宗教模组制作:修订间差异

本页面所适用的版本可能已经过时,最后更新于2.7
(13:49, 10 July 2020‎ Witcher538)
无编辑摘要
 
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*{{iconify|Sunni}} 与 {{iconify|Shiite}} 属于伊斯兰教组。
*{{iconify|Sunni}} 与 {{iconify|Shiite}} 属于伊斯兰教组。


Note that some behaviors are hardcoded based on vanilla religion groups:
请注意,某些行为是根据原版宗教组硬编码的:
* pagan_group: unreformed Pagans cannot demand religious conversion
* 原版宗教组: 未改革的原始宗教不能要求宗教皈依


The religion group is defined as a group tag with an alphanumerical ID. A religion group must have ''graphical_culture'' defined, and one or more religion.
宗教组定义为带有字母数字 ID 的组标签。一个宗教组必须定义有 ''graphical_culture'' 和一个或多个宗教。


An example of a religion group definition (with religions) would be:
宗教组定义(包含宗教)的一个例子是:


  zoroastrian_group = {
  zoroastrian_group = {
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  }
  }


Below is a list of all parameters that can be set for religion groups.
下面列出了可为宗教组设置的所有参数。


{| class="wikitable sortable"
{| class="wikitable sortable"
!Attribute
! 属性
!Type
! 类型
!Description
! 描述
!Example
! 举例
|-
|-
|color
|color
|color
|color
|The color used for the coalitions -per religion group- map mode
| 用于每个宗教团体在地图模式下的颜色
|color = { 0.25 0.5 0.75 }
|color = { 0.25 0.5 0.75 }
|-
|-
|graphical_culture
|graphical_culture
|ID
|ID
|Only used for the display of CoA frames on the map.
| 仅用于地图上显示CoA框架
|graphical_culture = norsegfx
|graphical_culture = norsegfx
|-
|-
|has_coa_on_barony_only
|has_coa_on_barony_only
|boolean
|boolean
|This line determines whether or not the religion will utilise random graphics for their COAs above barony level:
| 这行决定宗教是否在男爵级别以上使用随机图形:
*''has_coa_on_barony_only = yes'': Generate random CoA for baronies, but use gfx/flags/ for higher tiers.
*''has_coa_on_barony_only = yes'': 为男爵生成随机CoA,但使用gfx/flags/ 为更高的级别。
*''has_coa_on_barony_only = no'': Generate random CoA for all tiers, and ignore completely gfx/flags/.
*''has_coa_on_barony_only = no'': 为所有级别生成随机CoA,并完全忽略gfx/flags/
|has_coa_on_barony_only = yes
|has_coa_on_barony_only = yes
|-
|-
|hostile_within_group
|hostile_within_group
|bool
|bool
|Decides if holy orders will fight other religions within the same group, also blocks interfaith marriage within group.
| 决定宗教团体中的圣职者是否会与同一团体内的其他宗教作战,也会阻止团体内的跨信仰婚姻。
|
|
|-
|-
|crusade_cb
|crusade_cb
|ID
|ID
|Defines whether a religion group can have crusades/jihads. In vanilla CKII, this only applies to the Christian, Muslim and Israelite religion groups.
| 定义一个宗教团体是否可以进行十字军东征/ 圣战。在原版CKII中,这只适用于基督教、伊斯兰教和以色列宗教团体。
|crusade_cb = crusade
|crusade_cb = crusade
|-
|-
|playable
|playable
|boolean
|boolean
|Defines whether characters of this religion are playable. Does not apply to the "muslim" group, as it can only be enabled by [[Sword of Islam]]
| 定义该宗教的角色是否可玩。不适用于“穆斯林”团体,因为它只能由[[ 伊斯兰之剑]] 启用。
|playable = yes
|playable = yes
|-
|-
|ai_peaceful
|ai_peaceful
|boolean
|boolean
|Will make Hordes lose their super aggressiveness, upon conversion to this religion
| 将使部落在转换为这种宗教后失去其超强攻击性
|ai_peaceful = yes
|ai_peaceful = yes
|-
|-
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|merge_republic_interface
|merge_republic_interface
|boolean
|boolean
|Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. Defaults to no.
| 决定宗教是否会尝试将其界面与共和国界面合并。如果是,那么在共和国寻找其宗教界面的纹理时,他们将查找 <texture_name>_republic 并使用该版本的纹理,而不是宗教的正常纹理。默认设置为no。
|<code>merge_republic_interface = yes</code>
|<code>merge_republic_interface = yes</code>
|-
|-
|}
|}


== Religion ==
== 宗教 ==


Below is a list of all parameters that can be set for religions. Note that everything from investiture and below is optional.
以下是可为宗教设置的所有参数列表。请注意,从“investiture”开始及以下的内容均为可选项。
  
