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== Location == ==位置== | == Location == ==位置== | ||
Events belong in a .txt file inside the <code>events</code> directory directly below your [[Mod structure#Mod folder|root mod folder]]. Each file can hold as many events as one would like. The <code>events</code> directory may also have sub-folders containing their own event files, if one prefers. 事件属于位于[[Mod structure\Mod folder | root Mod folder]]正下方的<code>Events</code>目录中的.txt文件。每个文件可以容纳任意多个事件。<code>events</code>目录也可以有包含自己事件文件的子文件夹(如果愿意的话)。 | Events belong in a .txt file inside the <code>events</code> directory directly below your [[Mod structure#Mod folder|root mod folder]]. Each file can hold as many events as one would like. The <code>events</code> directory may also have sub-folders containing their own event files, if one prefers. | ||
事件属于位于[[Mod structure\Mod folder | root Mod folder]]正下方的<code>Events</code>目录中的.txt文件。每个文件可以容纳任意多个事件。<code>events</code>目录也可以有包含自己事件文件的子文件夹(如果愿意的话)。 | |||
==位置== | ==位置== |
2020年12月8日 (二) 20:17的版本
Events are the meat of every well-rounded mod; smaller and larger bits of story that can happen to a player during the campaign.
Location == ==位置
Events belong in a .txt file inside the events
directory directly below your root mod folder. Each file can hold as many events as one would like. The events
directory may also have sub-folders containing their own event files, if one prefers.
事件属于位于 root Mod folder正下方的Events
目录中的.txt文件。每个文件可以容纳任意多个事件。events
目录也可以有包含自己事件文件的子文件夹(如果愿意的话)。
位置
事件属于位于 root Mod folder正下方的Events
目录中的.txt文件。每个文件可以容纳任意多个事件。events
目录也可以有包含自己事件文件的子文件夹(如果愿意的话)。
Structure
The overall structure is similar to that of a CK2 event, with some tweaks to the syntax and a whole lot of extra features, many of them optional. The barest possible event is laid out here, and each element is described individually in a later section.
example.1 = { desc = example.1.desc option = { name = example.1.a } }
There you go! Add this to your mod, trigger it from the in-game console using "event triggers [example.1]", and you have got yourself a working event! Everything else is optional, but necessary to really flesh out the events.
ID and namespace
The ID uniquely identifies your event.
Flags
These are top-level variables that determine your event's kind and appearance. They have a limited set of values.
Flag | Meaning | Possible values |
---|---|---|
type | The kind of event. It determines what sort of scope the root is. | * character_event
|
hidden | Set this to true, and the event will not be shown at all; it will happen in the background. Useful for doing maintenance events that are not immediately relevant to the player. | true, false |
Portraits
In Crusader Kings III, portraits are now in 3D, and can now be animated as well! What follows is a list of the different portrait positions, as well as a list of animations for them.
