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{{version|1.2}}{{需要翻译}} '''定义'''('''Defines''')是影响某些非脚本化游戏行为的变量,如军队移动和谋略。 ==Configuration== 游戏本体的定义位于<code>game\common\defines\00_defines.txt</code>。 要修改定义,最好不要修改原版文件,而是使用模组。To do so, [[Mod_structure#Creating_initial_files|create a mod]], then create a text file in ''Documents\Paradox Interactive\mod\[mod name]\common\defines''. To change a define, use the following format in the following example, which changes the end date to 1800: <pre> NGame = { END_DATE = "1800.1.1" } </pre> The file only needs to contain the edited defines—ones that are not being changed can be left out. ==定义列表== 以下是分类列出的不完整定义列表。 ===游戏=== {| class="wikitable" width=100% |- ! width=30% | 变量 !! 单位 !! width=60% | 注释/描述 |- | END_DATE = "1453.1.1" || || YYYY.M.D 年.月.日 |- | GAME_SPEED_TICKS || 秒 || 每级游戏速度下模拟一天的实际秒数(第一个值是最慢速度,最后一个值是最快速度)。 |- | COMBAT_TICK_LIMIT = 1 || || |- | LAG_DECREASE_SPEED_DAYS = 15 || 天 || 在多人游戏中,将会导致游戏速度降低的玩家端延迟天数。 |- | LAG_PAUSE_DAYS = 30|| 天 || 在多人游戏中,将会导致游戏暂停的玩家端延迟天数。 |- | MULTIPLAYER_EVENT_TIME_OUT = 90 || 天 || 在多人游戏中,一个事件将会持续显示的天数。如果时间已过,游戏将自动选择一个选项。 |- | BENCHMARK_TEST_DURATION = 135 || 秒 || Duration of a benchmark test using the "-benchmark" launch option. |- | BENCHMARK_INTERFACE_INTERVAL = 5.0 || Seconds || Time before the benchmark changes the open UI window. |- | BENCHMARK_OBSERVE_CHARACTER = k_england || Title || The title of the character who will be observed for the benchmark. |- | BENCHMARK_WAYPOINTS || || Where the camera should pan during the benchmark. |} ===Setup=== {| class="wikitable" width=100% |- ! width=30% | Variable !! Unit !! width=60% | Notes/description |- | COURTLESS_CHARACTER_GUEST_CHANCE = 0.25 || || Chance that a courtless character is sent to a court as a guest instead of a regular courtier on game start. |- | GENERATED_POOL_CHARACTERS || || Random range for number of characters per pool (duchy) generated at the start of the game |- | GENERATED_POOL_CHARACTER_TEMPLATES || || Templates used for the pool character. Presumably, the trait-based templates are characters skilled in that trait. |- | GENERATED_POOL_CHARACTER_TEMPLATE_WEIGHTS || || Influence the chance of each template appearing. Correspond to the template names at the same index. |- | DESIRED_NEIGHBOR_POOLS = 4 || || Number of pools each pool should try to border. |- | MAX_POOL_NEIGHBOR_DISTANCE = 3 || || Maximum number of sea zones away a pool should search for a neighboring pool. |} ===Jomini Map=== {| class="wikitable" width=100% |- ! width=30% | Variable !! Unit !! width=60% | Notes/description |- | WORLD_EXTENTS_X = 8191 || || How wide the map is. |- | WORLD_EXTENTS_Y = 51 || || How deep the map is. |- | WORLD_EXTENTS_Z = 4095 || || How tall the map is. |- | WATERLEVEL = 3.8 || || |} ===Characters=== {| class="wikitable" width=100% |- ! width=30% | Variable !! Unit !! width=60% | Notes/description |- | MALE_RANDOM_AGE_BASE = 16 || Years || The initial age of randomly-generated male characters. |- | MALE_RANDOM_AGE_SPAN = 20 || Years || The maximum difference from the base age of male characters. The age of a random character is equal to the base plus a random value within the span. |- | FEMALE_RANDOM_AGE_BASE = 16 || Years || The initial age of randomly-generated female characters. |- | FEMALE_RANDOM_AGE_SPAN = 16 || Years || The maximum difference from the base age of female characters. The age of a random character is equal to the