  
{| class="wikitable sortable"
{| class="wikitable sortable"
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|ai_convert_same_group
|ai_convert_same_group
|int
|int
|Determines if AI sends court chaplain to proselytize on religions of same religious group:
| 决定 AI 是否派遣宫廷牧师对同一宗教组的宗教进行传教:
*0: never try to convert
*0: 从不尝试转换
*1: try to convert if ai_zeal is high
*1: 如果 ai_zeal 高则尝试转换
*2: always try to convert
*2: 总是尝试转换
|ai_convert_same_group = 2
|ai_convert_same_group = 2
|-
|-
|ai_convert_other_group
|ai_convert_other_group
|int
|int
|Determines if AI sends court chaplain to proselytize on religions of other religious groups:
| 决定 AI 是否派遣宫廷牧师对其他宗教组进行传教:
*0: never try to convert
*0: 从不尝试转换
*1: try to convert if ai_zeal is high
*1: 如果 ai_zeal 高则尝试转换
*2: always try to convert
*2: 总是尝试转换
|ai_convert_other_group = 1
|ai_convert_other_group = 1
|-
|-
|graphical_culture
|graphical_culture
|ID
|ID
|Only used for the display of CoA frames on the map.
| 仅用于地图上显示 CoA 框架
|graphical_culture = norsegfx
|graphical_culture = norsegfx
|-
|-
|icon
|icon
|int
|int
|Defines which icon will be used for the religion in-game. The value is ignored for heresies (unless the heresy becomes mainstream religion), and the heresy_icon of the parent religion will be used instead.
| 定义游戏中用于宗教的图标。异端图标的值会被忽略(除非异端成为主流宗教),而使用父宗教的异端图标。
|icon = 1
|icon = 1
|-
|-
|color
|color
|color
|color
|The color used when drawing the religion map mode<br/>[[Wikipedia:Rgb|RGB]] format with a range of 0.0 –1.0. To determine a value from the RGB, simply divide by 255, e.g. 180 ÷ 255 = 0.7
| 绘制宗教地图模式时使用的颜色,RGB 格式范围为 0.0-1.0 。要确定 RGB 的值,只需除以 255 ,例如 180 ÷ 255 = 0.7
|color = { 0.25 0.5 0.75 }
|color = { 0.25 0.5 0.75 }
|-
|-
|crusade_name
|crusade_name
|key
|key
|Defines a localization key for the name of the religion's crusade. Only applicable to religion group groups with ''crusade_cb = crusade'' defined.
| 定义宗教十字军东征名称的本地化键。仅适用于''crusade_cb = crusade'' 的宗教团体。
|crusade_name = "CRUSADE"
|crusade_name = "CRUSADE"
|-
|-
|scripture_name
|scripture_name
|key
|key
|Defines a localization key for the religion's holy text.
| 定义宗教圣书的本地化键。
|scripture_name = THE_BIBLE
|scripture_name = THE_BIBLE
|-
|-
|god_names
|god_names
|list<key>
|list<key>
|Defines localization keys for the religion's deity or deities, within curly brackets and separated by spaces.
| 定义宗教神灵的本地化键,使用大括号括起来,并用空格分隔。
|god_names = { GOD_GOD GOD_THE_LORD }
|god_names = { GOD_GOD GOD_THE_LORD }
|-
|-
|high_god_name
|high_god_name
|key
|key
|Localization key for high god
| 高级神的本地化键
|high_god_name = GOD_GOD
|high_god_name = GOD_GOD
|-
|-
|evil_god_names
|evil_god_names
|list<key>
|list<key>
|Defines localization keys for the religion's evil deity or deities, within curly brackets and separated by spaces.
| 定义宗教邪恶神灵的本地化键,使用大括号括起来,并用空格分隔。
|evil_god_names = { SATAN LUCIFER THE_DEVIL }
|evil_god_names = { SATAN LUCIFER THE_DEVIL }
|-
|-
|piety_name
|piety_name
|key
|key
|Defines localization keys for the religion's piety.
| 定义宗教虔诚度的本地化键。
|piety_name = KARMA
|piety_name = KARMA
|-
|-
|priest_title
|priest_title
|key
|key
|Defines localization key for temple holders
| 定义寺庙持有者的本地化键。
|priest_title = PRIEST
|priest_title = PRIEST
|-
|-
|investiture
|investiture
|bool
|bool
|Determines if it is possible to appoint bishops. Is modified by [[Investiture]] law. Only works for christian group, cannot be combined with autocephaly
| 决定是否可以任命主教。受任命法修改,仅适用于基督教团体,不能与自主教区结合使用。
|investiture = yes
|investiture = yes
|-
|-
|can_demand_religious_conversion
|can_demand_religious_conversion
|bool
|bool
|Determines if a character of this religion can demand conversion to it from other characters. Must also be allowed in the government.
| 决定该宗教的角色是否可以要求其他角色皈依。政府也必须允许。
|can_demand_religious_conversion = yes
|can_demand_religious_conversion = yes
|-
|-
|can_excommunicate
|can_excommunicate
|bool
|bool
|Determines if the [[religious head]] can [[excommunicate]] members of the religion
| 决定[[ 宗教领袖]] 是否可以将成员[[ 绝罚]]
|can_excommunicate = yes
|can_excommunicate = yes
|-
|-
|can_grant_divorce
|can_grant_divorce
|bool
|bool
|Determines if the religious head can grant [[divorces]] to members of the religion
| 决定宗教领袖是否可以允许[[ 离婚]]
|can_grant_divorce = yes
|can_grant_divorce = yes
|-
|-
|can_grant_invasion_cb
|can_grant_invasion_cb
|[[Casus Belli modding|cb]]
|[[Casus Belli modding|cb]]
|Determines if the religious head can grant the invasion [[Casus Belli]]
| 决定宗教领袖是否可以授予[[ 宣战理由]]
|can_grant_invasion_cb = invasion
|can_grant_invasion_cb = invasion
|-
|-
|can_grant_claim
|can_grant_claim
|bool
|bool
|Determines if the religious head can grant [[claims]] (actually not working)
| 决定宗教领袖是否可以授予[[ 宣称]] (实际不起作用)
|can_grant_claim = yes
|can_grant_claim = yes
|-
|-
|can_call_crusade
|can_call_crusade
|bool
|bool
|Determines if the religious head can call [[crusades]]
| 决定宗教领袖是否可以号召[[ 十字军]]
|can_call_crusade = yes
|can_call_crusade = yes
|-
|-
|can_have_antipopes
|can_have_antipopes
|bool
|bool
|Activates [[Antipope]]
| 启用[[ 对立教宗]]
|can_have_antipopes = yes
|can_have_antipopes = yes
|-
|-
|can_retire_to_monastery
|can_retire_to_monastery
|bool
|bool
|Activates [[Diplomatic actions#Order to take the vows|order to take the vows]] diplomatic action
| 启用[[ 外交行动# 宣誓效忠| 宣誓效忠]]
|can_retire_to_monastery = yes
|can_retire_to_monastery = yes
|-
|-
|parent
|parent
|[[religion]]
|[[religion]]
|Makes the religion a heresy of its parent religion. The parent religion must be defined before. Note: reformed pagans can have heresies, but they need to be defined after both reformed and unreformed religions.
| 使宗教成为其父宗教的异端。父宗教必须先定义。注意:改革后的原始宗教可以有异端,但需要在改革后和未改革的宗教定义之后。
|parent = catholic
|parent = catholic
|-
|-
|priests_can_marry
|priests_can_marry
|bool
|bool
|Determines if the [[clergy]] can get married
| 决定[[ 神职人员]] 是否可以结婚。
|priests_can_marry = yes
|priests_can_marry = yes
|-
|-
|priests_can_inherit
|priests_can_inherit
|bool
|bool
|Whether priests are excluded from succession
| 决定神职人员是否有继承权。
|priests_can_inherit = no
|priests_can_inherit = no
