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2020年5月24日 (日) 02:44的版本
Characters are defined in the files contained within /history/characters/ folder.
Structure
These files contain blocks of unique character IDs with the following basic structure:
<char_ID> = { #Character attributes name = "John" dynasty = <dynasty_ID> religion = <religion> culture = <culture> father = <char_ID> mother = <char_ID> #Character history <yyyy.mm.dd> = { birth = yes } <yyyy.mm.dd> = { death = yes } }
For instance:
122 = { name="Harold" # Godwineson, king of England dynasty=756 dna="medjejoencc" properties="ae00e0" martial=8 diplomacy=6 intrigue=5 stewardship=6 religion="catholic" culture="saxon" add_trait="arbitrary" add_trait="proud" add_trait="skilled_tactician" father=120 mother=101534 1025.1.2={ birth=yes } 1048.1.1={ add_spouse=131 #Ealdgyth 'Swanneck' } 1064.1.1={ remove_spouse = 131 } 1065.6.6={ add_spouse=123 #Ealdgyth of Mercia } 1066.9.14 = { raise_levies = { location = 62 # Leicester force_mult = 2.5 } } 1066.10.14={ raise_levies = { dismiss = yes location = 62 # Leicester force_mult = 2.5 } death = { death_reason = death_battle killer = 140 } } }
Character attributes
The following attributes can be used to define characters:
Attribute | Type | Description | Example |
---|---|---|---|
name | string | Name of the character, as it will appear in the game. Not a localization key | name = "Harold" |
female | bool | Character's sex | female = yes |
dynasty | dynastyID | Dynasty of the character, using a numerical ID corresponding to one from the Dynasty modding file.
Warning: dynasty=none doesn't work anymore.[1][2] Use the |
dynasty = 756 1000.1.1= { birth=yes effect= { dynasty=none } } |
father | charID | Father of the character, using a unique numerical ID | father = 120 |
real_father | charID | Not used in vanilla | real_father = 121 |
mother | charID | Mother of the character, using a unique numerical ID | mother = 101534 |
dna | string | An 11-digit alphanumerical code, that contributes to the game engine's genetics and inheritance system, defining the appearance of a character. See Portrait modding | dna = "medjejoencc" |
properties | string | A 6-digit or 11-digit alphanumerical code defining the character's clothing, headgear etc. See Portrait modding | properties = "ae00e0" properties = "aj00bb00000" |
martial | integer | Base martial skill of the character | martial = 8 |
diplomacy | integer | Base diplomacy skill of the character | diplomacy = 6 |
intrigue | integer | Base intrigue skill of the character | intrigue = 5 |
stewardship | integer | Defines the base stewardship skill of the character | stewardship = 6 |
learning | integer | Base learning skill of the character | learning = 4 |
health | integer | Base health of the character | health = 7 |
fertility | float | Base fertility of the character | fertility = 0.8 |
religion | religion | Character's religion, using an ID from the religion files | religion = "catholic" |
secret_religion | religion | Character's secret religion, using an ID from the religion files | secret_religion = "bon" |
culture | culture | Character's culture, using an ID from the culture files | culture = "saxon" |
race | culture | Character's "race", using an ID from the culture files. The character's graphical culture and appearance will use the culturegfx assigned to that culture. Used for characters of a different ethnicity than the culture they were raised in (e.g. adoption), not used in the Vanilla rendition.
|
race = "mongol" |
trait / add_trait | trait | Adds a trait to the character, using an ID from the traits files. Characters without traits will be randomly assigned several on game start. | trait = "skilled_tactician" |
disallow_random_traits | bool | Prevents additional traits from being randomly assigned to a character by the game, except through subsequent events | disallow_random_traits = yes |
occluded | bool | See Portrait modding | occluded = yes |
historical | bool | Flags the character as important, so that they will never be pruned from the database[3] | historical = yes |
easter_egg | bool | Prevents the character from being assigned to a society at game start | easter_egg = yes |
Character history
Important events in the character's life - such as birth, marriage and marrying a spouse - are defined as group tags by year and date. CKII uses as year.month.day format, so a character born on the 3rd January 874 would be defined as such:
874.1.3 = { birth = yes }
The group tag defines the date of the event, while flags within the group tag define both what the event is and, for birth and death only, what date will be displayed. Mismatching dates are not fatal, but may be confusing in-game.
