war_with | Iterate through all countries at war with | random_countries_at_war_with = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country |
random_owned_province | Iterate through all owned provinces in a country | random_owned_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | province |
ordered_friend | Iterate through all friends | ordered_friend = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | character | character |
ordered_successor | Iterate through all successors in a country | ordered_successor = { limit = { <triggers> } order_by = script_value position = int/min = int max = script_value <effects> } | country | character |
current_ruler | scopes to current ruler of country | 国家 | character | |
any_friend | scopes to any friend of a character | character | character | |
employer | scopes to country of character | character | 国家 | |
any_owned_province | scopes to any owned territory of a country | 国家 | 省份 | |
area | scopes to province of that territory | 省份 | area | |
region | scopes to the region of a province | area | region | |
owner | scopes to the country owner from specified scope | 省份, state, governorship | 国家 | |
character | scopes to the character from a job | job | character | |
character_party | scopes to the party of character | character | party | |
father | scopes to the father of a character | character | character | |
mother | scopes to the mother of a character | character | character | |
job | scopes to the job of a character | character | job | |
preferred_heir | scopes to the preferred heir of a character | character | character | |
next_in_family | unknown | character | character | |
ruler | scopes to ruler of the country a character is in | character | character | |
spouse | scopes to the spouse of a character | character | character | |
文化组 | scopes to a culture group, unclear how this would be used. | 国家,character,province,pop,culture | 文化组 | |
国家 | scopes to the country from specified scope types | character, pop, job | 国家 | |
color1 | scopes to first color of a country | 国家 | color | |
color2 | scopes to second color of a country | 国家 | color | |
color3 | scopes to third color of a country | 国家 | color | |
consort | scopes to consort of ruler from country | 国家 | character | |
current_co_ruler | scopes to co_ruler of ruler from country | 国家 | character | |
current_heir | scopes to current heir from country | 国家 | character | |
fam | scopes to family from country, more info needed. | 国家 | family | |
overlord | scopes to overlord of country (It's possible for there to be vassals of vassals) | 国家 | 国家 | |
party | scopes to party from country, more info needed | 国家 | party | |
primary_heir | scopes to primary heir from country (unclear how this is different from current heir) | 国家 | character | |
secondary_heir | scopes to secondary heir from country | 国家 | character | |
job_holder | scopes to job holder from specified scopes, more info may be needed | 国家, province, state, governorship | character | |
governorship | scopes to governorship from specified scopes | 省份, state | governorship | |
siege_controller | scopes to country that controls a siege, unclear how it would be used. | siege | 国家 | |
governor | scopes to governor from specified scops | 省份, state, governorship | character | |
governor_or_ruler | scopes to governor or ruler from specified scopes | 省份, state, governorship | character | |
location | scopes to location from specified scopes | character, siege, pop | 省份 | |
color | scopes to color from specified scopes | 国家, religion, culture group | color | |
family_country | scopes to country from family | family | 国家 | |
head_of_family | scopes to head of family from family | family | character | |
owning_unit | scopes to unit from subunit | subunit | 单位 | |
personal_loyalty | scopes to character that has loyal subunit from subunit | subunit | character | |
capital_scope | scopes to capital province from specified scopes | 国家, state, governorship | 省份 | |
commander | scopes to commander from unit | 单位 | character | |
单位_destination | scopes to unit target destination from unit | 单位 | 省份 | |
单位_location | scopes to unit location from unit | 单位 | 省份 | |
单位_next_location | scopes to next province the unit is moving to from unit | 单位 | 省份 | |
单位_objective_location | unknown, perhaps something using ai? | 单位 | 省份 | |
单位_owner | scopes to country from unit | 单位 | 国家 | |
party_country | scopes to country from party | party | 国家 | |
party_leader | scopes to party leader from party | party | character | |
controller | scopes to province controller from province | 省份 | 国家 | |
dominant_province_culture | scopes to dominant culture of province from province | 省份 | 文化 | |
dominant_province_culture_group | scopes to dominant culture group of province from province | 省份 | 文化组 | |
siege | scopes to siege from specified scopes | 省份, unit | siege | |
文化 | scopes to culture from specified scopes | 国家, character, province, pop | 文化 | |
宗教 | scopes to religion from specified scopes | 国家, character, province, pop | 宗教 | |
char:[character id] | scopes to character using character id | 无 | character | |
flag | unknown, requires more info | flag | ||
c:[tag] | scopes to a specific country using its tag | 无 | 国家 | |
p:[province id] | scopes to a specific territory using its id number | 无 | 省份 | |
scope:[predefined_scope] | scopes to a predefined scope variable defined earlier in the text. | 无 | ||
VAR:[predefined variable] | similar to scope:, but only used with predefined variables (which can be given scope values). | 无 | ||
THIS | scopes to your current scope. Useful for comparison calculations. | 无 | ||
ROOT | scopes to the original scope of whatever you're modding. For country event, this would be the country, for character events the character, etc. | 无 | ||
PREV | scopes to the scope one layer up. If you scoped from a country to a character, then using the PREV scope would scope back to that country. | 无 |
文档 | 效果指令 • 触发条件 • 修正列表 • 作用域 • 变量 • 数据类型 • 本地化 • 可自定义的本地化 |
脚本 | AI • 建筑 • 宣战理由 • 人物 • 人物互动 • 战术 • 国家 • 文化 • 决议 • Defines • 经济政策 • 事件 • 渊源 • 政府 • 总督政策 • 理念 • 修正 • 军事传统 • 官职 • 行动 • 派系 • 价格 • 人口 • 宗教 • 省份 • Script Values • Scripted Modifiers • 附属国类型 • 科技 • 商品 • 特质 • 单位 |
地图 | 地图 • 地形 • 地图定位器 |
图形 | 3D模型 • 界面 • 盾徽 • 图形资产 • 字体 • 粒子效果 • 着色器 • 单位模型 |
音频 | 音乐 • 音效 |
其他 | 控制台命令 • 校验和 • 模组结构 • 错误调试 |