|-
|-
|feminist
|feminist
|bool
|bool
|Nullifies the negative opinion modifier that vassals normally get if the ruler is female or has female heir
| 取消对女性统治者或女性继承人的负面意见修饰符。
|feminist = yes
|feminist = yes
|-
|-
|pacifist
|pacifist
|bool
|bool
|Denotes religions with decreased aggression and stable realms. Only works on Jain religion if player does not own Rajas of India.
| 表示宗教具有减少的侵略性和稳定的领域。仅在玩家没有Rajas of India 时适用于耆那教。
|pacifist = yes
|pacifist = yes
|-
|-
|bs_marriage
|bs_marriage
|bool
|bool
|Allows brother-sister marriages
| 允许兄妹结婚。
|bs_marriage = yes
|bs_marriage = yes
|-
|-
|pc_marriage
|pc_marriage
|bool
|bool
|Allows parent-child marriages
| 允许父母与子女结婚。
|pc_marriage = yes
|pc_marriage = yes
|-
|-
|psc_marriage
|psc_marriage
|bool
|bool
|Disallow uncle-niece and aunt-nephew marriages
| 不允许叔侄和姨甥结婚。
|psc_marriage = no
|psc_marriage = no
|-
|-
|cousin_marriage
|cousin_marriage
|bool
|bool
|Disallow cousin marriages
| 不允许表亲结婚。
|cousin_marriage = no
|cousin_marriage = no
|-
|-
|matrilineal_marriages
|matrilineal_marriages
|bool
|bool
|Disallow matrilineal marriages
| 禁止母系婚姻
|matrilineal_marriages = no
|matrilineal_marriages = no
|-
|-
|intermarry
|intermarry
|[[religion]]
|[[religion]]
|Specifies if members tend to marry those of specific other religions/religion group
| 指定成员是否倾向于与特定其他宗教/ 宗教团体成员结婚
|intermarry = norse_pagan_reformed
|intermarry = norse_pagan_reformed
|-
|-
|max_wives
|max_wives
|int
|int
|Determines the max number of wives members of the religion can have. As well as the number of potential wives automatically generated for the court.
| 确定宗教成员可以有的妻子最大数量,以及自动生成的潜在妻子的数量
|max_wives = 4
|max_wives = 4
|-
|-
|allow_viking_invasion
|allow_viking_invasion
|bool
|bool
|Allows the "Prepare Invasion" diplo action
| 允许“准备入侵”的外交行动
|allow_viking_invasion = yes
|allow_viking_invasion = yes
|-
|-
|allow_looting
|allow_looting
|bool
|bool
|Allows [[looting]]
| 允许[[ 掠夺]]
|allow_looting = yes
|allow_looting = yes
|-
|-
|seafarer
|seafarer
|bool
|bool
|A.I. will prefer coastal provinces when raiding.
|AI在掠夺时会优先选择沿海省份
|seafarer = yes
|seafarer = yes
|-
|-
|allow_rivermovement
|allow_rivermovement
|bool
|bool
|Allows river navigation
| 允许河流航行
|allow_rivermovement = yes
|allow_rivermovement = yes
|-
|-
|female_temple_holders
|female_temple_holders
|bool
|bool
|Allows female temple vassals
| 允许女性神庙附庸
|<code>female_temple_holders = yes</code>
|<code>female_temple_holders = yes</code>
|-
|-
|male_temple_holders
|male_temple_holders
|bool
|bool
|Allows male temple vassals. Defaults to yes.
| 允许男性神庙附庸。默认值为yes。
|<code>male_temple_holders = no</code>
|<code>male_temple_holders = no</code>
|-
|-
|short_reign_opinion_year_mult
|short_reign_opinion_year_mult
|integer
|integer
|Opinion penalty multiplier to short reign years. Override the define SHORT_REIGN_OPINION_MULT = 2.
| 短期统治年的意见惩罚乘数。覆盖定义SHORT_REIGN_OPINION_MULT = 2
|short_reign_opinion_year_mult = 3
|short_reign_opinion_year_mult = 3
|-
|-
|aggression
|aggression
|double
|double
|AI aggression factor
|AI 侵略因子
|aggression = 1.5
|aggression = 1.5
|-
|-
|max_consorts
|max_consorts
|int
|int
|Max number of consorts / concubines
| 最大配偶/ 妾的数量
|max_consorts = 3
|max_consorts = 3
|-
|-
|religious_clothing_head
|religious_clothing_head
|int
|int
|Index of frames to use for the religious head cloths & headgear. See [[portrait modding]].
| 用于宗教头部服装和头饰的帧索引。参见[[portrait modding]].
|religious_clothing_head = 3
|religious_clothing_head = 3
|-
|-
|religious_clothing_priest
|religious_clothing_priest
|int
|int
|Index of frames to use for priest cloths & headgear. See [[portrait modding]].
| 用于牧师服装和头饰的帧索引。参见[[portrait modding]].
|religious_clothing_priest = 3
|religious_clothing_priest = 3
|-
|-
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|autocephaly
|autocephaly
|bool
|bool
|[[Autocephaly]] behavior
|[[ 自主教会]]
|<code>autocephaly = yes</code>
|<code>autocephaly = yes</code>
|-
|-
|pentarchy
|pentarchy
|bool
|bool
|[[Autocephaly#Pentarchs|Pentarchy]] behavior. Implies <code>autocephaly = yes</code>.
|[[ 自主教会# 主教| 自主教会主教]] 行为. Implies <code>autocephaly = yes</code>.
|<code>pentarchy = yes</code>
|<code>pentarchy = yes</code>
|-
|-
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|has_heir_designation
|has_heir_designation
|bool
|bool
|Allows to designate heir
| 允许指定继承人
|has_heir_designation = yes
|has_heir_designation = yes
|-
|-
|defensive_attrition
|defensive_attrition
|bool
|bool
|Defensive attrition in provinces
| 省份防御性损耗
|defensive_attrition = yes
|defensive_attrition = yes
|-
|-
|ignores_defensive_attrition
|ignores_defensive_attrition
|bool
|bool
|Used for religions that do not have defensive attrition, but will still not get the penalty towards such religions.
| 用于没有防御性损耗的宗教,但仍不会对这些宗教产生惩罚。
|ignores_defensive_attrition = yes
|ignores_defensive_attrition = yes
|-
|-
|heresy_icon
|heresy_icon
|int
|int
|Heresy icon. Note that this has to be set in the parent religion, not at heresy level.
| 异端图标。注意,这必须在父宗教中设置,而不是在异端级别。
|heresy_icon = 7
|heresy_icon = 7
|-
|-
|independence_war_score_bonus
|independence_war_score_bonus
|int
|int
|Overrides define CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS_INDEP
| 覆盖定义CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS_INDEP
|independence_war_score_bonus = 30
|independence_war_score_bonus = 30
|-
|-
|peace_prestige_loss
|peace_prestige_loss
|bool
|bool
|Lose Prestige while at peace
| 和平时失去声望
|peace_prestige_loss = yes
|peace_prestige_loss = yes
|-
|-
|peace_piety_gain
|peace_piety_gain
|double
|double
|Gain piety while at peace (piety per month)
| 和平时获得虔诚度(每月的虔诚度)
|peace_piety_gain = 1.0
|peace_piety_gain = 1.0
|-
|-
|raised_vassal_opinion_loss
|raised_vassal_opinion_loss
|bool
|bool
|Determines whether raised vassal levies cause negative opinion overtime against the liege.
| 决定是否在提高附庸征兵时会对领主产生负面意见。
|raised_vassal_opinion_loss = no
|raised_vassal_opinion_loss = no
|-
|-
|reformed
|reformed
|religion
|religion
|Note: the reformed religion needs to precede the unreformed religion in the file.