Portrait Positions
Portrait Position | Description |
---|---|
left_portrait | Shown on the left side of the event scene. |
right_portrait | Shown on the right side of the event scene. |
lower_left_portrait | Shown on the lower left part of the event scene. |
lower_center_portrait | Shown on the lower center part of the event scene. |
lower_right_portrait | Shown on the lower right part of the event scene. |
Here is an example of all of the portrait positions in use at the same time, along with a screenshot:
example_event.1001 = { left_portrait = { character = ROOT # Whoever this is scoped to will show up in this event window position, exhibiting the chosen animation. animation = fear # Take note that characters with SOME genetic traits (for example, gigantism, dwarfism) that change their character models have different animations, and if you assign one of THOSE animations to a character that does not have that model, crashes may occur. } right_portrait = { character = ROOT animation = scheme } lower_left_portrait = { character = ROOT } lower_center_portrait = { character = ROOT } lower_right_portrait = { character = ROOT } }
Animations
Animation | |||
---|---|---|---|
happiness(高兴) | dismissal(免职) | prison_dungeon(监狱地牢) | admiration(敬佩) |
disgust(厌恶) | schadenfreude(幸灾乐祸) | stress(紧张) | personality_compassionate(同情) |
pain(痛苦) | ecstasy(狂喜) | fear(恐惧) | rage(愤怒) |
anger(生气) | flirtation_left(挑逗[左侧]) | shame(害羞) | boredom(厌倦) |
shock(震惊) | worry(担忧) | scheme(诡计) | personality_bold(大胆) |
personality_callous(无情) | personality_irrational(歇斯底里) | personality_content(满足) | flirtation(挑逗) |
disbelief(怀疑) | personality_cynical(愤世嫉俗) | personality_rational(理性) | personality_dishonorable(无耻) |
idle(无所事事) | paranoia(偏执) | personality_vengeful(复仇) | disapproval(不同意) |
sick(生病) | beg(恳求) | personality_zealous(热情) | newborn(婴儿) |
love(喜爱) | sadness(沮丧) | personality_honorable(可敬) | personality_forgiving(宽容) |
personality_greedy(吝啬) | personality_coward(懦弱) | severelyinjured(受伤) | severelywounded(创伤) |
war_attacker(进攻者) | war_defender(防御者) | war_over_win(胜利者) | grief(悲伤) |
Themes
Theme | |||
---|---|---|---|
abduct_scheme | alliance | bastardy | battle |
befriend_scheme | claim_throne_scheme | corruption | crown |
culture_change | death | default | diplomacy |
diplomacy_family_focus | diplomacy_foreign_affairs_focus | diplomacy_majesty_focus | dread |
dungeon | dynasty | education | fabricate_hook_scheme |
faith | family | feast_activity | friend_relation |
friendly | generic_intrigue_scheme | healthcare | hunt_activity |
hunting | intrigue | intrigue_intimidation_focus | intrigue_skulduggery_focus |
intrigue_temptation_focus | learning | learning_medicine_focus | learning_scholarship_focus |
learning_theology_focus | love | lover_relation | marriage |
martial | martial_authority_focus | martial_chivalry_focus | martial_strategy_focus |
medicine | mental_break | mental_health | murder_scheme |
party | pet | physical_health | pilgrimage_activity |
pregnancy | prison | realm | recovery |
rival_relation | romance_scheme | secret | seduce_scheme |
seduction | skull | stewardship | stewardship_domain_focus |
stewardship_duty_focus | stewardship_wealth_focus | sway_scheme | unfriendly |
vassal | war | witchcraft |
override_background, override_icon, override_sound, override_environment
Backgrounds
Background | |||
---|---|---|---|
alley_day | alley_night | armory | army_camp |
battlefield | bedchamber | burning_building | corridor_day |
corridor_night | council_chamber | courtyard | docks |
dungeon | farmland | feast | gallows |
garden | market | market_east | market_india |
market_tribal | market_west | physicians_study | sitting_room |
study | tavern | temple | temple_church |
temple_generic | temple_mosque | temple_scope | terrain |
terrain_activity | terrain_scope | throne_room | throne_room_east |
throne_room_india | throne_room_mediterranean | throne_room_scope | throne_room_tribal |
throne_room_west | wilderness | wilderness_desert | wilderness_forest |
wilderness_forest_pine | wilderness_mountains | wilderness_scope | wilderness_steppe |
Environments
When you've selected a background, the appropriate environment is automatically selected. Only overwrite it when necessary.