base plus a random value within the span. |- | RANDOM_PERSONALITY_TRAITS_BASE = 3 || || The initial number of personality traits for randomly-generated characters. |- | RANDOM_PERSONALITY_TRAITS_SPAN = 0 || || The maximum difference from the base number of traits. By default, randomly-generated characters always have 3 traits. |- | RANDOM_CHARACTER_DIPLOMACY_MIN = 0 || || Minimum possible base diplomacy of a randomly-generated character. |- | RANDOM_CHARACTER_DIPLOMACY_MAX = 10 || || Maximum possible base diplomacy of a randomly-generated character. |- | RANDOM_CHARACTER_MARTIAL_MIN = 0 || || Minimum possible base martial of a randomly-generated character. |- | RANDOM_CHARACTER_MARTIAL_MAX = 10 || || Maximum possible base martial of a randomly-generated character. |- | RANDOM_CHARACTER_STEWARDSHIP_MIN = 0 || || Minimum possible base stewardship of a randomly-generated character. |- | RANDOM_CHARACTER_STEWARDSHIP_MAX = 10 || || Maximum possible base stewardship of a randomly-generated character. |- | RANDOM_CHARACTER_INTRIGUE_MIN = 0 || || Minimum possible base intrigue of a randomly-generated character. |- | RANDOM_CHARACTER_INTRIGUE_MAX = 10 || || Maximum possible base intrigue of a randomly-generated character. |- | RANDOM_CHARACTER_LEARNING_MIN = 0 || || Minimum possible base learning of a randomly-generated character. |- | RANDOM_CHARACTER_LEARNING_MAX = 10 || || Maximum possible base learning of a randomly-generated character. |- | RANDOM_CHARACTER_PROWESS_MIN = 0 || || Minimum possible base prowess of a randomly-generated character. |- | RANDOM_CHARACTER_PROWESS_MAX = 10 || || Maximum possible base prowess of a randomly-generated character. |- | RANDOM_CHARACTER_MIN_FERTILITY = 0.5 || || Minimum possible base fertility of a randomly-generated character. |- | RANDOM_CHARACTER_MAX_FERTILITY = 0.6 || || Maximum possible base fertility of a randomly-generated character. |- | RANDOM_CHARACTER_MIN_HEALTH = 4.0 || || Minimum possible base health of a randomly-generated character. |- | RANDOM_CHARACTER_MAX_HEALTH = 5.0 || || Maximum possible base health of a randomly-generated character. |- | RANDOM_CHARACTER_AGE_MIN_HEALTH = 2.5 || || Minimum base health for randomly-generated characters after adjusting for age. |- | MAX_STRESS_LEVEL = 3 || || |- | STRESS_PER_LEVEL = 100 || || |- | STRESS_MONTHLY_CHANGE = 0 || || Stress changes monthly by this value until reaching a character's base stress. |- | MAX_DREAD = 100 || || |- | BASE_DREAD = 0 || || |- | DREAD_MONTHLY_CHANGE = 0.5 || || Dread changes monthly by this value until reaching a character's base dread. |- | BOLD_LEVEL_COWED = 45 || || The amount of dread above a character's [[Attributes#Dread|boldness value]] for them to be terrified. |- | BOLD_LEVEL_INTIMIDATED = 20 || || The amount of dread above a character's [[Attributes#Dread|boldness value]] for them to be intimidated. |- | MAX_TYRANNY = 1000 || || |- | TYRANNY_MONTHLY_CHANGE = -0.25 || || Tyranny changes by this amount every month. |- | BASE_FERTILITY = 0.5 || || |- | BASE_HEALTH = 5.0 || || |- | LEVELS_PIETY || || Amounts of piety needed for various devotion levels. The first/lowest level is first in the list, and they are sorted in ascending order. |- | LEVELS_PRESTIGE || || Amounts of prestige needed for various fame levels. The first/lowest level is first in the list, and they are sorted in ascending order. |- | BASE_PIETY_EXPERIENCE = 1000 || || Initial