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{{Version|1.1}} 修正适用于不同的作用域。 ==创建一个角色修正== 角色修正定义于目录:{{Cite file|../common/modifiers}}中的 .txt 文件。 一个角色修正的定义如下: <pre> my_new_modifier = { icon = icon_name # 修正,例如 # tax_mult = 0.25 # county_opinion_add = -30 } </pre> ===图标=== 每个修正都有一个图标和其名称一同显示。可以在修正主代码块中使用<code>icon=icon_name</code>。基础游戏有以下修正图标可用: {| class="wikitable" !名称 !图标 !名称 !图标 |- |cat_positive |{{icon|cat_positive}} |cat_negative |{{icon|cat_negative}} |- |cockroach_positive |{{icon|cockroach_positive}} |cockroach_negative |{{icon|cockroach_negative}} |- |county_modifier_control_positive |{{icon|control_positive}} |county_modifier_control_negative |{{icon|control_negative}} |- |county_modifier_corruption_positive |{{icon|corruption_positive}} |county_modifier_corruption_negative |{{icon|corruption_negative}} |- |county_modifier_development_positive |{{icon|development_positive}} |county_modifier_development_negative |{{icon|development_negative}} |- |county_modifier_opinion_positive |{{icon|opinion_positive}} |county_modifier_opinion_negative |{{icon|opinion_negative}} |- |diplomacy_positive |{{icon|diplomacy_positive}} |diplomacy_negative |{{icon|diplomacy_negative}} |- |dog_positive |{{icon|dog_positive}} |dog_negative |{{icon|dog_negative}} |- |dread_positive |{{icon|dread_positive}} |dread_negative |{{icon|dread_negative}} |- |drink_positive |{{icon|drink_positive}} |drink_negative |{{icon|drink_negative}} |- |economy_positive |{{icon|economy_positive}} |economy_negative |{{icon|economy_negative}} |- |family_positive |{{icon|family_positive}} |family_negative |{{icon|family_negative}} |- |feast_positive |{{icon|feast_positive}} |feast_negative |{{icon|feast_negative}} |- |fertility_positive |{{icon|fertility_positive}} |fertility_negative |{{icon|fertility_negative}} |- |food_positive |{{icon|food_positive}} |food_negative |{{icon|food_negative}} |- |health_positive |{{icon|health_positive}} |health_negative |{{icon|health_negative}} |- |horse_positive |{{icon|horse_positive}} |horse_negative |{{icon|horse_negative}} |- |hunt_positive |{{icon|hunt_positive}} |hunt_negative |{{icon|hunt_negative}} |- |intrigue_positive |{{icon|intrigue_positive}} |intrigue_negative |{{icon|intrigue_negative}} |- |learning_positive |{{icon|learning_positive}} |learning_negative |{{icon|learning_negative}} |- |letter_positive |{{icon|letter_positive}} |letter_negative |{{icon|letter_negative}} |- |love_positive |{{icon|love_positive}} |love_negative |{{icon|love_negative}} |- |magic_positive |{{icon|magic_positive}} |magic_negative |{{icon|magic_negative}} |- |martial_positive |{{icon|martial_positive}} |martial_negative |{{icon|martial_negative}} |- |outdoors_positive |{{icon|outdoors_positive}} |outdoors_negative |{{icon|outdoors_negative}} |- |piety_positive |{{icon|piety_positive}} |piety_negative |{{icon|piety_negative}} |- |prestige_positive |{{icon|prestige_positive}} |prestige_negative |{{icon|prestige_negative}} |- |prison_positive |{{icon|prison_positive}} |prison_negative |{{icon|prison_negative}} |- |prowess_positive |{{icon|prowess_positive}} |prowess_negative |{{icon|prowess_negative}} |- |rat_positive |{{icon|rat_positive}} |rat_negative |{{icon|rat_negative}} |- |rock_positive |{{icon|rock_positive}} |rock_negative |{{icon|rock_negative}} |- |social_positive |{{icon|social_positive}} |social_negative |{{icon|social_negative}} |- |spoon_positive |{{icon|spoon_positive}} |spoon_negative |{{icon|spoon_negative}} |- |stewardship_positive |{{icon|stewardship_positive}} |stewardship_negative |{{icon|stewardship_negative}} |- |stress_positive |{{icon|stress_positive}} |stress_negative |{{icon|stress_negative}} |- |treatment_positive |{{icon|treatment_positive}} |treatment_negative |{{icon|treatment_negative}} |} ==脚本化的修正== 脚本化的修正如同脚本效果和触发器一样工作。