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小 (RemixMe移动页面Trait modding至特质模组制作) |
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2019年3月3日 (日) 21:00的版本
Traits are a major part of CKII and thus also for any overhaul mod. This article will explain everything you need to know about trait modding. Notepad++ is strongly recommended for modding traits, but Notepad or other plain text editors can also be used.
Definition
Traits must be defined in the folder common/traits/. To make the trait, you will first need to tell the game what effects it has. That will be done here. For this tutorial, a 'selfish' trait will be used as an example. To start off, give the trait a name:
selfish = { }
Type
After defining the trait itself, you'll want to define its flags. The flags you can use are listed below.
The trait icons are grouped by type in-game, from left to right: education
, caste_tier
, undefined, lifestyle
, personality
, is_health
.
Inside a group, the order is based on the order the traits have been added to the character.
Flag | Value | Description | Vanilla examples | Code |
---|---|---|---|---|
agnatic | bool | Children of a father with this trait will always inherit the trait | ![]() |
agnatic = yes |
birth | int | Given number out of every 10000 characters born will receive this trait, (e.g., 100 = 1%) | birth = 100 | |
blinding | bool | The trait reflects permanent blinding of the character while imprisoned. In some cultures, this disinherits them. | ![]() |
blinding = yes |
cached | bool | All characters that have this trait will be cached for more efficient event trigger evaluation (should be a limited number).
Then the character scope |
cached = yes | |
can_hold_titles | bool | The trait prevents the character from holding any titles | ![]() |
can_hold_titles = no |
cannot_inherit | bool | The trait prevents the character from inheriting any titles | ![]() |
cannot_inherit = yes |
cannot_marry | bool | The trait prevents the character from marrying. See can_marry condition. Does not prevent concubinage.
|
![]() |
cannot_marry = yes |
caste_tier | int | The trait is a caste trait, and caste_tier defines the order of the castes | ![]() |
caste_tier = 3 |
customizer | bool | If no, Blocks the trait from being available for selection in the Ruler Designer | customizer = no | |
education | bool | The trait is an educational trait. | ![]() |
education = yes |
attribute | attribute | Main attribute, in case of education traits. | ![]() |
attribute = intrigue |
enatic | bool | Children of a mother with this trait will always inherit the trait | enatic = yes | |
hidden | bool | Hidden traits are not shown in character view. | hidden = yes | |
immortal | bool | Once this trait is applied, the character will no longer age nor die naturally (but can die from execution or the effect death). See immortal. | immortal = yes | |
in_hiding | bool | The trait activates in_hiding status | ![]() |
in_hiding = yes |
inbred | bool | The trait indicates that the character is inbred, affecting offspring and fertility and natural death causes | ![]() |
inbred = yes |
incapacitating | bool | The character is weak and needs a regent | ![]() |
incapacitating = yes |
inherit_chance | int | A newborn can inherit the trait from a parent (optional); if both parents have the trait, uses two trials of same chance | inherit_chance = 15 | |
both_parent_has_trait_inherit_chance | int | ![]() |
both_parent_has_trait_inherit_chance = 50
| |
is_epidemic | bool | The trait is given by an epidemic outbreak. See has_epidemic condition.
|
![]() |
is_epidemic = yes |
is_health | bool | The trait affects the health of a character, usually restricting certain events that require full health. See health_traits condition.
|
![]() |
is_health = yes |
is_illness | bool | The trait is a regular disease. See is_ill condition and cure_illness effect.
|
![]() |
is_illness = yes |
leader | bool | The trait is a command/leadership trait. See can_have_more_leadership_traits condition.
|
![]() |
leader = yes |
leadership_traits | int | The character automatically receives X number of leadership traits (army command traits). | leadership_traits = 1 | |
childhood | bool | The trait is a childhood trait. | ![]() |
childhood = yes |
lifestyle | bool | The trait is a lifestyle choice. See lifestyle_traits condition.