piety experience (used for devotion). |- | BASE_PRESTIGE_EXPERIENCE = 1000 || || Initial prestige experience (used for fame). |- | LEVEL_DROP_MAX_RETAINED_PROGRESS_PIETY = 0.5 || || A character who drops a level of devotion retains this amount (percentage) of progress towards the next level. |- | LEVEL_DROP_MAX_RETAINED_PROGRESS_PRESTIGE = 0.5 || || A character who drops a level of fame retains this amount (percentage) of progress towards the next level. |- | LEVELS_PIETY_GRAPHICAL_STEP = 1 || || How many levels of devotion should increment before the icon changes. |- | LEVELS_PRESTIGE_GRAPHICAL_STEP = 1 || || How many levels of fame should increment before the icon changes. |- | PIETY_ZERO_LEVEL = 1 || || The devotion level considered to be the initial or "zero" level. |- | PRESTIGE_ZERO_LEVEL = 1 || || The fame level considered to be the initial or "zero" level. |- | TODDLER_AGE = 3 || Years || Age at which a character becomes a toddler. This is when they receive their childhood trait. |- | CHILDHOOD_AGE = 6 || Years || Age at which a character becomes a child. This is when they are assigned an education (based on the childhood trait) and begin their education. |- | ADOLESCENCE_AGE = 12 || Years || Age of adolescence. Used for education. |- | MALE_ADULT_AGE = 16 || Years || Age at which male characters become adults, which has several effects, such as unlocking various diplomatic actions. |- | FEMALE_ADULT_AGE = 16 || Years || Age at which female characters become adults, which has several effects, such as unlocking various diplomatic actions. |- | BETROTHAL_TIMEOUT_AGE = 17 || Years || Presumably the age at which unfulfilled betrothals are cancelled (once both have reached this age). |- | MALE_ATTRACTION_CUTOFF_AGE = 65 || Years || After this age, the attraction of traits no longer has an effect for male characters. |- | FEMALE_ATTRACTION_CUTOFF_AGE = 50 || Years || After this age, the attraction of traits no longer has an effect for female characters. |- | HEALTH_STATE_LEVELS_VALUES || || Health thresholds for the various health levels (such as "fine," "poor," etc.). |- | HEALTH_STATE_LEVELS_TEXTS || || Text for the various health thresholds. They correspond with the levels defined in HEALTH_STATE_LEVELS_VALUES. |- | SKILL_LEVELS_VALUES || || Skill level thresholds used for the descriptions (such as "average," "good," etc.). |- | SKILL_LEVELS_TEXTS || || Text for the various skill level thresholds. They correspond with the levels defined in SKILL_LEVELS_VALUES. |- | SKILL_MODIFIER_OFFSET = -8 || || Skill modifiers with offset add this from the skill value. |- | MAX_RELATIONS_TO_SHOW = 3 || || Used for the character window. |- | PRESTIGE_FROM_DYNASTY_ON_MARRIAGE_FACTOR = 0.1 || || Used to calculate prestige gain on marriage. |- | PRESTIGE_FROM_DYNASTY_ON_BORN_FACTOR = 0.2 || || Used to calculate initial prestige on birth. |- | MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100 || || |- | CHARACTER_TRAVEL_TIME = 0.1 || || Multiplied by the distance between locations on the map. |- | FOCUS_CHILD_MIN_AGE = 6 || || |- | FOCUS_CHILD_MAX_CHANGES = 1 || || Maximum number of times a child's education focus can be changed. |- | FOCUS_ADULT_COOLDOWN_MONTHS = 60 || Months || Number of months between being able to change lifestyle focus. |- | SKILL_SCALE_AGE = 16 || || |- | MAX_HEIR_TO_SHOWN = 4 || || Number of "heir to" titles to be shown. |- | MAX_PARENT_STEPS_FOR_HEIR = 