小 (咯咯炀移动页面Culture modding至文化模组制作) |
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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。 | 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。 | 本文涵盖''common/culture'' 路径下的每个子文件夹。 | ||
== | __TOC__ | ||
== 文化组 == | |||
每个文化都隶属于一个文化组。 | 每个文化都隶属于一个文化组。 | ||
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|} | |} | ||
== | == 文化== | ||
Each culture belongs to a culture group. | Each culture belongs to a culture group. | ||
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|founder_named_dynasties = yes | |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 (<code>A...Z->a...z</code>). | |||
# Replace spaces (<code> </code>) and hyphens (<code>-</code>) with underscores (<code>_</code>). | |||
# Add <code>_group</code> to the end. | |||
Groups that do not follow the convention above have been listed in this table: | |||
{| class="wikitable" | |||
! 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 (<code>A...Z->a...z</code>). | |||
# Remove any diacritics from letters, including accents (<code>á->a</code>) and umlauts/diaereses (<code>ü->u</code>). | |||
Cultures that do not fit this pattern have been listed below: | |||
{| class="wikitable" | |||
! Culture group | |||
! Internal ID | |||
|- | |||
| Permian | |||
| komi | |||
|- | |||
| Ostyak | |||
| khanty | |||
|- | |||
| Bjarmian | |||
| samoyed | |||
|- | |||
| Scots | |||
| scottish | |||
|- | |||
| Pomeranian | |||
| pommeranian | |||
|- | |||
| Oghuz | |||
| turkish | |||
|} | |||
{{Modding navbox}} | {{Modding navbox}} | ||
[[Category:模组制作]] | [[Category:模组制作]] | ||
[[en:Culture modding]] | [[en:Culture modding]] |
2020年11月11日 (三) 19:14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> | List of graphical cultures used for coat of arms, buildings, clothings and units. It's possible to give more than one from each type, then all of them will be used. | graphical_cultures = { steppe_coa_gfx } | |||||||||
mercenary_names | List<complex> | List of names and CoAs that can be used by mercenaries of this culture group.
|
mercenary_names = { { name = "mercenary_company_ghilman" coat_of_arms = "mc_ghilman" } } |
文化
Each culture belongs to a culture group.
name_of_culture_group = { ... first_culture = { # graphical_cultures = { ... } mercenary_names = { # Names and CoAs that can be used by mercenaries of this culture { 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 } # The color of the culture, used e.g. on the map character_modifier = { # Modifier effects on all characters of the culture diplomacy = 1 } male_names = { 10 = { // The weight for this group of names, the higher, the more common the name is commonNameA commonNameB_baseA commonNameC commonNameD_baseA // A list of names, nameX_baseY means that nameX is a variant of a base name baseY (e.g. John_John Jan_John Ian_John) } 1 = { rareNameA rareNameB } } female_names = { // Names can also be defined as a single list with no weights nameA_baseB nameB nameC_baseB } dynasty_names = { // Dynasty name list, similar to male_names/female_names, just without weights { dynnp_von dynn_Pommern } // but it supports defining prefixes in addition to base names. The {} are required then { dynn_Orsini } // prefixes are optional dynn_Fournier // and so are the {} when not using a prefix } dynasty_of_location_prefix = "dynnp_von" // when generating a dynasty name based on a title, add this prefix # 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 mat_grf_name_chance = 5 father_name_chance = 10 # 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 mat_grm_name_chance = 50 mother_name_chance = 5 # Patronyms. Names after the primary parent. Can use both prefix and suffix together ("McDavidson"). _vowel is used for when the parent's name starts with a vowel. 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" # Patronyms will display in names if: # - the Character's culture has "always_use_patronym = yes", or # - the Character's government has "always_use_patronym = yes", or # - the Character's Liege's government has "always_use_patronym = yes" # Default is no. always_use_patronym = yes ethnicities = { 10 = german // The weight says how common the ethnicity is within the culture 10 = caucasian } } second_culture = { ... } }
Below is a list of all parameters that can be set for cultures.
Attribute | Type | Description | Example | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
mercenary_names | List<complex> | List of names and CoAs that can be used by mercenaries of this culture.
|
mercenary_names = { { name = "mercenary_company_1" coat_of_arms = "coa_1" } } | ||||||||||||
graphical_cultures | List<culturegfx> | List of graphical cultures used for coat of arms, buildings, clothings and units. It's possible to give more than one from each type, then all of them will be used. | graphical_cultures = { english_coa_gfx } | ||||||||||||
Color | Decimal RGB Values | Color of the culture. | color = { 0.1 0.75 0.1 } | ||||||||||||
character_modifier | List<character_modifiers> | Modifier effects on all characters of the culture. | character_modifier = { diplomacy = 1 } | ||||||||||||
cadet_dynasty_names | List<localization> | List of names for cadet dynasties. | cadet_dynasty_names = { "dynasty_loc" "dynasty2_loc" } | ||||||||||||
dynasty_names | List<localization> | List of names for dynasties. | 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 |