|
![]() |
lifestyle = yes |
opposites | List<trait> | List of traits that cannot be held simultaneously with this trait | opposites = { imbecile quick genius } | |
personality | bool | The trait is a personality trait (see trigger personality_traits = <min. count>) | ![]() |
personality = yes |
prevent_decadence | bool | The trait prevents the Muslim character from accumulating decadence | prevent_decadence = yes | |
priest | bool | The trait implies a theological education. See is_priest condition)
|
![]() |
priest = yes |
pilgrimage | bool | The character is temporarily away and will need a regent but does not lose any wards | ![]() |
pilgrimage = yes |
random | bool | With random = no , the trait will not be given to randomly-generated characters (when the game starts or when characters are spawned other than by being born). random = yes is the default. Specific semantics vary with the general trait type.
|
random = no | |
rebel_inherited | bool | Used for peasant leader and heresiarch in vanilla. When characters with such traits win the revolt war and die without an heir the successor also gains the peasant leader/heresiarch trait. | ![]() |
rebel_inherited = yes |
religious | bool | The trait is religious in nature and should be automatically discarded upon religion change. Note: it will also be discarded upon pagan reformation. | ![]() |
religious = yes |
religious_branch | religion | The trait identifies a sect of that religion. This will also make the children inherit the trait on birth. | ![]() |
religious_branch = jain |
ruler_designer_cost | int | Sets a custom cost (in years of ruler's age, positive or negative) for this trait in the Ruler Designer. | ruler_designer_cost = -20 | |
tolerates_<religion_group> | bool | The character tolerates characters of that religion group and is tolerated by them. <religion_group> is dynamic and may be a group not present in vanilla. | ![]() |
tolerates_christian = yes tolerates_jewish_group = yes |
same_trait_visibility | bool | The trait will only be visible on other characters if the player also has it. Handy for things like secret societies, cults, and secret bears.
This is a shortcut for: is_visible = { OR = { character = FROM has_trait = <trait> } } |
Not used in vanilla | same_trait_visibility = yes |
hidden_from_others | bool | The trait will only be visible to the player who has the trait, even other players with the same trait won't see it.
This is a shortcut for |
![]() |
hidden_from_others = yes |
is_visible | conditions | Conditions for the trait to be visible:
Typically a character should see their own traits, so at least |
![]() |
is_visible = { OR = { character = FROM society_member_of = secret_religious_society_catholic AND = { is_close_relative = FROM trait = secretly_catholic } } } |
vice | bool | ![]() |
vice = yes
| |
virtue | bool | ![]() |
virtue = yes
| |
succession_gfx | bool | ![]() |
succession_gfx = yes
| |
is_symptom | bool | ![]() |
is_symptom = yes
|
In the case of the 'selfish' trait, a personality flag would be used. Do note that it is possible to use multiple flags for a trait.
selfish = { personality = yes }
Modifiers
- 主条目:Modifiers
After setting the trait's flags, you'll likely want to give it some character modifiers and/or a command modifier.
For 'selfish', a stewardship benefit and a diplomacy penalty would be appropriate.
selfish = { personality = yes
stewardship = 2 # The CKII engine doesn't recognize '+', simply write the number when giving positive numbers diplomacy = -1 }
Regarding relations, no one likes someone who is selfish, so in our case, we would have to add an opposite for charitable and a general_opinion:
selfish = { personality = yes
stewardship = 2 # The CKII engine doesn't recognize '+', simply write the number when giving positive numbers diplomacy = -1
opposites = { trait = charitable }
opposite_opinion = -30 general_opinion = -10 }
Regarding AI Weights, which affect how non-player characters will act (most of which primarily affect strategic considerations), for the 'selfish' trait, an ai_rationality would be good.
selfish = { personality = yes
stewardship = 2 # The CKII engine doesn't recognize '+', simply write the number when giving positive numbers diplomacy = -1
opposites = { trait = charitable }
opposite_opinion = -30 general_opinion = -10
ai_rationality = -10 }
Potential
The potential section defines who can randomly start with the trait on campaign start, be randomly generated with the trait (for example via the employment decisions), or gain it randomly when coming of age. It does however not affect the outcomes of events giving the trait; even if the character does not meet the potential conditions he can still get the trait via events.