Environment | ||
---|---|---|
environment_body | environment_council | environment_cw_east_main |
environment_cw_east_spouse | environment_cw_east_throneroom_main | environment_cw_east_throneroom_spouse |
environment_cw_india_main | environment_cw_india_spouse | environment_cw_india_throneroom_main |
environment_cw_india_throneroom_spouse | environment_cw_mediterranean_main | environment_cw_mediterranean_spouse |
environment_cw_mediterranean_throneroom_main | environment_cw_mediterranean_throneroom_spouse | environment_cw_tavern |
environment_cw_tavern_spouse | environment_cw_tribal_main | environment_cw_tribal_spouse |
environment_cw_west | environment_cw_west_spouse | environment_event_alley |
environment_event_alley_day | environment_event_armory | environment_event_battlefield |
environment_event_bedchamber | environment_event_church | environment_event_corridor_day |
environment_event_courtyard | environment_event_desert | environment_event_docks |
environment_event_dungeon | environment_event_farms | environment_event_feast |
environment_event_forest | environment_event_forest_pine | environment_event_gallows |
environment_event_garden | environment_event_genericcamp | environment_event_market_east |
environment_event_market_tribal | environment_event_market_west | environment_event_mosque |
environment_event_mountains | environment_event_sittingroom | environment_event_standard |
environment_event_steppe | environment_event_study | environment_event_study_physician |
environment_event_tavern | environment_event_temple | environment_event_throne_room_west |
environment_frontend_east_heir | environment_frontend_east_main | environment_frontend_east_secondary |
environment_frontend_india_heir | environment_frontend_india_main | environment_frontend_india_secondary |
environment_frontend_mediterranean_heir | environment_frontend_mediterranean_main | environment_frontend_mediterranean_secondary |
environment_frontend_tribal_heir | environment_frontend_tribal_main | environment_frontend_tribal_secondary |
environment_frontend_west_heir | environment_frontend_west_main | environment_frontend_west_secondary |
environment_head | environment_hud | environment_portrait_editor |
environment_shoulders | environment_standard | environment_torso |
environment_war_overview |
Trigger
This is an additional requirement for an event to work.
on_trigger_fail
Runs when the trigger fails.
Description
Explain how a description can be composed of multiple strings; with stuff like first_valid, and all the alternatives.
Immediate
This is a block of effect script: it will be ran immediately as your event is triggered, before the title, description, portraits, are even evaluated let alone rendered. This block is useful for setting variables and saving scopes to use in your text or for portraits; or for functional effects that you want to happen without the player having any control over it.
"has happened" tooltip.
Options
Options within events are able to be pressed by the user. Each event may have any number of options, including none at all (a common example includes hidden events). Each option in defined in the main event block, like so:
example.1 = { [...] option = { # option info } [...] }
The table below describes available keys within the option
block:
Key | Required | Description | Example |
---|---|---|---|
name | Yes | Points to a localization key for the event option button text. | name=example.1.a |
(effects) | No | Any effects that the option may have can be written directly in the option block.
|
play_music_cue = mx_cue_banquet |
trigger | No | Defines a trigger that has to be fulfilled for the option to be valid and thus available to the user. Not to be confused with the main event trigger. |
trigger = { has_trait = shy } |
show_as_unavailable | No | If the option is invalid, but this trigger is, the option will be shown, but disabled. This behavior is also influenced by the EVENT_OPTIONS_SHOWN_HIDE_UNAVAILABLE define. |
show_as_unavailable = { short_term_gold < medium_gold_value } |
highlight_portrait | No | Highlights the event portrait of this character while this option is hovered. This is in addition to the automatic highlighting when hovering an event option that has an effect that affects portrait characters. | highlight_portrait = scope:custom |
After
This is a block of effect script that runs after the event has ran its course and an option has been chosen. Won't do anything if the event has no options (for hidden events, for example).
Widgets
What types of widgets are there, with screenshots for each of what they look like.
On_actions
On_actions are divided into two main types:
- Those that are called from code.
- Those that are called from script.