使用<code>name = yes</code>可以无参数地调用它们,也可以有许多参数。举例: <pre> == 修正举例 == example_modifier = { modifier = { add = { value = 10 multiply = $SCALE$ } $CHARACTER_1$ = { has_trait = ambitious } } opinion_modifier = { target = $CHARACTER_2$ who = $CHARACTER_1$ multiplier = { value = 0.25 multiply = $SCALE$ } } compare_modifier = { target = $CHARACTER_1$ value = stress multiplier = $SCALE$ } } == 调用举例 == random_list = { 1 = { example_modifier = { CHARACTER_1 = root CHARACTER_2 = root SCALE = 0.1 } } } </pre> ==修正列表== 这些修正可用于修正的定义中,以产生不同效果。注意,这个列表由控制台指令<code>script_docs</code>输出生成。 {| class="wikitable sortable" width="100%" ! width="15%" |名称 ! width="15%" |描述 ! width="25%" |用法 ! width="20%" |支持作用域 ! width="20%" |分类 |- |diplomacy |外交增加 |diplomacy = 1 外交+1,以下类推。人物能力最多叠到100 | |Character |- |martial |军事增加 | | |Character |- |stewardship |管理增加 | | |Character |- |intrigue |谋略增加 | | |Character |- |learning |学识增加 | | |Character |- |prowess |勇武增加 | | |Character |- |negate_diplomacy_penalty_add |抵消外交惩罚 | | |Character |- |negate_martial_penalty_add |抵消军事惩罚 | | |Character |- |negate_stewardship_penalty_add |抵消管理惩罚 | | |Character |- |negate_intrigue_penalty_add |抵消谋略惩罚 | | |Character |- |negate_learning_penalty_add |抵消学识惩罚 |negate_learning_penalty_add = 2 位于<code>common\religion\holy_sites\00_holy_sites.txt</code>(阿旃陀圣地效果) | |Character |- |negate_prowess_penalty_add |抵消勇武惩罚 | | |Character |- |no_prowess_loss_from_age |角色不会承受高龄导致的勇武损失 |no_prowess_loss_from_age = yes (角色不会承受高龄导致的武勇损失 = 是的) | |Character |- |diplomacy_per_piety_level |每级奉献等级使外交增加 | | |Character |- |martial_per_piety_level |每级奉献等级使军事增加 | | |Character |- |stewardship_per_piety_level |每级奉献等级使管理增加 | | |Character |- |intrigue_per_piety_level |每级奉献等级使谋略增加 | | |Character |- |learning_per_piety_level |每级奉献等级使学识增加 | | |Character |- |prowess_per_piety_level |每级奉献等级使勇武增加 | | |Character |- |diplomacy_per_prestige_level |每级威望等级使外交增加 | | |Character |- |martial_per_prestige_level |每级威望等级使军事增加 | | |Character |- |stewardship_per_prestige_level |每级威望等级使管理增加 | | |Character |- |intrigue_per_prestige_level |每级威望等级使谋略增加 | | |Character |- |learning_per_prestige_level |每级威望等级使学识增加 | | |Character |- |prowess_per_prestige_level |每级威望等级使勇武增加 | | |Character |- |piety_level_impact_mult |奉献等级影响系数增加 | | |Character |- |prestige_level_impact_mult |威望等级影响系数增加 | | |Character |- |diplomacy_per_stress_level |每级压力等级使外交增加 | | |Character |- |martial_per_stress_level |每级压力等级使军事增加 | | |Character |- |stewardship_per_stress_level |每级压力等级使管理增加 | | |Character |- |intrigue_per_stress_level |每级压力等级使谋略增加 | | |Character |- |learning_per_stress_level |每级压力等级使学识增加 | | |Character |- |prowess_per_stress_level |每级压力等级使勇武增加 | | |Character |- |random_skills_per_child |每个孩子给予的随机能力 | | |Character |- |fertility |生育力增加 |fertility = 0.2 (外交生活方式家庭重心,生育力+20%) | |Character |- |health |健康增加 |health = 0.25 (温室建筑,健康:轻微增益) | |Character |- |negate_fertility_penalty_add |抵消生育力惩罚 | | |Character |- |negate_health_penalty_add |抵消健康惩罚 | | |Character |- |monthly_income |每月省份税收 | | |Province |- |monthly_income_mult |每月收入系数 | | |Character |- |monthly_war_income_add |战争期间的每月省份收入 | | |Province |- |monthly_war_income_mult |战争期间的每月收入系数 | | |Character |- |monthly_income_per_stress_level_add |每级压力使每月收入增加 | | |Character |- |monthly_income_per_stress_level_mult |每级压力使每月收入增加系数 | | |Character |- |monthly_piety |每月虔诚 | | |Character |- |monthly_piety_gain_mult |每月虔诚增加系数 | | |Character |- |monthly_piety_gain_per_happy_powerful_vassal_add |每位在内阁任职的强力封臣使每月虔诚增加 |monthly_piety_gain_per_happy_powerful_vassal_add = 0.2 (坎特伯雷大教堂) | |Character |- |monthly_piety_gain_per_happy_powerful_vassal_mult |每位在内阁任职的强力封臣使每月虔诚增加系数 | | |Character |- |monthly_piety_gain_per_dread_add |每点恐怖值使每月虔诚增加 | | |Character |- |monthly_piety_gain_per_dread_mult |每点恐怖值使每月虔诚增加系数 | | |Character |- |monthly_piety_gain_per_knight_add |每位骑士使每月虔诚增加 | | |Character |- |monthly_piety_gain_per_knight_mult |每位骑士使每月虔诚增加系数 | | |Character |- |monthly_prestige |每月威望 | | |Character |- |monthly_prestige_gain_mult |每月威望增加系数 | | |Character |- |monthly_prestige_gain_per_happy_powerful_vassal_add |每位在内阁任职的强力封臣使每月威望增加 | | |Character |- |monthly_prestige_gain_per_happy_powerful_vassal_mult |每位在内阁任职的强力封臣使每月威望增加系数 | | |Character |- |monthly_prestige_gain_per_dread_add |每点恐怖值使每月威望增加 | | |Character |- |monthly_prestige_gain_per_dread_mult |每点恐怖值使每月威望增加系数 | | |Character |- |monthly_prestige_gain_per_knight_add |每位骑士使每月威望增加 | | |Character |- |monthly_prestige_gain_per_knight_mult |每位骑士使每月威望增加系数 | | |Character |- |monthly_piety_from_buildings_mult |建筑产生的每月虔诚增加系数 | | |Character |- |monthly_prestige_from_buildings_mult |建筑产生的每月威望增加系数 | | |Character |- |monthly_dynasty_prestige |每月宗族威望增加 | | |Character |- |monthly_dynasty_prestige_mult |每月宗族威望增加系数 | | |Character |- |stress_gain_mult |压力增加系数 |stress_gain_mult = 0.5 这样获得压力时,会多+50%的压力 | |Character |- |stress_loss_mult |压力减少系数 |stress_loss_mult = 0.5 这样减少压力时,会多-50%的压力 | |Character |- |monthly_dread |每月恐怖值 | | |Character |- |dread_gain_mult |恐怖值增加系数 |dread_gain_mult = 0.5 原理类似于上方压力增加的系数,下方类推 | |Character |- |dread_loss_mult |恐怖值减少系数 | | |Character |- |tyranny_gain_mult |暴政增加系数 | | |Character |- |tyranny_loss_mult |暴政减少系数 | | |Character |- |monthly_tyranny |每月暴政增加 | | |Character |- |dread_baseline_add |基础恐怖值增加 | | |Character |- |dread_decay_add |恐怖值消逝 |dread_decay_add = 1 这样会导致你每月恐怖值下降的基本值+1,恐怖值会降得更快 dread_decay_add = -1 这样导致每月恐怖值下降的基本值-1,恐怖值会降得更慢 | |Character |- |dread_decay_mult |恐怖值消逝系数 |dread_decay_mult = -10 (密谋生活重心拷打者分支的终生恶名:恐怖值消逝:'''-1000%''') | |Character |- |dread_per_tyranny_add |每次暴政的恐怖值获得 | | |Character |- |dread_per_tyranny_mult |每次暴政的恐怖值获得系数 | | |Character |- |domain_limit |统治上限 | | |Character |- |vassal_limit |附庸上限 | | |Character |- |domain_tax_mult |直辖领地税收系数 | | |Character |- |domain_tax_same_faith_mult |相同信仰的直辖领地税收系数 | | |Character |- |domain_tax_different_faith_mult |不同信仰的直辖领地税收系数 | | |Character |- |domain_tax_mult_even_if_baron |直辖男爵领地税收 | | |Character |- |domain_tax_same_faith_mult_even_if_baron |相同信仰的直辖男爵领税收 | | |Character |- |domain_tax_different_faith_mult_even_if_baron |不同信仰的直辖男爵领税收 | | |Character |- |vassal_tax_mult |附庸税系数 | | |Character |- |men_at_arms_maintenance |每月常备军维护费 |men_at_arms_maintenance = -0.5 维护费-50% | |Character |- |men_at_arms_maintenance_per_dread_mult |每点恐怖值对每月常备军维护费减少的系数 | | |Character |- |army_maintenance_mult |军队维持费系数 | | |Character |- |short_reign_duration_mult |短期统治周期系数 | | |Character |- |long_reign_bonus_mult |长期统治增加系数 | | |Character |- |diplomatic_range_mult |外交距离系数 | | |Character |- |inbreeding_chance |近亲繁殖几率 | | |Character |- |positive_inactive_inheritance_chance |继承正面遗传特质的概率 | | |Character |- |negative_inactive_inheritance_chance |继承负面遗传特质的概率 | | |Character |- |positive_random_genetic_chance |正面随机基因几率 | | |Character |- |negative_random_genetic_chance |获得新负面遗传特质的概率 | | |Character |- |genetic_trait_strengthen_chance |遗传特质增强几率 | | |Character |- |life_expectancy |寿命预期增加数年 |<pre> character_modifier = { life_expectancy = 5 # Adds +5 years to expected old age death } </pre> | |Character |- |years_of_fertility |生育年龄 | | |Character |- |knight_limit |骑士上限 | | |Character |- |knight_effectiveness_mult |骑士战斗力增加系数 | | |Character |- |title_creation_cost |头衔创建花费 | | |Character |- |title_creation_cost_mult |头衔创建花费系数 | | |Character |- |monthly_lifestyle_xp_gain_mult |月度生活方式经验增长系数 | | |Character |- |mercenary_hire_cost_add |雇佣兵雇佣花费增加 | | |Character |- |mercenary_hire_cost_mult |雇佣兵雇佣花费系数 | | |Character |- |same_culture_mercenary_hire_cost_add |相同文化雇佣兵雇佣花费增加 | | |Character |- |same_culture_mercenary_hire_cost_mult |相同文化雇佣兵雇佣花费系数 | | |Character |- |holy_order_hire_cost_mult |骑士团雇佣花费系数 | | |Character |- |holy_order_hire_cost_add |骑士团雇佣花费增加 | | |Character |- |same_culture_holy_order_hire_cost_mult |相同文化骑士团雇佣花费系数 | | |Character |- |same_culture_holy_order_hire_cost_add |相同文化骑士团雇佣花费增加 | | |Character |- |opinion_of_female_rulers |女性统治者好感 | | |Character |- |opinion_of_male_rulers |男性统治者好感 | | |Character |- |opinion_of_same_culture |相同文化好感 | | |Character |- |opinion_of_different_culture |不同文化好感 | | |Character |- |opinion_of_same_faith |相同信仰好感 | | |Character |- |opinion_of_different_faith |不同信仰好感 | | |Character |- |opinion_of_liege |领主好感 | | |Character |- |opinion_of_vassal |附庸好感 | | |Character |- |opinion_of_different_faith_liege |不同信仰领主好感 | | |Character |- |same_culture_opinion |相同文化好感 | | |Character |- |different_culture_opinion |不同文化好感 | | |Character |- |same_faith_opinion |相同信仰好感 | | |Character |- |different_faith_opinion |不同信仰好感 | | |Character |- |direct_vassal_opinion |直辖附庸好感 | | |Character |- |fellow_vassal_opinion |同僚好感度 | | |Character |- |independent_ruler_opinion |独立统治者好感 | | |Character |- |general_opinion |大众好感 | | |Character |- |attraction_opinion |外表吸引力好感 | | |Character |- |religious_vassal_opinion |宗教附庸好感 | | |Character |- |religious_head_opinion |宗教领袖好感 | | |Character |- |spouse_opinion |配偶好感 | | |Character |- |twin_opinion |双胞胎好感 | | |Character |- |close_relative_opinion |近亲好感 | | |Character |- |dynasty_house_opinion |家族好感 | | |Character |- |dynasty_opinion |宗族好感 | | |Character |- |liege_opinion |领主好感 | | |Character |- |different_faith_liege_opinion |不同信仰好感 | | |Character |- |vassal_opinion |附庸封臣的好感度 | | |Character |- |clergy_opinion |神职人员好感 | | |Character |- |councillor_opinion |内阁成员好感 | | |Character |- |realm_priest_opinion |国家主教的好感度(内阁职位中的主教) | | |Character |- |powerful_vassal_opinion |强力附庸好感 | | |Character |- |courtier_opinion |内阁成员好感 | | |Character |- |guest_opinion |宾客好感度 | | |Character |- |courtier_and_guest_opinion |朝臣与宾客的好感度 | | |Character |- |prisoner_opinion |囚徒好感 | | |Character |- |player_heir_opinion |继承人好感 | | |Character |- |child_opinion |孩子的好感度 | | |Character |- |child_except_player_heir_opinion |除继承人外其他孩子的好感度 | | |Character |- |eligible_child_opinion |有继承资格的孩子的好感度 | | |Character |- |eligible_child_except_player_heir_opinion |除有继承资格的孩子外其他孩子的好感度 | | |Character |- |ignore_negative_culture_opinion |无异文化的负面好感 |ignore_negative_culture_opinion = yes | |Character |- |ignore_different_faith_opinion |无异教的负面好感 |ignore_different_faith_opinion = yes | |Character |- |pursue_efficiency |追击效率 | | |Combat |- |counter_efficiency |兵种克制效率 | | |Combat |- |min_combat_roll |最小战斗点数 |min_combat_roll = 4 | |Combat |- |max_combat_roll |最大战斗点数 |max_combat_roll = 4 | |Combat |- |men_at_arms_limit |影响单个军团的规模 | | |Combat |- |men_at_arms_cap |影响军团总数 | | |Combat |- |embarkation_cost_mult |登船时间花费 | | |Combat |- |naval_movement_speed_mult |海军速度 | | |Combat |- |siege_phase_time |围城阶段时间修正 | | |Siege |- |siege_morale_loss |围攻的守方士气损失 | | |Siege |- |revolting_siege_morale_loss_add |叛军省份被围攻的守方士气损失(数值) | | |Siege |- |revolting_siege_morale_loss_mult |叛军省份被围攻的守方士气损失系数(百分比) | | |Siege |- |vassal_tax_contribution_add |封臣提供的税收 | | |Government |- |vassal_tax_contribution_mult |封臣提供的税收系数(百分比) | | |Government |- |intimidated_vassal_tax_contribution_add |心怀恐惧的封臣提供的税收 | | |Character |- |intimidated_vassal_tax_contribution_mult |心怀恐惧的封臣提供的税收系数(百分比) | | |Character |- |cowed_vassal_tax_contribution_add | | | |Character |- |cowed_vassal_tax_contribution_mult | | | |Character |- |vassal_levy_contribution_add |封臣提供的征召兵 | | |Government |- |vassal_levy_contribution_mult |封臣提供的征召兵系数(百分比) | | |Government |- |intimidated_vassal_levy_contribution_add | | | |Character |- |intimidated_vassal_levy_contribution_mult | | | |Character |- |cowed_vassal_levy_contribution_add | | | |Character |- |cowed_vassal_levy_contribution_mult | | | |Character |- |happy_powerful_vassal_tax_contribution_add |忠心的强力封臣提供的税收 | | |Character |- |happy_powerful_vassal_tax_contribution_mult |忠心的强力封臣提供的税收系数(百分比) | | |Character |- |happy_powerful_vassal_levy_contribution_add |忠心的强力封臣提供的征召兵 | | |Character |- |happy_powerful_vassal_levy_contribution_mult |忠心的强力封臣提供的征召兵系数(百分比) | | |Character |- |scheme_power |计谋强度 | | |Scheme |- |scheme_resistance |计谋阻力 | | |Scheme |- |scheme_secrecy |计谋保密性 | | |Scheme |- |scheme_success_chance |计谋成功率 | | |Scheme |- |hostile_scheme_power_add |敌对计谋强度 | | |Character |- |hostile_scheme_power_mult |敌对计谋强度系数(百分比) | | |Character |- |personal_scheme_power_add |个人计谋强度 | | |Character |- |personal_scheme_power_mult |个人计谋强度系数(百分比) | | |Character |- |hostile_scheme_resistance_add |敌对计谋阻力 | | |Character |- |hostile_scheme_resistance_mult |敌对计谋阻力系数(百分比) | | |Character |- |personal_scheme_resistance_add |个人计谋阻力 | | |Character |- |personal_scheme_resistance_mult |个人计谋阻力系数(百分比) | | |Character |- |diplomacy_scheme_power |外交计谋强度 | | |Character |- |intrigue_scheme_power |密谋计谋强度 | | |Character |- |stewardship_scheme_power | | | |Character |- |martial_scheme_power |军事计谋强度 | | |Character |- |prowess_scheme_power | | | |Character |- |learning_scheme_power |学识计谋强度 | | |Character |- |diplomacy_scheme_resistance |外交计谋阻力 | | |Character |- |intrigue_scheme_resistance |阴谋计谋阻力 | | |Character |- |stewardship_scheme_resistance |管理计谋阻力 | | |Character |- |martial_scheme_resistance |军事计谋阻力 | | |Character |- |prowess_scheme_resistance |英勇计谋阻力 | | |Character |- |learning_scheme_resistance |学识计谋阻力 | | |Character |- |scheme_discovery_chance_mult |计谋发现几率系数 |scheme_discovery_chance_mult = 0.25 计谋发现几率系数+25% | |Character |- |max_personal_schemes_add |最大个人计谋 | | |Character |- |max_hostile_schemes_add |最大敌对计谋 | | |Character |- |owned_hostile_scheme_success_chance_add | | | |Character |- |owned_personal_scheme_success_chance_add | | | |Character |- |enemy_hostile_scheme_success_chance_add | | | |Character |- |enemy_personal_scheme_success_chance_add | | | |Character |- |movement_speed |指挥陆军的移动数度 | | |Combat |- |retreat_losses |撤退损耗 | | |Combat |- |hard_casualty_modifier |我方战死几率 | | |Combat |- |enemy_hard_casualty_modifier |敌方战死几率 | | |Combat |- |advantage |战斗优势 | | |Combat |- |attacker_advantage |攻击方战斗优势 | | |Combat |- |defender_advantage |防御方战斗优势 | | |Combat |- |enemy_terrain_advantage |敌军地形战斗优势 | | |Combat |- |tolerance_advantage_mod |宗教敌对度战斗优势 |tolerance_advantage_mod = 5 | |Combat |- |advantage_against_coreligionists |对同宗教战斗优势 | | |Combat |- |random_advantage |随机战斗优势 | | |Combat |- |controlled_province_advantage |己方控制省份战斗优势 | | |Combat |- |no_water_crossing_penalty |渡河无优势惩罚 |no_water_crossing_penalty = yes | |Combat |- |raid_speed |劫掠速度 | | |Combat |- |hostile_county_attrition |敌对省份损耗 | | |Combat |- |supply_duration |补给持续时间 | | |Combat |- |supply_limit_mult |补给限制系数(百分比) | | |Province |- |supply_limit |补给限制 | | |Province |- |fort_level |要塞等级 | | |Province |- |supply_capacity_add |补给能力 | | |Province |- |supply_capacity_mult |补给能力系数(百分比) | | |Province |- |hostile_raid_time |敌对劫掠时间 | | |Province |- |max_loot_mult |军队战利品容量 | | |Province |- |levy_size |征召兵规模 | | |Holding |- |garrison_size |要塞驻军规模 | | |Holding |- |levy_reinforcement_rate |征召兵补员效率 | | |Holding |- |levy_reinforcement_rate_same_faith |同宗征召兵补员效率 | | |Character |- |levy_reinforcement_rate_different_faith |异教征召兵补员效率 | | |Character |- |levy_reinforcement_rate_even_if_baron |男爵领征召兵补员效率 | | |Character |- |levy_reinforcement_rate_same_faith_even_if_baron |同宗男爵领征召兵补员效率 | | |Character |- |levy_reinforcement_rate_different_faith_even_if_baron |异教男爵领征召兵补员效率 | | |Character |- |levy_reinforcement_rate_friendly_territory |友方领地征召兵补员效率 | | |Holding |- |build_speed |建筑速度 | | |Holding |- |build_gold_cost |建筑金钱花费 | | |Holding |- |build_piety_cost |建筑虔诚花费 | | |Holding |- |build_prestige_cost |建筑威望花费 | | |Holding |- |holding_build_speed |省份地产建筑速度 | | |Holding |- |holding_build_gold_cost |省份地产建筑金钱花费 | | |Holding |- |holding_build_piety_cost |省份地产建筑虔诚花费 | | |Holding |- |holding_build_prestige_cost |省份地产建筑威望花费 | | |Holding |- |tax_mult |地产税收系数(百分比) | | |Holding |- |development_growth_factor |发展度增长因素 | | |County |- |development_growth |发展度增长 | | |County |- |character_capital_county_monthly_development_growth_add |每月首都发展度 | | |Character |- |monthly_county_control_change_add |每月省份控制力 | | |County |- |monthly_county_control_change_factor |每月省份控制力系数 | | |County |- |monthly_county_control_change_add_even_if_baron | | | |County |- |monthly_county_control_change_factor_even_if_baron | | | |County |- |county_opinion_add |省份大众好感 | | |County |- |different_faith_county_opinion_mult |异教省份大众好感 | | |County |- |county_opinion_add_even_if_baron |男爵领大众好感 | | |County |- |different_faith_county_opinion_mult_even_if_baron |异教男爵领大众好感 | | |County |- |mercenary_count_mult | | | |Culture |- |cultural_head_fascination_add |作为文化头领时,对关注的革新科技点数基值 |cultural_head_fascination_add = 10 作为文化头领时,对注重的革新科技进度点数+10点 | |Character |- |cultural_head_fascination_mult |文化头领对关注的革新科技点数系数 |cultural_head_fascination_mult = 1.0 作为文化头领时,对注重的革新科技进度点数+100% | |Character |- |faith_conversion_piety_cost_add |改信时花费的虔诚基数 | | |Character |- |faith_conversion_piety_cost_mult |改信时花费的虔诚系数 | | |Character |- |faith_creation_piety_cost_add |创教时花费的虔诚基数 | | |Character |- |faith_creation_piety_cost_mult |创教时花费的虔诚系数 | | |Character |- |ai_boldness |AI大胆程度,字面意思 |ai_boldness = dominant_negative_ai_value 明显消极程度 ai_boldness = very_low_negative_ai_value 很低程度(很消极) ai_boldness = low_negative_ai_value 低等程度(消极) ai_boldness = medium_positive_ai_value 中等程度(积极) ai_boldness = high_positive_ai_value 高等程度(积极) ai_rationality = very_high_positive_ai_value 很高程度(很积极) ai_boldness = dominant_positive_ai_value 明显积极程度 ai_boldness = 20 AI的大胆值+20(这个简单粗暴多了......) 以下以此类推 | |AI |- |ai_compassion |AI同情心程度,字面意思 | | |AI |- |ai_sociability |AI社交能力程度,字面意思 | | |AI |- |ai_greed |AI贪婪程度,字面意思 | | |AI |- |ai_energy |AI精力程度,应该是影响AI执行操作的次数 | | |AI |- |ai_honor |AI有多重视荣誉 | | |AI |- |ai_rationality |AI的理性程度,应该是影响AI执行操作时会考虑利害 | | |AI |- |ai_vengefulness |AI的复仇欲,字面意思 | | |AI |- |ai_zeal |AI的狂热程度,字面意思 | | |AI |- |ai_war_chance | | | |AI |- |ai_war_cooldown | | | |AI |- |castle_holding_build_speed |城堡地产建筑速度 | | |County |- |castle_holding_build_gold_cost |城堡地产建筑金币花费 | | |County |- |castle_holding_build_piety_cost |城堡地产建筑虔诚花费 | | |County |- |castle_holding_build_prestige_cost | | | |County |- |castle_holding_holding_build_speed | | | |County |- |castle_holding_holding_build_gold_cost | | | |County |- |castle_holding_holding_build_piety_cost | | | |County |- |castle_holding_holding_build_prestige_cost | | | |County |- |tribal_holding_build_speed |部落地产建筑速度 | | |County |- |tribal_holding_build_gold_cost |部落地产建筑金币花费 | | |County |- |tribal_holding_build_piety_cost |部落地产建筑虔诚花费 | | |County |- |tribal_holding_build_prestige_cost |部落地产建筑威望花费 | | |County |- |tribal_holding_holding_build_speed | | | |County |- |tribal_holding_holding_build_gold_cost | | | |County |- |tribal_holding_holding_build_piety_cost | | | |County |- |tribal_holding_holding_build_prestige_cost | | | |County |- |city_holding_build_speed |城市地产建筑速度 | | |County |- |city_holding_build_gold_cost |城市地产建筑金币花费 | | |County |- |city_holding_build_piety_cost |城市地产建筑虔诚花费 | | |County |- |city_holding_build_prestige_cost |城市地产建筑威望花费 | | |County |- |city_holding_holding_build_speed | | | |County |- |city_holding_holding_build_gold_cost | | | |County |- |city_holding_holding_build_piety_cost | | | |County |- |city_holding_holding_build_prestige_cost | | | |County |- |church_holding_build_speed |宗教地产建筑速度 | | |County |- |church_holding_build_gold_cost |城市地产建筑金币花费 | | |County |- |church_holding_build_piety_cost |城市地产建筑虔诚花费 | | |County |- |church_holding_build_prestige_cost |城市地产建筑威望花费 | | |County |- |church_holding_holding_build_speed | | | |County |- |church_holding_holding_build_gold_cost | | | |County |- |church_holding_holding_build_piety_cost | | | |County |- |church_holding_holding_build_prestige_cost | | | |County |- |<culture>_opinion |文化好感度 |适用于对被修改的文化 | |Character |- |monthly_diplomacy_lifestyle_xp_gain_mult |外交生活方式技能经验获取系数 |monthly_diplomacy_lifestyle_xp_gain_mult = 0.5 外交生活方式技能经验获取系数+50%,下方以此类推 | |Character |- |monthly_martial_lifestyle_xp_gain_mult |军事生活方式技能经验获取系数 | | |Character |- |monthly_stewardship_lifestyle_xp_gain_mult |管理生活方式技能经验获取系数 | | |Character |- |monthly_intrigue_lifestyle_xp_gain_mult |计谋生活方式技能经验获取系数 | | |Character |- |monthly_learning_lifestyle_xp_gain_mult |学识生活方式技能经验获取系数 | | |Character |- |} ===政体相关修正=== 这些修正影响某些政体的角色对其他角色的好感和贡献。下表给出了语法,并且<government_name>有效值有:'''''feudal_government(封建制)、republic_government(共和制)、theocracy_government(神权制)、clan_government(氏族制)、tribal_government(部落制)、mercenary_government(佣兵制)、holy_order_government(教会制,应该是采用在教宗身上的)'''''。 {| class="wikitable sortable" width="100%" ! width="15%" |名称 ! width="15%" |描述 ! width="25%" |用法 ! width="20%" |支持作用域 ! width="20%" |分类 |- |<government_name>_opinion |指定政体对君主的好感 | | |Character |- |<government_name>_vassal_opinion |指定政体对封臣的好感 | | |Character |- |<government_name>_opinion_same_faith |指定政体对相同宗教的好感 | | |Character |- |<government_name>_tax_contribution_add |指定政体领主提供的税贡基数 | | |Character |- |<government_name>_tax_contribution_mult |指定政体领主提供的税贡系数 | | |Character |- |<government_name>_levy_contribution_add |指定政体领主提供的征召兵基数 | | |Character |- |<government_name>_levy_contribution_mult |指定政体领主提供的征召兵系数 | | |Character |} ===计谋相关修正=== 这些修正影响角色的计谋。下表给出了语法,并且<scheme_name>的有效值有:'''''abduct、befriend、claim_throne、convert_to_witchcraft、courting、elope、fabricate_hook、murder、seduce、sway'''''。 {| class="wikitable sortable" width="100%" ! width="15%" |名称 ! width="15%" |描述 ! width="25%" |用法 ! width="20%" |支持作用域 ! width="20%" |分类 |- |max_<scheme_name>_schemes_add |指定类型计谋可执行上限 |max_abduct_schemes_add = 1 绑架计谋上限+1 max_befriend_schemes_add = 1 交朋友计谋上限+1 max_claim_throne_schemes_add = 1 索要王位计谋上限+1 max_convert_to_witchraft_schemes_add = 1 皈依巫术计谋上限+1 max_courting_schemes_add = 1 求爱计谋上限+1 max_elope_schemes_add = 1 私奔计谋上限+1 max_fabricate_hook_schemes_add = 1 制造牵制计谋上限+1 max_murder_schemes_add = 1 谋杀计谋上限+1 max_seduce_schemes_add = 1 勾引计谋上限+1 max_sway_schemes_add = 1 说服?(翻译不能....