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{{version|1.1}} {{Expand}} {{需要翻译}} 得益于游戏的高度模块化设计,可以轻松地将新文化,革新和时代添加到游戏中。 本文涵盖''common/culture'' 路径下的每个子文件夹。 __TOC__ == 文化组 == 每个文化都隶属于一个文化组。 <pre> name_of_culture_group = { graphical_cultures = { first_culture_group_coa_gfx second_culture_group_coa_gfx culture_group_building_gfx culture_group_clothing_gfx culture_group_unit_gfx } mercenary_names = { { name = "mercenary_company_name1" coat_of_arms = "mercenary_company_coa1" } { name = "mercenary_company_name2" coat_of_arms = "mercenary_company_coa2" } ... } first_culture = { ... } second_culture = { ... } } </pre> 以下就是文化组可以设置的所有参数。 {| class="wikitable sortable" !属性 !类型 !说明 !举例 |- |name |List<culturegfx> |用于文化的盾徽、建筑、服饰和单位图像列表。每种类型可以给出不止一个图像,所有图像都将被使用。 |graphical_cultures = { steppe_coa_gfx } |- |mercenary_names |List<complex> |此文化组的雇佣兵可以使用的名称和盾徽列表。 {|class="wikitable" !参数!! 类型 !! 描述 |- |name || localization key || 雇佣兵名称的本地化键值。 |- |coat_of_arms || coat of arm || 可选。此名称的雇佣兵的盾徽。 |- |} |<pre> mercenary_names = { { name = "mercenary_company_ghilman" coat_of_arms = "mc_ghilman" } } </pre> |- |} ==文化== 每种文化属于一个文化组。 <pre> name_of_culture_group = { ... first_culture = { # graphical_cultures = { ... } mercenary_names = { # 此文化的雇佣兵可以使用的名称和盾徽 { name = "mercenary_company_name1" coat_of_arms = "mercenary_company_coa1" } { name = "mercenary_company_name2" coat_of_arms = "mercenary_company_coa2" } ... } color = { 1 0.5 0.2 } # 文化的颜色,例如在地图上使用 character_modifier = { # 作用于此文化所有角色的修正 diplomacy = 1 } male_names = { 10 = { // 此组名字的权重。权重越高,名字越常见。 commonNameA commonNameB_baseA commonNameC commonNameD_baseA // 名字列表,nameX_baseY是指nameX是基础名称baseY的变体(例如 John_John Jan_John Ian_John) } 1 = { rareNameA rareNameB } } female_names = { // 名字也可以定义为没有权重的单一列表 nameA_baseB nameB nameC_baseB } dynasty_names = { // 宗族名(姓)列表,类似于male_names/female_names,只是没有权重 { dynnp_von dynn_Pommern } // 但它支持在基础名前定义前缀。因此需要{} { dynn_Orsini } // 前缀是可选的 dynn_Fournier // 不使用前缀的{}也是如此 } dynasty_of_location_prefix = "dynnp_von" // 基于头衔生成宗族名时,添加此前缀 # 男性孩子以(外)祖父或父亲的名字命名的概率。总和不得超过100。 pat_grf_name_chance = 50 mat_grf_name_chance = 5 father_name_chance = 10 # 女性孩子以(外)祖母或母亲的名字命名的概率。总和不得超过100。 pat_grm_name_chance = 10 mat_grm_name_chance = 50 mother_name_chance = 5 # 父名(Patronyms)。因父亲/母亲的名字得名。可以同时使用前缀和后缀(“McDavidson”麦克大卫逊)。 _vowel用于父名的名字以元音开头时。 patronym_prefix_male = "dynnpat_pre_mac" patronym_prefix_male_vowel = "dynnpat_pre_vow_mag" patronym_prefix_female = "dynnpat_pre_nic" patronym_prefix_female_vowel = "dynnpat_pre_vow_nig" patronym_suffix_male = "dynnpat_suf_son" patronym_suffix_female = "dynnpat_suf_sdaughter" # 父名(Patronyms)会在名字中显示,如果: # - 角色的文化有“always_use_patronym = yes”,或 # - 角色的政体有“always_use_patronym = yes”,或 # - 角色领主的政体有“always_use_patronym = yes” # 默认是否(no) always_use_patronym = yes ethnicities = { 10 = german // 此权重表明该文化内此种族(ethnicity)有多常见 10 = caucasian } } second_culture = { ... } } </pre> 下表列出了可用于设置文化的所有参数。 {| class="wikitable sortable" !属性 !类型 !描述 !举例 |- |mercenary_names |List<complex> |此文化的雇佣兵可以使用的名称和盾徽列表 {|class="wikitable" !参数 !! 类型 !! 描述 |- |name || localization key || 雇佣兵名称的本地化键值。 |- |coat_of_arms || coat of arm || 可选。此名称的雇佣兵的盾徽。 |- |} |<pre> mercenary_names = { { name = "mercenary_company_1" coat_of_arms = "coa_1" } } </pre> |- |graphical_cultures |List<culturegfx> |用于文化的盾徽、建筑、服饰和单位图像列表。每种类型可以给出不止一个图像,所有图像都将被使用。 |graphical_cultures = { english_coa_gfx } |- |Color |Decimal RGB Values |文化的颜色。 |color = { 0.1 0.75 0.1 } |- |character_modifier |List<character_modifiers> |作用于此文化所有角色的修正。 |<pre> character_modifier = { diplomacy = 1 } </pre> |- |cadet_dynasty_names |List<localization> |宗族支系的名称列表。 |<pre> cadet_dynasty_names = { "dynasty_loc" "dynasty2_loc" } </pre> |- |dynasty_names |List<localization> |宗族名称列表。 |<pre> dynasty_names = { "dynasty_loc" "dynasty2_loc" } </pre> |- |male_names |List<localization> |List of cultural names for male characters. Names with spaces need enclosing quotation marks. ("Name name2") {|class="wikitable" !Parameter !! Type !! Description |- |#|| name group weight || The weight for this group of names, the higher, the more common the name is. |- |} |<pre> male_names = { male_name_1 male-name-2 maleName3 "Male Name 4" } </pre> |- |female_names |List<localization> |List of cultural names for male characters. Names with spaces need enclosing quotation marks. ("Name name2") {|class="wikitable" !Parameter !! Type !! Description |- |#|| name group weight || The weight for this group of names, the higher, the more common the name is. |- |} |<pre> female_names = { female_name_1 female-name-2 femaleName3 "Female Name 4" } </pre> |- |dynasty_of_location_prefix |Localization |Cultural equivalent of 'of', e.g - Joan of Arc/Joan D'Arc |dynasty_of_location_prefix = "prefix" |- |bastard_dynasty_prefix |Localization |Optional, Prefix for bastard dynasties |bastard_dynasty_prefix = "snow" |- |Male Ancestor Name Chance |Integer |Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100. {|class="wikitable" !Parameter !! Type !! Description |- |pat_grf_name_chance || integer || Chance of male being named after Paternal Grandfather. |- |mat_grf_name_chance || integer || Chance of male being named after Maternal Grandfather. |- |father_name_chance || integer || Chance of male being named after their father. |- |} |<pre> pat_grf_name_chance = 50 #50% chance of being named after Paternal Grandfather mat_grf_name_chance = 5 #5% chance of being named after Maternal Grandfather father_name_chance = 10 #10% chance of being named after Father </pre> |- |Female Ancestor Name Chance |Integer |Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100. {|class="wikitable" !Parameter !! Type !! Description |- |pat_grm_name_chance || integer || Chance of male being named after Paternal Grandmother. |- |mat_grm_name_chance || integer || Chance of male being named after Maternal Grandmother. |- |mother_name_chance || integer || Chance of female being named after their mother. |- |} |<pre> pat_grm_name_chance = 10 #10% chance of being named after Paternal Grandmother mat_grm_name_chance = 50 #50% chance of being named after Maternal Grandmother mother_name_chance = 5 #5% chance of being named after Mother </pre> |- |patronym_prefix_male |Localization |Names after the primary male parent |patronym_prefix_male= "patronym" |- |patronym_prefix_male_vowel |Localization |Names after the primary male parent whose name starts with a vowel |patronym_prefix_male_vowel = "v_patronym" |- |patronym_suffix_male |Localization |Names after the primary male parent but adds a suffix, e.g- Erik''son'' |patronym_suffix_male = "patronym_s" |- |patronym_prefix_female |Localization |Names after the primary female parent |patronym_prefix_female = "f_patronym" |- |patronym_prefix_female_vowel |Localization |Names after the primary female parent whose name starts with a vowel |patronym_prefix_female_vowel = "fv_patronym" |- |patronym_suffix_female |Localization |Names after the primary female parent but adds a suffix, e.g- Ayla''sdaughter'' |patronym_suffix_female = "f_patronym_s" |- |always_use_patronym |Boolean |Optional (default is no), whether or not a culture always displays Patronyms. (Patronyms can also be turned on from government/liege's government) |always_use_patronym = yes |- |ethnicities |List<ethnicities> |List of ethnicities common within the culture {|class="wikitable" !Parameter !! Type !! Description |- |#|| ethnicity weight || The weight says how common the ethnicity is within the culture. |- |} |<pre> ethnicities = { 10 = ethnicity_1 5 = ethnicity_2 #Half as common as ethnicity 1 } </pre> |- |dynasty_title_names |Boolean |Optional (default is no), uses dynasty name rather than title name when appropriate |dynasty_title_names = yes |- |founder_named_dynasties |Boolean |Optional (default is no), uses dynasty name rather than title name when appropriate |founder_named_dynasties = yes |- |dynasty_name_first |Boolean |Optional (default is no), dynasty name comes before given name (Far-East Style) |founder_named_dynasties = yes |} == 文化组ID == Culture groups have an internal ID used within the game files. To get a culture group's ID from its in-game name: # Turn all letters into lowercase (<code>A...Z->a...z</code>). # Replace spaces (<code> </code>) and hyphens (<code>-</code>) with underscores (<code>_</code>). # Add <code>_group</code> to the end. Groups that do not follow the convention above have been listed in this table: {| class="wikitable" ! Culture group ! Internal ID |- | Horn African | somalian_group |- | Guinean Uplander | west_african_group |} == 文化ID == Similar to the above, each culture has an internal ID. To get a culture's ID from its in-game name: # Turn all letters into lowercase (<code>A...Z->a...z</code>). # Remove any diacritics from letters, including accents (<code>á->a</code>) and umlauts/diaereses (<code>ü->u</code>). Cultures that do not fit this pattern have been listed below: {| class="wikitable" ! Culture group ! Internal ID |- | Permian | komi |- | Ostyak | khanty |- | Bjarmian | samoyed |- | Scots | scottish |- | Pomeranian | pommeranian |- | Oghuz | turkish |} {{Modding navbox}} [[Category:模组制作]] [[en:Culture modding]]
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