On_actions from code
Name | Description | From code | Expected scope | Other |
---|---|---|---|---|
on_prestige_level_loss | Yes | None | ||
on_rank_down | Yes | None | ||
on_weight_changed | Yes | Character | ||
on_faith_monthly | Yes | Faith | ||
on_knight_combat_pulse | Yes | Character | ||
on_war_invalidated | Yes | None | ||
on_war_transferred | Yes | Character | ||
on_divorce | Yes | None | ||
on_leave_court | Yes | Character | ||
on_guest_ready_to_move_to_pool | Yes | Character | ||
on_guest_arrived_from_pool | Yes | Character | ||
on_siege_completion | Yes | Character | ||
on_war_won_attacker | Yes | Character | ||
on_alliance_added | Yes | None | ||
on_pregnancy_mother | Yes | Character | ||
on_raid_action_start | Yes | None | ||
on_county_faith_change | Yes | Landed Title | ||
on_title_gain_usurpation | Yes | None | ||
on_release_from_prison | Yes | Character | ||
random_yearly_playable_pulse | Yes | Character | ||
on_raid_action_completion | Yes | Army | ||
on_death | Yes | Character | ||
on_birth_father | Yes | None | ||
on_betrothal_broken | Yes | None | ||
on_war_white_peace | Yes | None | ||
three_year_playable_pulse | Yes | Character | ||
on_defeat_raid_army | Yes | Army | ||
on_army_enter_province | Yes | Character | ||
on_join_court | Yes | Character | ||
on_fired_from_council | Yes | Character | ||
on_raid_loot_delivered | Yes | Army | ||
on_pregnancy_ended_mother | Yes | None | ||
on_title_lost | Yes | None | ||
on_title_gain | Yes | Character | ||
on_character_culture_change | Yes | Character | ||
on_birth_child | Yes | Character | ||
on_holy_order_hired | Yes | None | ||
on_great_holy_war_invalidation | Yes | Great Holy War | ||
on_combat_end_loser | Yes | Combat Side | ||
on_concubinage | Yes | None | ||
on_commander_combat_pulse | Yes | Character | ||
random_yearly_everyone_pulse | Yes | Character | ||
five_year_everyone_pulse | Yes | Character | ||
on_perks_refunded | Yes | None | ||
quarterly_playable_pulse | Yes | None | ||
on_prestige_level_gain | Yes | None | ||
on_faith_created | Yes | Character | ||
on_holy_order_new_lease | Yes | None | ||
on_title_gain_inheritance | Yes | None | ||
on_game_start | Yes | None | ||
on_character_faith_change | Yes | Character | ||
on_combat_end_winner | Yes | Combat Side | ||
on_courtier_decided_to_move_to_pool | Yes | Character | ||
on_culture_era_changed | Yes | None | ||
on_birthday | Yes | Character | ||
on_faith_conversion | Yes | Character | ||
on_raid_action_weekly | Yes | None | ||
on_explicit_claim_gain | Yes | Character | ||
on_courtier_ready_to_move_to_pool | Yes | Character | ||
on_potential_great_holy_war_invalidation | Yes | Great Holy War | ||
on_holy_order_destroyed | Yes | None | ||
on_war_won_defender | Yes | None | ||
yearly_global_pulse | Yes | None | ||
on_great_holy_war_countdown_end | Yes | GreaT Holy War | ||
yearly_playable_pulse | Yes | Character | ||
three_year_pool_pulse | Yes | Character | ||
on_pregnancy_father | Yes | None | ||
on_piety_level_loss | Yes | None | ||
on_piety_level_gain | Yes | None | ||
on_siege_looting | Yes | None | ||
on_title_destroyed | Yes | None | ||
on_army_monthly | Yes | None | ||
on_game_start_after_lobby | Yes | None | ||
on_imprison | Yes | Character | ||
on_birth_mother | Yes | Character | ||
on_dynasty_created | Yes | None | ||
on_alliance_removed | Yes | None | ||
on_county_occupied | Yes | None | ||
on_rank_up | Yes | None | ||
on_vassal_become_powerful | Yes | None | ||
on_join_war_as_secondary | Yes | Character | ||
on_explicit_claim_lost | Yes | Character | ||
on_alliance_broken | Yes | None | ||
on_natural_death_second_chance | Yes | None | ||
on_leave_council | Yes | Character | ||
on_county_culture_change | Yes | None | ||
on_war_started | Yes | None | ||
on_marriage | Yes | Character | ||
on_great_holy_war_participant_replaced | Yes | Character | ||
five_year_playable_pulse | Yes | Character | ||
on_birth_real_father | Yes | None | ||
on_game_start_with_tutorial | Yes | None |
On_actions from script
Strategy
Triggering the event
Should probably become its own page.
Techniques and design patterns
Pinging events, message events.
Other fancy ideas..
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