| 注意:改革后的宗教需要在文件中位于未改革宗教之前。
|reformed = aztec_reformed
|reformed = aztec_reformed
|-
|-
|reformer_head_of_religion
|reformer_head_of_religion
|bool
|bool
|Make the character that reforms this religion the head of the new reformed faith. Must be set on the reformed religion.
| 使改革此宗教的角色成为新改革信仰的领袖。必须在改革宗教中设置。
* The title of the reformed religion (d_<religion_reformed>) must NOT have <code>primary = yes</code>, otherwise it will cause game over. <code>landless = yes</code> may not be an issue {{sup|?}}
* 改革宗教的头衔 (d_<religion_reformed>) 不能有 <code>primary = yes</code> ,否则会导致游戏结束。<code>landless = yes</code> 可能不是问题{{sup|?}}
* You also need to do some [[government modding]] otherwise character will get nogovernment. In government potentials replace <code>NOT = { religion = norse_pagan_reformed }</code> into the more generic <code>NOT = { primary_title = { is_landless_type_title = no } }</code>
* 你还需要进行[[government modding]] ,否则角色将处于无政府状态。在government potentials 中将<code>NOT = { religion = norse_pagan_reformed }</code>  替换为更通用的<code>NOT = { primary_title = { is_landless_type_title = no } }</code>
|reformer_head_of_religion = yes
|reformer_head_of_religion = yes
|-
|-
|pre_reformed
|pre_reformed
|bool
|bool
|Makes the pagan religion pre-reformed. Note that these religions won't appear in the ledger.
| 使原始宗教处于改革前状态。注意,这些宗教不会出现在统计中。
|pre_reformed = yes
|pre_reformed = yes
|-
|-
|unit_modifier
|unit_modifier
|unit [[modifiers]]
|unit [[modifiers]]
|Modifiers for units
| 单位的修正
|
|
|-
|-
|unit_home_modifier
|unit_home_modifier
|unit [[modifiers]]
|unit [[modifiers]]
|Modifiers for units on home territory
| 本土单位的修正
|
|
|-
|-
|character_modifier
|character_modifier
|character [[modifiers]]
|character [[modifiers]]
|Modifier for all characters of this religion
| 对所有该宗教角色的修正
|character_modifier = { learning = 4 }
|character_modifier = { learning = 4 }
|-
|-
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|landed_kin_prestige_bonus
|landed_kin_prestige_bonus
|bool
|bool
|Gives a prestige bonus for having landed '''kings'' as vassal.
| 给予拥有''' 国王'''头衔作为附庸的声望加成。
|landed_kin_prestige_bonus = yes
|landed_kin_prestige_bonus = yes
|-
|-
|allow_in_ruler_designer
|allow_in_ruler_designer
|bool
|bool
|Prevents the religion from appearing in [[Ruler Designer]], typically pagan reformed religions.
| 防止该宗教出现在[[ 角色设计器]] ,通常是改革后的原始宗教。
|allow_in_ruler_designer = no
|allow_in_ruler_designer = no
|-
|-
|dislike_tribal_organization
|dislike_tribal_organization
|bool
|bool
|Vassals of this religion will disapprove and form factions if their liege increases tribal organization. Typically used for unreformed pagans, that should first convert to a Monotheistic religion before attempting to go feudal.
| 如果领主增加部落组织度,附庸会不满并形成派系。通常用于未改革的原始宗教,应该首先转换为一神教再尝试封建化。
|dislike_tribal_organization = yes
|dislike_tribal_organization = yes
|-
|-
|uses_decadence
|uses_decadence
|bool
|bool
|[[Decadence]] will be used if the religion AND government of a character is scripted to use decadence.
| 如果宗教和政府允许则使用[[ 腐化]]
|uses_decadence = yes
|uses_decadence = yes
|-
|-
|uses_jizya_tax
|uses_jizya_tax
|bool
|bool
|
| 启用异教徒税
|uses_jizya_tax = yes
|uses_jizya_tax = yes
|-
|-
|attacking_same_religion_piety_loss
|attacking_same_religion_piety_loss
|bool
|bool
|
| 攻击同宗教损失虔诚
|attacking_same_religion_piety_loss = yes
|attacking_same_religion_piety_loss = yes
|-
|-
第450行: 第450行:
|men_can_take_consorts
|men_can_take_consorts
|bool
|bool
|If set, men can take female consorts. Defaults to yes. No effect if max_consorts is 0.
| 如果设置,男性可以纳妾。默认是yes。如果 max_consorts 为0则无效。
|<code>men_can_take_consorts = yes</code>
|<code>men_can_take_consorts = yes</code>
|-
|-
|women_can_take_consorts
|women_can_take_consorts
|bool
|bool
|If set, women can take male consorts. Defaults to no. No effect if max_consorts is 0.
| 如果设置,女性可以纳男宠。默认是no。如果 max_consorts 为0则无效。
|<code>women_can_take_consorts = yes</code>
|<code>women_can_take_consorts = yes</code>
|-
|-
|interface_skin
|interface_skin
|interface
|interface
|The Interface this religion provides
| 该宗教提供的界面
|interface_skin = { pagan_interface }
|interface_skin = { pagan_interface }
|-
|-
|castes
|castes
|bool
|bool
|Whether the religion uses a caste system.
| 是否使用种姓制度。
|castes = yes
|castes = yes
|-
|-
|caste_opinions
|caste_opinions
|bool
|bool
|Whether the religion uses the caste opinion modifiers.
| 是否使用种姓意见修正。
|caste_opinions = yes
|caste_opinions = yes
|-
|-
|has_coa_on_barony_only
|has_coa_on_barony_only
|bool
|bool
|Works the same way as the religion group parameter of the same name. If set, overrides what's set for the religion group.
| 与同名宗教团体参数的工作方式相同。如果设置,则覆盖宗教团体的设置。
|has_coa_on_barony_only = yes
|has_coa_on_barony_only = yes
|-
|-
|join_crusade_if_bordering_hostile
|join_crusade_if_bordering_hostile
|bool
|bool
|If set to yes, the AI won't refrain from joining a crusade simply because it borders a heathen/heretic realm.
| 如果设置为yes,AI不会因为与异教/ 异端领地接壤而避免参加十字军东征。
|join_crusade_if_bordering_hostile = yes
|join_crusade_if_bordering_hostile = yes
|-
|-
|merge_republic_interface
|merge_republic_interface
|boolean
|boolean
|Determines if a religion will try to merge their interface with the republic interface. If yes then when a republic and searching for a texture for their religion's interface they will look for <texture_name>_republic and use that version of the texture instead of the religion's normal one. Defaults to no. Overrides the religion group's value if set.
| 决定宗教是否会尝试将其界面与共和国界面合并。如果是,那么在共和国寻找其宗教界面的纹理时,他们将查找 <texture_name>_republic 并使用该版本的纹理,而不是宗教的正常纹理。默认是no。如果设置,覆盖宗教团体的值。
|<code>merge_republic_interface = yes</code>
|<code>merge_republic_interface = yes</code>
|-
|-
|rel_head_defense
|rel_head_defense
|boolean
|boolean
|If set to yes, people of that religion are likely to join in defence of their religious head when attacked by a different religion.
| 如果设置为yes,该宗教的人在其宗教领袖被不同宗教攻击时可能会加入防御。
|<code>rel_head_defense = yes</code>
|<code>rel_head_defense = yes</code>
|-
|-
|}
|}


