十字军之王3
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内阁模组制作
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==内阁职位结构== 新的内阁职位可以通过以下结构添加: <pre> name_of_the_position = { # Main skill to look into the character list. If none the best sumk of all the skills will be at the top. skill = diplomacy special_council_position = yes # Can be held in addition to regular council positions. E.G., the Spouse council position auto_fill = yes/no/{ <triggers> } # Will automatically be filled, without the player being able to select who takes the position. Trigger scope: council owner character. Default: no. An empty trigger is treated as 'no'. inherit = yes/no/{ <triggers> } # Position will be inherited by the primary heir if that character is valid to hold the position. Trigger scope: council owner character. Default: no. An empty trigger is treated as 'no'. can_fire = yes/no/{ <triggers> } # The councillor can be fired. Trigger scope: council owner character. Default: yes. An empty trigger is treated as 'yes'. can_reassign = yes/no/{ <triggers> } # The councillor can be reassigned. Trigger scope: council owner character. Default: yes. An empty trigger is treated as 'yes'. can_change_once = yes/no/{ <triggers> } # The councillor can be assigned, but not reassigned/fired in their lifetime after the assignment. Trigger scope: council owner character. Default: no. An empty trigger is treated as 'no'. name = loc_key # What name to use. Be aware that when a position is unfilled, name_of_the_position is used instead name = { # Alternatively, you can use triggered loc. SCOPE is the character, event target 'councillor_liege' is the council owner. If no character is provided, we fall back to the key of the position rather than going through triggered loc first_valid = { ... } } # You also need to define the loc key post-fixed with "_possessive" if "special_council_position = yes" is not set (special council positions do not support possessive versions at this time). If you're combining two or more strings using the dynamic description system, only the last key needs "_possessive" defined # Modifier applied to the character in this position. Can take a "scale" parameter to scale by (a script value; see _script_values.info). Up to 5 of these can be defined if more than one scale is necessary modifier = { } # Modifier applied to the liege of the character in this position. Can take a "scale" parameter to scale by (a script value; see _script_values.info). Up to 5 of these can be defined if more than one scale is necessary council_owner_modifier = { } # Is this an available position for this council [SCOPE is the CHARACTER owner of the council] valid_position = { } # Is this a valid position for a character. [SCOPE is the character applying to the position] valid_character = { } # Effect applied when a character gets this position. [SCOPE is the character applying to the position] on_get_position = { } # Effect applied when a character lose the position. [SCOPE is the character in the position] on_lose_position = { } # Effect applied when a character is fired from the position. [SCOPE is the character in the position] on_fired_from_position = { } # Max number of positions for this type. For modders. Default 1. Infinite 0 or negative. max_amount = 2 use_for_scheme_power = yes/no use_for_scheme_resistance = yes/no # Which portrait animation should councillors of this type use in the council window portrait_animation = X } </pre> 注意,内阁职位不包括宫廷医师。 <br> {{Modding navbox}} [[Category:模组制作]] [[en:Council modding]]
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