6 || || Number of steps up to search for heirs if no descendants can be found. |- | MIN_HEIR_TO_FIND = 20 || || Number of heirs to find (in the line of succession) before stopping to look for more. Higher numbers can negatively impact performance. |- | MAX_HEIRS_IN_LINE_OF_SUCCESSION_TOOLTIP = 5 || || How many heirs to show in the tooltip for a title. |- | MAX_POTENTIAL_SPOUSES = 100000 || || Maximum number of potential spouses shown in the "find spouse" or "arrange marriage" windows. |- | MONTHS_OF_INCOME_AT_START = 12 || Months || All rulers start with this many months of income in their treasuries. |- | MAXIMUM_DIPLOMATIC_RANGE = 1000 || || Distance before characters are considered outside of diplomatic range on the default setting. |- | MAXIMUM_DIPLOMATIC_RANGE_RESTRICTED = 750 || || Distance before characters are considered outside of diplomatic range on the restricted diplomatic range game rule. |- | HOOK_COOLDOWN_DURATION_YEARS = 5 || Years || Strong hook cooldown duration (upon being used). |- | MAX_COUNTIES_IN_REALM_AS_DUKE = 30 || || As a duke or count, the player (AI characters are unaffected) will begin to suffer penalties if going beyond this number of counties. Kings and emperors do not suffer the penalty. |- | INCOME_PENALTY_PER_COUNTY_ABOVE_LIMIT = 0.05 || || Going above the county limit defined in MAX_COUNTIES_IN_REALM_AS_DUKE reduces monthly income by this percentage per county. |- | FORCED_SUCCESSION_ELECTION_YEARS = 5 || Years || Length of time someone is forced to vote with another elector when a strong hook is used to do so. |- | MINIMUM_VALUE_FOR_PERSONALITY_DESCRIPTION = 25 || || [[Character#AI_Personality|AI personality]] values below this are ignored when building personality descriptions. |- | STRONG_VALUE_FOR_PERSONALITY_DESCRIPTION = 75 || || AI personality values above this get a stronger version in the personality description. |- | MINIMUM_TIER_FOR_REGNAL_NUMBERING = 3 || || Minimum tier in order for regnal numbering to be used. 1 is baron, 5 is emperor. |- | PERCENTAGE_HOMOSEXUAL = 5.0 || || Percentage chance of a randomly-created character being homosexual. |- | PERCENTAGE_BISEXUAL = 5.0 || || Percentage chance of a randomly-created character being bisexual. |- | PERCENTAGE_ASEXUAL = 1.0 || || Percentage chance of a randomly-created character being asexual. |- | DESIGNATE_HEIR_DISPLAY_COST = 1000 || || Prestige cost for designating an heir. |- | PRETENDERS_TO_TITLE = 5 || || Maximum number of characters to be stored as pretenders to a title (including the heir). |- | PARTITION_SCORE_PER_OWN_COUNTY = 2 || || Score an owned county contributes in partition when selecting a title. The higher this value, the more getting a title with personally-owned land is encouraged. |- | PARTITION_SCORE_PER_OTHER_COUNTY = 1 || || Score that a county owned by another heir takes away in partition when selecting a title. The higher this is, the more getting a title with land not owned by other heirs is encouraged. |- | DESIRED_CONCUBINES_PER_TIER || || Number of concubines a ruler of each tier wants if their faith allows concubines, in ascending order by tier. |- | PRESTIGE_LOSS_PER_MISSING_CONCUBINE = 0.1 || || Monthly prestige loss per missing fertile concubine. |- | DEBT_MODIFIER_THRESHOLDS || || When the various debt modifiers take effect, by months of income of debt. |} [[Category:模组制作]] [[en:Defines]]
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