无编辑摘要 |
无编辑摘要 |
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|name | |name | ||
|List<culturegfx> | |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 } | |graphical_cultures = { steppe_coa_gfx } | ||
|- | |- | ||
|mercenary_names | |mercenary_names | ||
|List<complex> | |List<complex> | ||
| | | 此文化组的雇佣兵可以使用的名称和盾徽列表。 | ||
{|class="wikitable" | {|class="wikitable" | ||
! | ! 参数!! 类型 !! 描述 | ||
|- | |- | ||
|name || localization key || | |name || localization key || 雇佣兵名称的本地化键值。 | ||
|- | |- | ||
|coat_of_arms || coat of arm || | |coat_of_arms || coat of arm || 可选。此名称的雇佣兵的盾徽。 | ||
|- | |- | ||
|} | |} | ||
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==文化== | ==文化== | ||
每种文化属于一个文化组。 | |||
<pre> | <pre> | ||
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# graphical_cultures = { ... } | # graphical_cultures = { ... } | ||
mercenary_names = { # | 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_name1" coat_of_arms = "mercenary_company_coa1" } | ||
{ name = "mercenary_company_name2" coat_of_arms = "mercenary_company_coa2" } | { name = "mercenary_company_name2" coat_of_arms = "mercenary_company_coa2" } | ||
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} | } | ||
color = { 1 0.5 0.2 } # | color = { 1 0.5 0.2 } # 文化的颜色,例如在地图上使用 | ||
character_modifier = { # | character_modifier = { # 作用于此文化所有角色的修正 | ||
diplomacy = 1 | diplomacy = 1 | ||
} | } | ||
male_names = { | male_names = { | ||
10 = { // | 10 = { // 此组名字的权重。权重越高,名字越常见。 | ||
commonNameA commonNameB_baseA commonNameC commonNameD_baseA // | 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 = { | 1 = { | ||
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} | } | ||
female_names = { // | female_names = { // 名字也可以定义为没有权重的单一列表 | ||
nameA_baseB nameB nameC_baseB | nameA_baseB nameB nameC_baseB | ||
} | } | ||
dynasty_names = { // | 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 } // | { dynnp_von dynn_Pommern } // 但它支持在基础名前定义前缀。因此需要{} | ||
{ dynn_Orsini } // | { dynn_Orsini } // 前缀是可选的 | ||
dynn_Fournier // | dynn_Fournier // 不使用前缀的{} 也是如此 | ||
} | } | ||
dynasty_of_location_prefix = "dynnp_von" // | 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 | pat_grf_name_chance = 50 | ||
mat_grf_name_chance = 5 | mat_grf_name_chance = 5 | ||
father_name_chance = 10 | 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 | pat_grm_name_chance = 10 | ||
mat_grm_name_chance = 50 | mat_grm_name_chance = 50 | ||
mother_name_chance = 5 | 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 = "dynnpat_pre_mac" | ||
patronym_prefix_male_vowel = "dynnpat_pre_vow_mag" | patronym_prefix_male_vowel = "dynnpat_pre_vow_mag" | ||
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patronym_suffix_female = "dynnpat_suf_sdaughter" | 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 | always_use_patronym = yes | ||
ethnicities = { | ethnicities = { | ||
10 = german // | 10 = german // 此权重表明该文化内此种族(ethnicity)有多常见 | ||
10 = caucasian | 10 = caucasian | ||
} | } | ||
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} | } | ||
</pre> | </pre> | ||
下表列出了可用于设置文化的所有参数。 | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! | ! 属性 | ||
! | ! 类型 | ||
! | ! 描述 | ||
! | ! 举例 | ||
|- | |- | ||
|mercenary_names | |mercenary_names | ||
|List<complex> | |List<complex> | ||
| | | 此文化的雇佣兵可以使用的名称和盾徽列表 | ||
{|class="wikitable" | {|class="wikitable" | ||
! | ! 参数 !! 类型 !! 描述 | ||
|- | |- | ||
|name || localization key || | |name || localization key || 雇佣兵名称的本地化键值。 | ||
|- | |- | ||
|coat_of_arms || coat of arm || | |coat_of_arms || coat of arm || 可选。此名称的雇佣兵的盾徽。 | ||
|- | |- | ||
|} | |} | ||
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|graphical_cultures | |graphical_cultures | ||
|List<culturegfx> | |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 } | |graphical_cultures = { english_coa_gfx } | ||