可能是学习语言)计谋上限+1 | |Character |- |<scheme_name>_scheme_power_add |指定计谋强度增加基数 |abduct_schemes_power_add = 10 绑架计谋成功率直接+10% | |Character |- |<scheme_name>_scheme_power_mult |指定计谋强度增加系数 |abduct_schemes_power_mult = 1.0 各种影响绑架计谋成功率(正面因素)强度+100% | |Character |- |<scheme_name>_scheme_resistance_add |抵御指定计谋强度增加基数 |abduct_schemes_resistance__add = 10 针对你的绑架计谋成功率直接-10% | |Character |- |<scheme_name>_scheme_resistance_mult |抵御指定计谋强度增加系数 |abduct_schemes_resistance__mult = 1.0 各种影响针对你的绑架计谋成功率的正面因素强度-100% | |Character |} ===地形战斗修正=== 这些修正改变不同地形战斗的效果。下表给出了语法,并且<terrain_name>的有效值有:'''''plains、farmlands、hills、mountains、desert、desert_mountains、oasis、jungle、forest、taiga、wetlands、steppe、floodplains、drylands、winter'''''。 {| class="wikitable sortable" width="100%" ! width="15%" |名称 ! width="15%" |描述 ! width="25%" |用法 ! width="20%" |支持作用域 ! width="20%" |分类 |- |<terrain_name>_attrition_mult |地形损耗 |desert_attrition_mult = -0.25 在沙漠的损耗 | |Combat |- |<terrain_name>_cancel_negative_supply |移除在不同地形的补给上限惩罚 |plains_cancel_negative_supply = yes hills_cancel_negative_supply = yes mountain_cancel_negative_supply = yes desert_cancel_negative_supply = yes desert_mountains_cancel_negative_supply = yes oasis_cancel_negative_supply = yes jungle_cancel_negative_supply = yes forest_cancel_negative_supply = yes taiga_cancel_negative_supply = yes wetlands_cancel_negative_supply = yes steppe_cancel_negative_supply = yes floodplains_cancel_negative_supply = yes drylands_cancel_negative_supply = yes 移除在平原的补给上限惩罚 移除在高地的补给上限惩罚 移除在山地的补给上限惩罚 移除在沙漠的补给上限惩罚 移除在沙漠山脉的补给上限惩罚 移除在绿洲的补给上限惩罚 移除在丛林的补给上限惩罚 移除在森林的补给上限惩罚 移除在针叶林的补给上限惩罚 移除在湿地的补给上限惩罚 移除在草原的补给上限惩罚 移除在泛滥平原的补给上限惩罚 移除在旱地的补给上限惩罚 | |Combat |- |<terrain_name>_advantage |地形战斗优势 |desert_advantage = 5 沙漠地区优势 | |Combat |- |<terrain_name>_min_combat_roll |不同地形骰子最小点数 |desert_min_combat_roll = 5 沙漠地区骰子最小点数 | |Combat |- |<terrain_name>_max_combat_roll |不同地形骰子最大点数 |desert_max_combat_roll = 5 沙漠地区骰子最大点数 | |Combat |} ===兵士相关修正=== 这些修正影响角色的兵士单位的规模和战斗力。下表给出了语法,并且<men_at_arms_name>的有效值有:'''''heavy_infantry、pikemen、archers、light_cavalry、heavy_cavalry、skirmishers、siege_weapon。''''' {| class="wikitable sortable" width="100%" ! width="15%" |名称 ! width="15%" |描述 ! width="25%" |用法 ! width="20%" |支持作用域 ! width="20%" |分类 |- |<men_at_arms_name>_max_size_add |军团最大规模 |heavy_infantry_max_size_add = 5 重步兵军团的最大规模 | |Character |- |<men_at_arms_name>_max_size_mult |军团最大规模系数 |heavy_infantry_max_size_mult = 0.5 pikemen_max_size_mult = 0.5 archers_max_size_mult = 0.5 light_cavalry_max_size_mult = 0.5 heavy_cavalry_max_size_mult = 0.5 skirmishers_max_size_mult = 0.5 siege_weapon_max_size_mult = 0.5 重步兵军团的最大规模+50% 枪兵军团的最大规模+50% 弓兵军团的最大规模+50% 轻骑兵军团的最大规模+50% 重骑兵军团的最大规模+50% 散兵军团的最大规模+50% 兵器军团的最大规模+50% | |Character |- |<men_at_arms_name>_siege_value_add |增加指定军团的攻城数值基值 | | |Character |- |<men_at_arms_name>_siege_value_mult | |skirmishers_siege_value_mult = 0.25 兵器军团的攻城值+25% | |Character |- |<men_at_arms_name>_damage_add |增加指定军团的伤害数值基值 | | |Character |- |<men_at_arms_name>_damage_mult | |heavy_infantry_damage_mult = 0.25 重步兵军团的伤害系数+25% | |Character |- |<men_at_arms_name>_toughness_add |增加指定军团的韧性数值基值(与伤害相对) | | |Character |- |<men_at_arms_name>_toughness_mult | |pikemen_toughness__mult = 0.25 枪兵军团韧性+25% | |Character |- |<men_at_arms_name>_pursuit_add |增加指定军团的追击数值基值 | | |Character |- |<men_at_arms_name>_pursuit_mult | |light_cavalry_pursuit_mult = 0.25 轻骑兵兵军团的追击+25% | |Character |- |<men_at_arms_name>_screen_add |增加指定军团的掩护数值基值(与追击相对) | | |Character |- |<men_at_arms_name>_screen_mult | |heavy_cavalry_screen_mult = 0.25 重骑兵军团的掩护+25% | |Character |} {{Modding navbox}} [[Category:模组制作]] [[en:Modifier list]]
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