== Example ==
== 例子 ==
  christian = {
  christian = {
    has_coa_on_barony_only = yes
    has_coa_on_barony_only = yes
第525行: 第525行:
  }
  }


== Localization ==
== 本地化 ==


* <religion_name>: short name of the religion. Used with <code>[Religion.GetName]</code>
* <religion_name>: 宗教的简短名称。使用 <code>[Religion.GetName]</code>
* <religion_name>_DESC: description in religion tooltip
* <religion_name>_DESC: 宗教工具提示中的描述
* <religion_name>_full: longer name, shown on the map and in most UIs, and <code>[Religion.GetFullName]</code>
* <religion_name>_full: 较长的名称,显示在地图和大多数用户界面中,以及 <code>[Religion.GetFullName]</code>


== Adding icons ==
== 添加图标 ==
Adding new religious icons is a fairly simple process. First you will need to modify the files ''religion_icon_strip.dds'' and ''religion_icon_strip_small.dds'' within CKII\gfx\interface. In ''religion_icon_strip.dds,'' expand the canvas of the image to the right by 32 pixels for each new icon, and in ''religion_icon_strip_small'' expand it by 20 pixels for each new icon. Once you have added your new icons, you will need to edit the file "generalstuff.gfx" within the CKII\interface folder (. Increase the noOfFrames = line by the number of icons you have added. Once done, you can then use your new icons in your religions, from left to right is 1-X.
添加新的宗教图标是一个相对简单的过程。首先,你需要修改CKII\gfx\interface 文件夹中的 ''religion_icon_strip.dds'' ''religion_icon_strip_small.dds'' 文件。在''religion_icon_strip.dds'' 中,将图像画布向右扩展32像素以添加每一个新图标;在''religion_icon_strip_small.dds'' 文件中,每添加一个新图标将画布扩展20像素。 一旦添加了新的图标,你需要编辑CKII\interface中的 "generalstuff.gfx" 文件,增加 noOfFrames = 行的数字增加的数量为你添加的图标数。完成这些步骤后,你就可以在你的宗教中使用这些新的图标,从左到右编号为1-X


  spriteType = {
  spriteType = {
第546行: 第546行:
  }
  }


== Religious head ==
== 宗教领袖 ==
Religious heads can be established via the [[Title modding|landed titles]] entries. You must first create a title of any rank, and add the variable ''controls_religion = X'' into that title's entry. For example;
宗教领袖可以通过[[ 头衔模组制作]] 条目来建立。你必须首先创建一个任何等级的头衔,并在该头衔条目中添加变量 ''controls_religion = X'' 。例如:


  k_coptic = {
  k_coptic = {
第557行: 第557行:
  }
  }


The holder of the above title will thus appear as the Religious head for the Monophysite religion/heresy. The ''religion = monophysite'' line is also recommended to ensure any/all random characters generated for that title will be of the same religion, without it, if the province within which the ''capital ='' variable is set is catholic, you may end up with a Catholic Religious Head of the Monophysite Faith.
以上头衔的持有者将被视为一性论宗教/ 异端的宗教领袖。建议添加''religion = monophysite'' 行,以确保为该头衔随机生成的任何/ 所有角色都是同一宗教的。如果没有这行代码,而设置 ''capital ='' 变量的省份是天主教的,你可能会得到一个基督一性论的天主教宗教领袖。


== Holy sites ==
== 圣地 ==


Holy sites are flagged at county level via the [[Title modding|landed titles]] entries.
圣地在伯爵级通过[[ 头衔模组制作]]


<pre>
<pre>
第569行: 第569行:
</pre>
</pre>


For maintenance it is preferable to override only the counties and flag the holy sites via a separate file under /common/landed_titles/, without duplicating landed_titles.txt
为了维护,最好只覆盖伯爵级, 并在 /common/landed_titles/ 下通过单独的文件标记圣地,而不复制到landed_titles.txt 。也可以为异端定义圣地,不过如果未使用,游戏会回退到父宗教的圣地。
 
It is also possible to define holy sites for heresies, though the game will fallback to the one of parent religion if not used.


