小 (RemixMe移动页面Objective modding至目标模组制作) |
(17:53, 13 November 2017 Dauth) |
||
(未显示另一用户的1个中间版本) | |||
第212行: | 第212行: | ||
|} | |} | ||
[[Category: | [[Category: 模组制作]] | ||
{{ModdingNavbox}} | {{ModdingNavbox}} | ||
[[en:Objective modding]] |
2020年12月25日 (五) 22:41的最新版本
Objectives are goals a character can select.
There are four categories of objectives, which are determined by their prefix:
Configuration
Name | Type | Description | Example |
---|---|---|---|
type | string | Each objective has a target. The type defines the initial pool of targets for the target. This pool can be narrowed down further in the allow section. The types for ambitions and plots are:
Some of these types target characters, others target titles. All ambitions in vanilla use the character scope but it is possible to have ambitions targeting other characters. |
type = character |
intrigue_plot military_plot |
bool | Each plot must specify who is eligible to join the plot as fellow plotters. Each pool of potential plotters is enabled by setting it with "yes". More than one pool can be enabled. For example, if you have the line "murder_plot = yes" then the courtiers in the same court as the target will be able to join the plot.
These pools are defined by relationships to the target of the plot. If the relationship and the target type of the plot do not match there will not be any plotters in that pool. For example if you have a plot that targets a realm_character the vassal_rank_plot pool will not contain any plotters. This is because the vassal_rank_pool makes plotters eligible based on their relationship to a target title, not to a target character. |
intrigue_plot = yes |
is_job_ambition | bool | The objective is about a councillor job. Helps the AI to prioritize. | is_job_ambition = yes
|
potential | conditions | Only used for plots. It checks the plotter scope, where conditions can be set to let certain characters to use a specific plot. | potential = { independent = no } |
target_potential | conditions | Conditions on the target of a plot. | target_potential = { NOT = { any_spouse = { character = FROM } } } |
allow | conditions |
|
|
player_allow | conditions | If false, shows the faction entry for players, but disabled. For plots and factions | |
allow_join | conditions | Restricts whether characters can join factions. Faction member scope (ROOT = joiner, FROM = target). | |
chance | AI characters pick ambitions and plots based on the chance value. The greater the chance value, the greater the odds that the AI will pick that particular ambition. Just like ai_chance for event options, modifiers can be used to alter a particular character's chance of picking the objective. Base chance is set by adding "factor = x" in the chance section, where x is the base weight.
AI characters will also not pick objectives below a certain factor at all. This value can be changed in defines.lua, by changing the "OBJECTIVE_DISCARD_WEIGHT_THRESHOLD" variable. |
chance = { factor = 100 modifier = { factor = 1.25 trait = patient } } | |
creation_effect | commands |
|
|
success | conditions | The success section is used to set conditions to determine if the character has completed the objective. When all conditions are true in this section, the objective is considered completed. | success = { has_job_title = job_chancellor } |
abort | conditions | When all conditions in the abort section are true, the character is forced to abort the current objective. | abort = { OR = { trait = charitable trait = incapable } } |
abort_effect | commands | When an objective is aborted, either by choice or by forced abort, all of the commands in the abort_effect section are fired. | |
effect | commands | When an objective is successfully completed, all of the commands in the effect section are fired. | effect = { change_intrigue = 1 } |
exclusive | bool | Can only lead or be in one faction of this type | exclusive = yes |
expectation_of_liege | bool | expectation_of_liege = yes | |
rel_head_loyalist | bool | Members consider the "real" pope to be the rightful religious head | |
cancel_on_leader_death | bool | The faction will not automatically continue under a new leader | cancel_on_leader_death = yes |
warning_level | double | At this level of faction power we give player an alert. Set to 0 for no alerts. | warning_level = 0.7 |
ai_capital_kingdom_focus | bool | AI characters with this ambition will actually focus on taking the kingdom | ai_capital_kingdom_focus = yes |
membership | clause | AI membership weight: ROOT is the prospective member. FROM is the faction leader. FROMFROM is the target title or character. | |
can_cancel | bool | Ambition cannot be cancelled. | can_cancel = no |
<modifier_name> | modifiers | Modifiers while the objective is active. | |
potential_traits | List<traits> | Traits that can be gained via this focus | potential_traits = { haughty brooding } |
good_traits | List<traits> | Traits that positively influence the focus |
good_traits = { affectionate curious } |
bad_traits | List<traits> | Traits that negatively influence the focus |
bad_traits = { willful fussy } |
历史 | 角色 • 家族 • 省份 • 头衔 • 剧本 |
脚本 | 指令 • 条件 • 作用域 • 修正 • 事件 • 决议 |
常规 | 定义 • 游戏规则 • 另类开局 • 宗教 • 文化 • 政体 • 特质 • 血脉 • 科技 • 法律 • 建筑 • 宣战理由 • 朝贡国 • 单位 • 目标 • 疾病 • 死亡 • 荣誉头衔 • 社团 • 宝物 • 地图外政权 • 内阁成员 • 贸易路线 • 继承 • 奇观 • 称号 |
图像/音效/本地化 | 地图 • 图形 • 盾徽 • 肖像 • 界面 • 小地图 • 音乐 • 本地化 |
其他 | 故障排除 • 验证器 • 控制台指令 • 编辑游戏存档 • Steam创意工坊 • EU4转档器模组制作 |