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疾病模组制作
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{{version|2.6}} ==Definitions== [[Disease]]s are defined in folder <code>common/diseases/</code>. {| class="wikitable sortable" |- !Configuration key !Type !Description !Example |- |rip |bool | *If not specified, the disease will be available in both version (with the same values in both) and doesn't need to be set twice. *If <code>rip=no</code>, this will exclude a disease from The Reaper's Due disease database, so that there can be two versions of the disease. |<code>rip=no</code> |- |contagiousness |float |Chance that the disease will spread to an adjacent province ? |<code>contagiousness = 0.15</code> |- |outbreak_chance |float |Chance that a disease will appear in a province. Notes: * With less provinces, you get much more disease - the vanilla numbers are balanced for vanilla map province count ! |<code>outbreak_chance = 0.01</code> |- |effect |[[modifiers]] |Province modifiers applied during an outbreak. | <pre> effect = { city_tax_modifier = -0.5 supply_limit = -4 max_attrition = 0.05 } </pre> |- |icon |int |The index of icon frame in GFX_disease_icons |<code>icon = 1</code> |- |tooltip |key |Localization key for disease description |<code>tooltip = TUBERCULOSIS_INFO</code> |- |months |int |Duration of an outbreak. |<code>months = 30</code> |- |trait |trait |Associated epidemic trait when a character gets the disease. |<code>trait = has_tuberculosis</code> |- |always_get_message |bool | |<code>always_get_message = no</code> |- |color |color |Color for epidemics mapmode. |<code>color = { 84 171 176 }</code> |- |major |bool | |<code>major = yes</code> |- |active |bool |Whether the disease exists at game start, or needs to get activated via scripting command <code>activate_disease</code>. |<code>active = no</code> |- |timeperiod |clause |Validity range for the disease. {| class="wikitable sortable" |- !Key !Type !Description |- |start_date |date |Start of timeperiod |- |end_date |date |End of timeperiod |- |one_only |bool |Whether the disease will activate multiple times or once in the timeperiod |- |outbreak_chance |float | |- |can_outbreak |[[conditions]] |Global conditions (total_years_played, global flags, game rules, ...) |- |months |int | |- |max_total_provinces |int | |- |spread_through_water |bool | |- |min_nb_province |int |Ignored if 0. |- |max_nb_province |int |Ignored if 0. |- |province_infection_duration |int | |- |outbreak_scenario |int |Detailed scenario of epidemics progression, with starting provinces(<code>start_provinces</code>) and excluded geographical regions (<code>excluded_regions</code>) |- |} |<pre> timeperiod = { start_date = 769.1.1 end_date = 1452.1.1 one_only = no } </pre> <pre> timeperiod = { start_date = 1100.1.1 end_date = 1400.1.1 outbreak_chance = 0.01 can_outbreak = { total_years_played = 25 NOT = { has_global_flag = black_death_happened } has_game_rule = { name = epidemics value = delayed_dynamic } } min_nb_province = 1 max_nb_province = 15 one_only = yes province_infection_duration = 36 outbreak_scenario = { # Classic plague chance = 0.30 start_provinces = { 1448 } excluded_regions = { custom_historical_plague_free_zone } } } </pre> |- |yearly_province_pulse |[[commands]] | | |- |character_infection_chances |clause | |<pre> character_infection_chances = { months = 3 } </pre> |- |on_character_infection |[[commands]] |Scripted effects to give the epidemic trait to a character. Typically uses a <code>random_list</code> to specify a ratio of randomly affected characters. | |- |on_province_infection |[[commands]] | | |- |disease_gfx | | |<code>disease_gfx = disease_gfx_typhoid_fever</code> |- |max_total_provinces |int | |<code>max_total_provinces = 5</code> |- |spread_through_water |bool | |<code>spread_through_water = no</code> |- |min_nb_province |int |Ignored if the given value is 0. |<code>min_nb_province = 1</code> |- |max_nb_province |int |Ignored if the given value is 0. |<code>max_nb_province = 1</code> |} == Scripting == There a a few ways that events can interact with epidemics: * activate_disease = <disease_name> will allow diseases that are off by default to spawn randomly or via scripting. * reduce_disease = <double> will weaken an existing epidemic in a province. <code>reduce_disease = 1</code> should be able to cancel an epidemic in a province. * spawn_disease = <disease_name> will start an epidemic in a province. * start_outbreak = <disease_name> will start a epidemic using the information defined in the diseases timeperiod entries [[Category:模组制作]] {{ModdingNavbox}} [[en:Disease modding]]
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