== Crusade target weights ==
== 十字军目标权重 ==


[[Crusades, jihads and great holy wars#Crusade target weight|Crusade target weight]]s are set inside [[Title modding|common/landed_titles/landed_titles.txt]] entries.
[[ 十字军# 十字军目标权重]] 位于[[ 头衔模组制作|common/landed_titles/landed_titles.txt]]


<pre>
<pre>
第583行: 第581行:
</pre>
</pre>


Note that the A.I. will never start a crusade in case there are no targets weights for that religion.
请注意,如果该宗教没有目标权重,AI 永远不会发起十字军。
 
== Papal succession ==


Adding a religion to <code>succ_papal_succession</code> succession laws, and defining some religious titles, will cause the game to CTD when opening the religion tab.
== 教宗继承 ==


A bit of [[Interface modding#Papal succession|interface modding]] is required so that it works.
将宗教添加到<code>succ_papal_succession</code> 继承法并定义一些宗教头衔时,打开宗教标签会导致游戏崩溃。需要进行一些[[ 界面模组制作]] 以使其正常工作。


== Reformation ==
== 改革 ==


If a religion has a reformed version within its code, it will inherit the on-action for reformation.
如果一个宗教在其代码中有一个改革版,它将继承改革的行动。


If you want to change the interface for reformation, you can edit file in folder "religion_features" and search for "buttons" to change. Then you need to change ui in the file "religion_reformation.gui", which set in '\common\religion_features'.
如果你想更改改革的界面,你可以编辑 "religion_features" 文件夹中的文件,并搜索"buttons" 进行更改。然后你需要更改设置在'\common\religion_features' 的"religion_reformation.gui"文件中的UI。


For example, you can edit the
例如,你可以更改
<pre>religion_doctrine = {
<pre>religion_doctrine = {
buttons = { doctrine1 doctrine2 }</pre> 
buttons = { doctrine1 doctrine2 }</pre> 
第631行: 第627行:
in the "religion_reformation.gui" in order to set third doctrine in the Reformation.
in the "religion_reformation.gui" in order to set third doctrine in the Reformation.


== Interface ==
== 界面 ==


With patch 3.0 the interface corresponding to a certain faith can be modded by adding the variable <code>interface_skin = { x }</code>. X represents the name of the interface folder in gfx/interface.
在3.0 版本补丁中,特定信仰对应的界面可以通过添加变量  <code>interface_skin = { x }</code>. 进行修改。X 代表 gfx/interface 中界面文件夹的名称。可以混合多种界面,在原版游戏中,这种情况发生在祆教、印度教(2个界面)、尊教、非洲宗教和道教(3个界面),以及苯教(4个界面)。
More interfaces can be mixed, in vanilla this happens to the Zoroastrian, Indian (2 interfaces), to the Zun, African and Taoist religions (3 interfaces) and to the Bon religion (4 interfaces)


==See also==
==See also==

2024年10月29日 (二) 23:15的最新版本


宗教与宗教组被定义于/common/religions文件夹。

宗教组

每个宗教都属于一个宗教组,例如:

  • Catholic.pngOrthodox.png 属于基督教组。
  • Sunni.pngShiite.png 属于伊斯兰教组。

请注意,某些行为是根据原版宗教组硬编码的:

  • 原版宗教组: 未改革的原始宗教不能要求宗教皈依

宗教组定义为带有字母数字 ID 的组标签。一个宗教组必须定义有 graphical_culture和一个或多个宗教。

宗教组定义(包含宗教)的一个例子是:

zoroastrian_group = {
	has_coa_on_barony_only =yes
	graphical_culture = muslimgfx
	
	#religions go here
}

下面列出了可为宗教组设置的所有参数。

属性 类型 描述 举例
color color 用于每个宗教团体在地图模式下的颜色 color = { 0.25 0.5 0.75 }
graphical_culture ID 仅用于地图上显示CoA框架 graphical_culture = norsegfx
has_coa_on_barony_only boolean 这行决定宗教是否在男爵级别以上使用随机图形:
  • has_coa_on_barony_only = yes: 为男爵生成随机CoA,但使用gfx/flags/为更高的级别。
  • has_coa_on_barony_only = no: 为所有级别生成随机CoA,并完全忽略gfx/flags/。
has_coa_on_barony_only = yes
hostile_within_group bool 决定宗教团体中的圣职者是否会与同一团体内的其他宗教作战,也会阻止团体内的跨信仰婚姻。
crusade_cb ID 定义一个宗教团体是否可以进行十字军东征/圣战。在原版CKII中,这只适用于基督教、伊斯兰教和以色列宗教团体。 crusade_cb = crusade
playable boolean 定义该宗教的角色是否可玩。不适用于“穆斯林”团体,因为它只能由伊斯兰之剑启用。 playable = yes
ai_peaceful boolean 将使部落在转换为这种宗教后失去其超强攻击性 ai_peaceful = yes
ai_fabricate_claims boolean ai_fabricate_claims = no
merge_republic_interface boolean 决定宗教是否会尝试将其界面与共和国界面合并。如果是,那么在共和国寻找其宗教界面的纹理时,他们将查找 <texture_name>_republic 并使用该版本的纹理,而不是宗教的正常纹理。默认设置为no。 merge_republic_interface = yes