Each group tag date with a character definition can contain some history commands.
List of history commands
Note: in case there is no dedicated history command, it is possible to execute a character scope command via the general purpose effect
clause.
Attribute | Type | Description | Example |
---|---|---|---|
birth | yes/date | Defines when the character was born | birth = yes |
death | yes/date/clause | Defines when the character dies. Inside the clause, can specify:
|
death = yes death = {death_reason = death_murder killer = 191004} |
add_claim | title | Adds a strong claim to the character, corresponding to an alphanumerical ID from the landed titles files.
Note: to add a weak claim the following can be used: effect = { add_weak_claim = k_england } |
add_claim = k_england |
remove_claim | title | Removes a claim | remove_claim = k_england |
add_spouse | charID | Defines a marriage between the character and another. Uses a character ID | add_spouse = 121 |
add_matrilineal_spouse | charID | add_matrilineal_spouse = 121 | |
add_consort | charID | Makes another character this character's consort/concubine. Uses a character ID | add_consort = 121
|
remove_spouse | charID | Defines the end of a marriage between the character and another. Uses a character ID | remove_spouse = 121 |
add_lover | charID | add_lover = 122 | |
employer | charID | Will move the character to the court of another character. Uses a character ID | employer = 122 |
give_job_title | job | Usually used under the same date tag as employer, to give the character a job in another character's court | give_job_title = job_marshal |
give_nickname | nickname | Gives the character a nickname, corresponding to an alphanumerical ID from the nicknames files | give_nickname = nick_the_great |
prestige | int | prestige = -50 | |
piety | int | piety = -50 | |
decadence | int | decadence = 50 | |
wealth | int | wealth = -500 | |
remove_trait | trait | remove_trait = "crusader" | |
capital | title | Moves the capital | capital = c_toledo |
dynasty | dynasty | Changes the dynasty | dynasty = 101183 |
effect | commands | Commands to apply at that date, in character scope. Note that these commands are only executed once the game starts, which could cause discrepencies on the lobby[4]. Will only execute if the character is not dead. | effect = { give_minor_title = title_despot } effect = { set_character_flag = is_ragnar_lodbrok } |
effect_even_if_dead | commands | As above, but will be executed even after the character's death. | |
raise_levies | clause | See details below | raise_levies = { location=340 # Palermo force_mult=1.5 } |
immortal_age | int | Sets the physical age at which a character became immortal. Must add a trait with immortal also! |
Raise levies
The following code is used to make Harold Godwineson raise an army in Leicester, 2.5 times the ordinary levy size, on 14 September 1065:
1066.9.14 = { raise_levies = { location = 62 # Leicester force_mult = 2.5 } }
The next month, Harold Godwineson can be made to dismiss his army, having lost the Battle of Hastings:
1066.10.14={ raise_levies = { dismiss = yes location = 62 # Leicester force_mult = 2.5 } }
Of course, Harold also died during the battle, so one can add a death group tag, within which one can specify that he died in battle and was killed by William the Conqueror (ID 140):
1066.10.14={ raise_levies = { dismiss = yes location = 62 # Leicester force_mult = 2.5 } death = { death_reason = death_battle killer = 140 } }
Wikipedia link
To enable the Wikipedia icon link (opening in out-of-game browser), create a localization key with format W_L_<character_ID>
:
W_L_200600;http://en.wikipedia.org/wiki/Sverker_I_of_Sweden;http://fr.wikipedia.org/wiki/Sverker_Ier_de_Su%C3%A8de ;;;;;;;;;;;;x
References
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 |