|- | |- | ||
|Color | |Color | ||
|Decimal RGB Values | |Decimal RGB Values | ||
| | | 文化的颜色。 | ||
|color = { 0.1 0.75 0.1 } | |color = { 0.1 0.75 0.1 } | ||
|- | |- | ||
|character_modifier | |character_modifier | ||
|List<character_modifiers> | |List<character_modifiers> | ||
| | | 作用于此文化所有角色的修正。 | ||
|<pre> | |<pre> | ||
character_modifier = { | character_modifier = { | ||
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|cadet_dynasty_names | |cadet_dynasty_names | ||
|List<localization> | |List<localization> | ||
| | | 宗族支系的名称列表。 | ||
|<pre> | |<pre> | ||
cadet_dynasty_names = { | cadet_dynasty_names = { | ||
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|dynasty_names | |dynasty_names | ||
|List<localization> | |List<localization> | ||
| | | 宗族名称列表。 | ||
|<pre> | |<pre> | ||
dynasty_names = { | dynasty_names = { |
2020年11月23日 (一) 16:46的版本
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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。
文化组
每个文化都隶属于一个文化组。
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 = { ... } }
以下就是文化组可以设置的所有参数。
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。
|
mercenary_names = { { name = "mercenary_company_ghilman" coat_of_arms = "mc_ghilman" } } |
文化
每种文化属于一个文化组。
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 = { ... } }
下表列出了可用于设置文化的所有参数。
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
|
mercenary_names = { { name = "mercenary_company_1" coat_of_arms = "coa_1" } } | ||||||||||||
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。 | character_modifier = { diplomacy = 1 } | ||||||||||||
cadet_dynasty_names | List<localization> | 宗族支系的名称列表。 | cadet_dynasty_names = { "dynasty_loc" "dynasty2_loc" } | ||||||||||||
dynasty_names | List<localization> | 宗族名称列表。 | dynasty_names = { "dynasty_loc" "dynasty2_loc" } | ||||||||||||
male_names | List<localization> | List of cultural names for male characters. Names with spaces need enclosing quotation marks. ("Name name2")
|
male_names = { male_name_1 male-name-2 maleName3 "Male Name 4" } | ||||||||||||
female_names | List<localization> | List of cultural names for male characters. Names with spaces need enclosing quotation marks. ("Name name2")
|
female_names = { female_name_1 female-name-2 femaleName3 "Female Name 4" } | ||||||||||||
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.
|
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 | ||||||||||||
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.
|
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 | ||||||||||||
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- Erikson | 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- Aylasdaughter | 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
|
ethnicities = { 10 = ethnicity_1 5 = ethnicity_2 #Half as common as ethnicity 1 } | ||||||||||||
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 (
A...Z->a...z
). - Replace spaces (
-
) with underscores (_
). - Add
_group
to the end.
Groups that do not follow the convention above have been listed in this table:
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 (
A...Z->a...z
). - Remove any diacritics from letters, including accents (
á->a
) and umlauts/diaereses (ü->u
).
Cultures that do not fit this pattern have been listed below:
Culture group | Internal ID |
---|---|
Permian | komi |
Ostyak | khanty |
Bjarmian | samoyed |
Scots | scottish |
Pomeranian | pommeranian |
Oghuz | turkish |
模组制作
文档 | Effects • 触发器 • 修正 • 作用域 • 变量 • 数据类型 • 本地化 • 可定制的本地化 |
脚本 | AI • 剧本 • 角色 • 效果指令 • 内阁 • 文化 • 决议 • 宗族 • 事件 • 政体 • 历史 • 地产 • 生活方式 • 军队 • 宗教 • Story cycles • 头衔 • 特质 |
地图 | 地图 • 地形 |
图形 | 3D模型 • Exporters • 界面 • Coat of arms • Graphical assets • Fonts • Particles • Shaders • Unit models |
音频 | Music • Sound |
其他 | 控制台指令 • 校验码 • 模组结构 • Troubleshooting |