宗教

以下是可为宗教设置的所有参数列表。请注意,从“investiture”开始及以下的内容均为可选项。

Attribute Type Description Example
ai_convert_same_group int 决定 AI 是否派遣宫廷牧师对同一宗教组的宗教进行传教:
  • 0: 从不尝试转换
  • 1: 如果 ai_zeal 高则尝试转换
  • 2: 总是尝试转换
ai_convert_same_group = 2
ai_convert_other_group int 决定 AI 是否派遣宫廷牧师对其他宗教组进行传教:
  • 0: 从不尝试转换
  • 1: 如果 ai_zeal 高则尝试转换
  • 2: 总是尝试转换
ai_convert_other_group = 1
graphical_culture ID 仅用于地图上显示 CoA 框架 graphical_culture = norsegfx
icon int 定义游戏中用于宗教的图标。异端图标的值会被忽略(除非异端成为主流宗教),而使用父宗教的异端图标。 icon = 1
color color 绘制宗教地图模式时使用的颜色,RGB 格式范围为 0.0-1.0。要确定 RGB 的值,只需除以 255,例如 180 ÷ 255 = 0.7 color = { 0.25 0.5 0.75 }
crusade_name key 定义宗教十字军东征名称的本地化键。仅适用于crusade_cb = crusade的宗教团体。 crusade_name = "CRUSADE"
scripture_name key 定义宗教圣书的本地化键。 scripture_name = THE_BIBLE
god_names list<key> 定义宗教神灵的本地化键,使用大括号括起来,并用空格分隔。 god_names = { GOD_GOD GOD_THE_LORD }
high_god_name key 高级神的本地化键 high_god_name = GOD_GOD
evil_god_names list<key> 定义宗教邪恶神灵的本地化键,使用大括号括起来,并用空格分隔。 evil_god_names = { SATAN LUCIFER THE_DEVIL }
piety_name key 定义宗教虔诚度的本地化键。 piety_name = KARMA
priest_title key 定义寺庙持有者的本地化键。 priest_title = PRIEST
investiture bool 决定是否可以任命主教。受任命法修改,仅适用于基督教团体,不能与自主教区结合使用。 investiture = yes
can_demand_religious_conversion bool 决定该宗教的角色是否可以要求其他角色皈依。政府也必须允许。 can_demand_religious_conversion = yes
can_excommunicate bool 决定宗教领袖是否可以将成员绝罚 can_excommunicate = yes
can_grant_divorce bool 决定宗教领袖是否可以允许离婚 can_grant_divorce = yes
can_grant_invasion_cb cb 决定宗教领袖是否可以授予宣战理由 can_grant_invasion_cb = invasion
can_grant_claim bool 决定宗教领袖是否可以授予宣称(实际不起作用) can_grant_claim = yes
can_call_crusade bool 决定宗教领袖是否可以号召十字军 can_call_crusade = yes
can_have_antipopes bool 启用对立教宗 can_have_antipopes = yes
can_retire_to_monastery bool 启用宣誓效忠 can_retire_to_monastery = yes
parent religion 使宗教成为其父宗教的异端。父宗教必须先定义。注意:改革后的原始宗教可以有异端,但需要在改革后和未改革的宗教定义之后。 parent = catholic
priests_can_marry bool 决定神职人员是否可以结婚。 priests_can_marry = yes
priests_can_inherit bool 决定神职人员是否有继承权。 priests_can_inherit = no
feminist bool 取消对女性统治者或女性继承人的负面意见修饰符。 feminist = yes
pacifist bool 表示宗教具有减少的侵略性和稳定的领域。仅在玩家没有Rajas of India时适用于耆那教。 pacifist = yes
bs_marriage bool 允许兄妹结婚。 bs_marriage = yes
pc_marriage bool 允许父母与子女结婚。 pc_marriage = yes
psc_marriage bool 不允许叔侄和姨甥结婚。 psc_marriage = no
cousin_marriage bool 不允许表亲结婚。 cousin_marriage = no
matrilineal_marriages bool 禁止母系婚姻 matrilineal_marriages = no
intermarry religion 指定成员是否倾向于与特定其他宗教/宗教团体成员结婚 intermarry = norse_pagan_reformed
max_wives int 确定宗教成员可以有的妻子最大数量,以及自动生成的潜在妻子的数量 max_wives = 4
allow_viking_invasion bool 允许“准备入侵”的外交行动 allow_viking_invasion = yes
allow_looting bool 允许掠夺 allow_looting = yes
seafarer bool AI在掠夺时会优先选择沿海省份 seafarer = yes
allow_rivermovement bool 允许河流航行 allow_rivermovement = yes
female_temple_holders bool 允许女性神庙附庸 female_temple_holders = yes
male_temple_holders bool 允许男性神庙附庸。默认值为yes。 male_temple_holders = no
short_reign_opinion_year_mult integer 短期统治年的意见惩罚乘数。覆盖定义SHORT_REIGN_OPINION_MULT = 2。 short_reign_opinion_year_mult = 3
aggression double AI侵略因子 aggression = 1.5
max_consorts int 最大配偶/妾的数量 max_consorts = 3
religious_clothing_head int 用于宗教头部服装和头饰的帧索引。参见portrait modding. religious_clothing_head = 3
religious_clothing_priest int 用于牧师服装和头饰的帧索引。参见portrait modding. religious_clothing_priest = 3
secondary_event_pictures [{{{1}}}] secondary_event_pictures = norse_pagan
autocephaly bool 自主教会 autocephaly = yes
pentarchy bool 自主教会主教 行为. Implies autocephaly = yes. pentarchy = yes
divine_blood bool Sacred Xwedodah close-kin marriage mechanics divine_blood = yes
has_heir_designation bool 允许指定继承人 has_heir_designation = yes
defensive_attrition bool 省份防御性损耗 defensive_attrition = yes
ignores_defensive_attrition bool 用于没有防御性损耗的宗教,但仍不会对这些宗教产生惩罚。 ignores_defensive_attrition = yes
heresy_icon int 异端图标。注意,这必须在父宗教中设置,而不是在异端级别。 heresy_icon = 7
independence_war_score_bonus int 覆盖定义CONTESTED_TITLE_OCCUPIED_WARSCORE_BONUS_INDEP independence_war_score_bonus = 30
peace_prestige_loss bool 和平时失去声望 peace_prestige_loss = yes
peace_piety_gain double 和平时获得虔诚度(每月的虔诚度) peace_piety_gain = 1.0
raised_vassal_opinion_loss bool 决定是否在提高附庸征兵时会对领主产生负面意见。 raised_vassal_opinion_loss = no
reformed religion 注意:改革后的宗教需要在文件中位于未改革宗教之前。 reformed = aztec_reformed
reformer_head_of_religion bool 使改革此宗教的角色成为新改革信仰的领袖。必须在改革宗教中设置。
  • 改革宗教的头衔 (d_<religion_reformed>) 不能有 primary = yes,否则会导致游戏结束。landless = yes可能不是问题[?]
  • 你还需要进行government modding,否则角色将处于无政府状态。在government potentials中将NOT = { religion = norse_pagan_reformed } 替换为更通用的NOT = { primary_title = { is_landless_type_title = no } }
reformer_head_of_religion = yes
pre_reformed bool 使原始宗教处于改革前状态。注意,这些宗教不会出现在统计中。 pre_reformed = yes
unit_modifier unit modifiers 单位的修正
unit_home_modifier unit modifiers 本土单位的修正
character_modifier character modifiers 对所有该宗教角色的修正 character_modifier = { learning = 4 }
expel_modifier modifiers [{{{1}}}] expel_modifier = expelled_jewish
landed_kin_prestige_bonus bool 给予拥有国王头衔作为附庸的声望加成。 landed_kin_prestige_bonus = yes
allow_in_ruler_designer bool 防止该宗教出现在角色设计器,通常是改革后的原始宗教。 allow_in_ruler_designer = no
dislike_tribal_organization bool 如果领主增加部落组织度,附庸会不满并形成派系。通常用于未改革的原始宗教,应该首先转换为一神教再尝试封建化。 dislike_tribal_organization = yes
uses_decadence bool 如果宗教和政府允许则使用腐化 uses_decadence = yes
uses_jizya_tax bool 启用异教徒税 uses_jizya_tax = yes
attacking_same_religion_piety_loss bool 攻击同宗教损失虔诚 attacking_same_religion_piety_loss = yes
hard_to_convert bool Checked via is_hard_to_convert character/province trigger. hard_to_convert = yes
men_can_take_consorts bool 如果设置,男性可以纳妾。默认是yes。如果 max_consorts 为0则无效。 men_can_take_consorts = yes
women_can_take_consorts bool 如果设置,女性可以纳男宠。默认是no。如果 max_consorts 为0则无效。 women_can_take_consorts = yes
interface_skin interface 该宗教提供的界面 interface_skin = { pagan_interface }
castes bool 是否使用种姓制度。 castes = yes
caste_opinions bool 是否使用种姓意见修正。 caste_opinions = yes
has_coa_on_barony_only bool 与同名宗教团体参数的工作方式相同。如果设置,则覆盖宗教团体的设置。 has_coa_on_barony_only = yes
join_crusade_if_bordering_hostile bool 如果设置为yes,AI不会因为与异教/异端领地接壤而避免参加十字军东征。 join_crusade_if_bordering_hostile = yes
merge_republic_interface boolean 决定宗教是否会尝试将其界面与共和国界面合并。如果是,那么在共和国寻找其宗教界面的纹理时,他们将查找 <texture_name>_republic 并使用该版本的纹理,而不是宗教的正常纹理。默认是no。如果设置,覆盖宗教团体的值。 merge_republic_interface = yes
rel_head_defense boolean 如果设置为yes,该宗教的人在其宗教领袖被不同宗教攻击时可能会加入防御。 rel_head_defense = yes