The potential section is simply one or more conditions. It is put immediately after the opening bracket of the trait. We might for example want to prevent the game from generating selfish children.
selfish = { potential = { age = 16 #This prevents anyone from under 16 being generated with the trait } personality = yes
stewardship = 2 # The CKII engine doesn't recognize '+', simply write the number when giving positive numbers diplomacy = -1
opposites = { trait = charitable } opposite_opinion = -30 general_opinion = -10
ai_rationality = -10 }
Compliments
Since Way of Life it is possible to define localisation keys for compliments and insults which will appear in letters from other characters, or in any other localised text via the [GetRootFromCompliment] and [GetRootFromInsult] (etc.) localisation commands. These keys will need to be localised.
Flag | Description | Code |
---|---|---|
male_compliment female_compliment |
Compliments in a letter to a man/woman | male_compliment = COMPL_SCHOLAR |
male_compliment_adj female_compliment_adj |
Positive Adjectives in a letter to a man/woman | male_compliment_adj = COMPL_LEARNED |
male_insult female_insult |
Insults in a letter to a man/woman | male_insult = INSULT_TORTURER |
male_insult_adj female_insult_adj |
Negative Adjectives in a letter to a man/woman | male_insult_adj = INSULT_EVIL |
child_compliment | Compliments in a letter written by a child, used instead of the adult ones | child_compliment = COMPL_SMARTY |
child_compliment_adj | Positive adjectives in a letter written by a child, used instead of the adult ones | child_compliment_adj = COMPL_CLEVER |
child_insult | Insults in a letter written by a child, used instead of the adult ones | child_insult = INSULT_PEABRAIN |
child_insult_adj | Negative Adjectives in a letter written by a child, used instead of the adult ones | child_insult_adj = INSULT_STUPID |
selfish = { potential = { age = 16 } personality = yes stewardship = 2 diplomacy = -1 opposites = { trait = charitable } opposite_opinion = -30 general_opinion = -10 ai_rationality = -10 male_insult = INSULT_SELFCENTERED female_insult = INSULT_SELFCENTERED male_insult_adj = INSULT_SELFISH female_insult_adj = INSULT_SELFISH }
Icon
Icons make traits easily recognizable to the player. An icon can be made in Photoshop or another image editor. It needs to be 24x24 pixels, and saved as a .dds or .tga file.
When you have your icon, save it in <yourmodfolder>\gfx\traits. Now create a file at <yourmodofolder>\interface\<yourmod>.gfx. You will use this file to tell the game where the icon is stored.
Start by adding this to the file:
spriteTypes = { spriteType = { } }
Make sure that you never repeat the spriteTypes
block! You should instead be adding spriteType
(no "s" on the end) items inside its opening and closing { curly brackets/braces }.
Now, add a line for the name:
spriteType = { name = "GFX_trait_<nameofthetrait>" }
Now you should add a line to tell the game where the icon is stored:
spriteType = { name = "GFX_trait_<nameofthetrait" texturefile = "gfx/traits/<nameofthetraiticon>.tga" }
Add some standard lines at the end:
spriteType = { name = "GFX_trait_<nameofthetrait>" texturefile = "gfx/traits/<nameofthetrait>.tga" noOfFrames = 1 norefcount = yes effectFile = "gfx/FX/buttonstate.lua" }
For our 'selfish' trait, this would look like this:
spriteType = { name = "GFX_trait_selfish" texturefile = "gfx/traits/selfish.tga" noOfFrames = 1 norefcount = yes effectFile = "gfx/FX/buttonstate.lua" }
Save the file, and your trait should now have an icon.
Localisation
- 主条目:Localisation
Traits require the following localization keys:
- <trait_name> : name of the trait
- <trait_name>_desc : description of the trait
- <trait_name>_death : in case the trait reduces heath (
health = -1
), used to describe the cause for premature "death by trait" (death_reason = death_trait). For instance:
ill_death;after a period of illness;d'une grave maladie;nach einer Zeit der Krankheit;;después de un período de enfermedad;;;;;;;;;x
If we do this with the selfish trait, we will get this:
selfish;Selfish;Égoïste;Selbstsüchtig;;Egoísta;;;;;;;;;x selfish_desc;This character is Selfish and only thinks about himself;Ce personage est Égoïste et ne pense qu'a lui;German;;Spanish;;;;;;;;;x
Save the localisation as a .csv file. Once you have done that, you are done and you now have yourself a new trait!
See also
- Event modding, as traits are mostly given out by events.
历史 | 角色 • 家族 • 省份 • 头衔 • 剧本 |
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