Events are the meat of every well-rounded mod; smaller and larger bits of story that can happen to a player during the campaign.
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)。
结构
整体结构与CK2的事件相似,语法进行了一些调整,并添加了大量的额外功能,其中许多是可选的。以下是最基本的事件(其中每个元素会在后面的小节中提到):
namespace = example example.1 = { desc = example.1.desc option = { name = example.1.a } }
好了!将这段代码添加到你的模组中,在游戏内控制台输入"event example.1"来触发它,你就会得到一个可用的事件!这就是一个最基本的事件结构,其他的内容都是可选的,但是它们在完善事件时是必须的。以下是一个更为详细的活动示例(仅包含基础内容):
## 这是一个基础事件,可将其作为其他事件的基础(参考)。不过,您可能希望先删除这段注释垃圾。 superexample.1337 = { # 请使用注释(比如这个!)在此处填写事件名称,这样其他模组编写者就可以在不知道ID的情况下找到你正在处理的事件。 type = character_event title = "A Modding Example Worthy of Kings" # 专业提示:在编写时,你可以使用字符串,稍后再用本地化替换它。 desc = birth.1003.b # 对于Sublime用户而言,有一个非常出色的功能,即“在文件中查找”,非常适用于查找代码。 theme = mental_break left_portrait = root option = { # 在选项中使用注释来说明选项的内容或功能(例如:“不,我谴责你这个异端!”或“与孩子进行决斗”),这与事件标题的做法相似,这是一个很好的习惯。 name = stewardship_domain_special.1424.a } }
ID 和命名空间
命名空间(Namespaces)可以是任何由字母和数字组成的字符串(不包含'.'字符),并且用作前缀,形式为 <namespace>.<id>
。ID是对于一个事件的唯一标识。
如果一个事件文件使用一个命名空间,那么它必须在文件开头声明 namespace = <namespace>
。对每个使用该命名空间的文件都需要进行声明。
旗帜
这些是决定你的事件种类和外观的顶级变量。它们有一组有限的取值。
Flag | 意义 | 可能的取值 |
---|---|---|
type | 事件的类型决定了根(root)的范围(scope)。 |
|
hidden | 将此设置为true,事件将不会显示;它将在后台执行。适用于进行对玩家并不立即相关的维护事件。 | true, false |
人物肖像
在《十字军之王3》中,人物肖像是3D的,而且还有动画啦!肖像由不同的肖像位置列表和动画列表决定。
人物肖像定位
Portrait Position | Description |
---|---|
left_portrait | 在事件框的左侧显示肖像。 |
right_portrait | 在事件框的右侧显示肖像。 |
lower_left_portrait | 在事件框的左下方显示肖像。 |
lower_center_portrait | 在事件框的正下方显示肖像。 |
lower_right_portrait | 在事件框的右下方显示肖像。 |
这是一个同时使用所有人物肖像位置的示例,附效果截图:
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 } }
肖像可以使用以下参数:
参数 | 描述 | 示例 |
---|---|---|
character | 展示哪个角色的肖像 | character = scope:event_target
|
animation | 角色将显示哪种动画 | animation = anger
|
triggered_animation | 如果符合条件,人物将显示这种动画。如果不符合,将显示以animation = 语句设置的动画。 |
triggered_animation = { trigger = {} animation = fear } |
triggered_outfit | 设置事件中使用的服装 | triggered_outfit = { trigger = {} outfit_tags = no_clothes (also accepts multiple tags, in the format outfit_tags = { tag1 tag2 } remove_default_outfit = yes/no } |
hide_info | 避免显示人物的任何信息 (提示文字, 盾徽, clicks等). 只会显示人物肖像 | hide_info = yes/no
|
Animations
Animation | |||
---|---|---|---|
admiration | anger | beg | boredom |
disapproval | disbelief | disgust | dismissal |
ecstasy | fear | flirtation | flirtation_left |
grief | happiness | idle | love |
newborn | pain | paranoia | personality_bold |
personality_callous | personality_compassionate | personality_content | personality_coward |
personality_cynical | personality_dishonorable | personality_forgiving | personality_greedy |
personality_honorable | personality_irrational | personality_rational | personality_vengeful |
personality_zealous | prison_dungeon | rage | sadness |
schadenfreude | scheme | severelyinjured | severelywounded |
shame | shock | sick | stress |
war_attacker | war_defender | war_over_win | worry |
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 |
Individidual elements of the theme can be overridden using override_background
, override_icon
, override_sound
, and 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 } |
trait | No | If the player has the given trait, show it on the left side of the option. Hovering over it will say the option is available because of the trait. This is only providing flavor, and does not actually affect the functionality of the option. |
trait = honest
|
skill | No | Show the chosen skill on the left side of the option. Hovering over it will say the option is available because of your high skill. This is only providing flavor, and does not actually affect the functionality of the option. |
skill = prowess
|
add_internal_flag | No | Can take the values "special" or "dangerous". The key "special" highlights the option as yellow, "dangerous" highlights the option as red. This is only providing flavor, and does not actually affect the functionality of the option. |
add_internal_flag = special
|
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 | Casus belli | ||
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 | Casus belli | ||
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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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 |