Events modding:修订间差异

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(同步到官方百科22:43, 19 September 2020‎ Ernie Collins)
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{{version|Timeless}}{{需要翻译}}
{{version|Timeless}}
{{需要翻译}}
{{重写}}
{{需要完善}}
Events are the meat of every well-rounded mod; smaller and larger bits of story that can happen to a player during the campaign. In order to mod new ones in, you should start with an empty txt file in the events directory below your mod's root folder.
Events are the meat of every well-rounded mod; smaller and larger bits of story that can happen to a player during the campaign. In order to mod new ones in, you should start with an empty txt file in the events directory below your mod's root folder.


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|| true, false
|| true, false
|}
|}
Isn't there one for pausing too?


== Portraits ==
== Portraits ==
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=== Themes ===
=== Themes ===
A list of implemented themes.
{| class="wikitable"
|-
! 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
override_background, override_icon, override_sound, override_environment
==== Backgrounds ====
{| class="wikitable" width="99%"
! width="33%" | Background
! width="33%" |
! width="33%" |
|-
| 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.
{| class="wikitable" width="100%"
! width="50%" | Environment
! width="50%" |
|-
| 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 ===
=== Trigger ===
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=== Widgets ===
=== Widgets ===
What types of widgets are there, with screenshots for each of what they look like.
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: (1) Those that are called from Code and (2) Those that are called from Script.
=== On_actions from Code ===
{| class="wikitable sortable" width="100%"
! width="15%" | Name
! width="15%" | Description
! width="25%" | From Code
! width="20%" | Expected Scope
! width="20%" | 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 Not From Code ===


== Strategy ==
== Strategy ==

2020年9月20日 (日) 12:12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. In order to mod new ones in, you should start with an empty txt file in the events directory below your mod's root folder.

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, 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 (WHY WOULD ONE ADD THIS FLAG?). * character_event
  • none (when an event doesn't use the root scope at all)
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 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
animation = happiness
animation = dismissal
animation = prison_dungeon
animation = admiration
animation = disgust
animation = schadenfreude
animation = stress
animation = personality_compassionate
animation = pain
animation = ecstasy
animation = fear
animation = rage
animation = anger
animation = flirtation_left
animation = shame
animation = boredom
animation = shock
animation = worry
animation = scheme
animation = personality_bold
animation = flirtation
animation = personality_callous
animation = personality_irrational
animation = personality_content
animation = disbelief
animation = personality_cynical
animation = personality_rational
animation = personality_dishonorable
animation = idle
animation = paranoia
animation = personality_vengeful
animation = disapproval
animation = sick
animation = beg
animation = personality_zealous
animation = newborn
animation = love
animation = sadness
animation = personality_honorable
animation = personality_forgiving
animation = personality_greedy
animation = personality_coward
animation = severelyinjured
animation = severelywounded
animation = war_attacker
animation = war_defender
animation = war_over_win
animation = grief

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

Name is required.

After

This is a block of effect script that runs after the event has ran its course and an option has been chosen.

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: (1) Those that are called from Code and (2) 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 Not From Code

Strategy

Triggering the event

Should probably become its own page.

Techniques and design patterns

Pinging events, message events.

Other fancy ideas.