例子

christian = {
    has_coa_on_barony_only = yes
    graphical_culture = westerngfx
    crusade_cb = crusade
    playable = yes
    ai_peaceful = yes # Will make Hordes lose their super aggressiveness
         
    catholic = {
         graphical_culture = westerngfx
         
         icon = 1
         color = { 0.8 0.8 0.6 }
         	
         crusade_name = "CRUSADE"
         scripture_name = THE_BIBLE
         god_names = {
              GOD_GOD GOD_THE_LORD GOD_JESUS GOD_THE_BLESSED_VIRGIN
         }
         
         investiture = yes
         can_excommunicate = yes
         can_grant_divorce = yes
         can_grant_invasion_cb = invasion
         can_grant_claim = yes
         can_call_crusade = yes
         }
    }
}

本地化

  • <religion_name>: 宗教的简短名称。使用 [Religion.GetName]
  • <religion_name>_DESC: 宗教工具提示中的描述
  • <religion_name>_full: 较长的名称,显示在地图和大多数用户界面中,以及 [Religion.GetFullName]

添加图标

添加新的宗教图标是一个相对简单的过程。首先,你需要修改CKII\gfx\interface 文件夹中的 religion_icon_strip.ddsreligion_icon_strip_small.dds文件。在religion_icon_strip.dds 中,将图像画布向右扩展32像素以添加每一个新图标;在religion_icon_strip_small.dds文件中,每添加一个新图标将画布扩展20像素。 一旦添加了新的图标,你需要编辑CKII\interface中的 "generalstuff.gfx" 文件,增加 noOfFrames = 行的数字增加的数量为你添加的图标数。完成这些步骤后,你就可以在你的宗教中使用这些新的图标,从左到右编号为1-X。

	spriteType = {
		name = "GFX_religion_icon_strip"
		texturefile = "gfx\\interface\\religion_icon_strip.tga"
		noOfFrames = 10
	}

	spriteType = {
		name = "GFX_religion_icon_strip_small"
		texturefile = "gfx\\interface\\religion_icon_strip_small.tga"
		noOfFrames = 10
	}

宗教领袖

宗教领袖可以通过头衔模组制作 条目来建立。你必须首先创建一个任何等级的头衔,并在该头衔条目中添加变量 controls_religion = X。例如:

k_coptic = {
   color={RGB}
   color2={RGB}
   capital = 1
   religion = monophysite
   controls_religion = monophysite
}

以上头衔的持有者将被视为一性论宗教/异端的宗教领袖。建议添加religion = monophysite 行,以确保为该头衔随机生成的任何/所有角色都是同一宗教的。如果没有这行代码,而设置 capital = 变量的省份是天主教的,你可能会得到一个基督一性论的天主教宗教领袖。

圣地

圣地在伯爵级通过头衔模组制作

c_koln = {
  holy_site = catholic
}

为了维护,最好只覆盖伯爵级, 并在 /common/landed_titles/ 下通过单独的文件标记圣地,而不复制到landed_titles.txt。也可以为异端定义圣地,不过如果未使用,游戏会回退到父宗教的圣地。

十字军目标权重

十字军#十字军目标权重位于common/landed_titles/landed_titles.txt

k_lotharingia = {
  catholic = 5000
}

请注意,如果该宗教没有目标权重,AI 永远不会发起十字军。

教宗继承

将宗教添加到succ_papal_succession 继承法并定义一些宗教头衔时,打开宗教标签会导致游戏崩溃。需要进行一些界面模组制作以使其正常工作。

改革

如果一个宗教在其代码中有一个改革版,它将继承改革的行动。

如果你想更改改革的界面,你可以编辑 "religion_features"文件夹中的文件,并搜索"buttons" 进行更改。然后你需要更改设置在'\common\religion_features'的"religion_reformation.gui"文件中的UI。

例如,你可以更改

religion_doctrine = {
	buttons = { doctrine1 doctrine2 }

and change it to:

religion_doctrine = {
	buttons = { doctrine1 doctrine2 doctrine3 }

in the "00_feature.txt" and then add:

windowType = {
			name = "doctrine3"
			position = { x=487 y=190 }
			moveable = 0
			fullScreen = no
			Orientation = "UPPER_LEFT"
			
			guiButtonType = {
				name = "picture"
				position = { x=0 y=15}
				quadTextureSprite ="GFX_religion_feature_primitive"
				clicksound = bookmark_click
				pdx_tooltip = "REFORMATION_SELECT_FEATURE"
			}
			instantTextBoxType = {
				name = "feature_label"
				position = { x = 10 y = 150 }
				font = "vic_22_black"
				text = "feature_uncertain"
				maxWidth = 173
				maxHeight = 20
				fixedsize = yes
				format = centre
			}
		}

in the "religion_reformation.gui" in order to set third doctrine in the Reformation.

界面

在3.0版本补丁中,特定信仰对应的界面可以通过添加变量 interface_skin = { x }. 进行修改。X 代表 gfx/interface 中界面文件夹的名称。可以混合多种界面,在原版游戏中,这种情况发生在祆教、印度教(2个界面)、尊教、非洲宗教和道教(3个界面),以及苯教(4个界面)。

See also