创建一支军队[编辑 | 编辑源代码]
军队定义在 /Crusader Kings III/game/common/men_at_arms_types 文件中。
示例:
example_maa = { # maa = Men at arms type = # Men at arms type of my_maa damage = # damage value of unit toughness = # toughness value of unit pursuit = # pursuit value of unit screen = # screen value of unit terrain_bonus = { # Terrain bonus forest = { # bonus values } } counters = { # what type of men at arms this counters for example archers } buy_cost = { # cost of a unit } low_maintenance_cost = { # low maintenance cost of a unit } high_maintenance_cost = { # high maintenance cost of a unit } stack = # Men in one unit ai_quality = { # ai weight value } icon = # name of icon without .dds }
变量[编辑 | 编辑源代码]
变量 | 类型 | 描述 | 示例 |
---|---|---|---|
type | 字符串 | 单位类型 | type = skirmishers |
can_recruit | 布尔值 | If player can recruit MaA unit. If answer is yes then you don't need to include it. If you want you can write can_recruit = yes but you can also not include it and the result will be the same | can_recruit = no |
damage | 整数 | 单位伤害值 | damage = 10 |
toughness | 整数 | 单位坚韧值 | toughness = 10 |
pursuit | 整数 | 单位追击值 | pursuit = 10 |
screen | 整数 | 单位掩护值 | screen = 10 |
terrain_bonus | block | 地形加成 | terrain_bonus = {
forest = { damage = 3 screen = 3 } } |
counters | block | What unit types counters this unit. Can counter multiple units. | counters = {
heavy_infantry = 1 } |
buy_cost | block | 单位花费 | buy_cost = { gold = 150 } |
low_maintenance_cost | block | 低维护费花费 | low_maintenance_cost = { gold = 1 } |
high_maintenance_cost | block | 高维护费花费 | high_maintenance_cost = { gold = 5 } |
mercenary_fallback | 布尔值 | mercenary_fallback = yes | |
holy_order_fallback | 布尔值 | holy_order_fallback = yes | |
stack | 整数 | Amount of units per one stack | stack = 100 |
max_sub_regiments | 整数 | max_sub_regiments = 5 | |
fallback_in_hired_troops_if_unlocked | 布尔值 | Mercs/holy orders won't have a preference towards this MaA if it is unlocked | fallback_in_hired_troops_if_unlocked = yes |
allowed_in_hired_troops | 布尔值 | allowed_in_hired_troops = no | |
fights_in_main_phase | 布尔值 | If set, only affects the pursuit phase. Handy for siege weapons | fights_in_main_phase = no |
siege_tier | 整数 | How good it is at countering forts | siege_tier = 1 |
ai_quality | 变量 | AI weight which is determined in \common\script_values\00_men_at_arms_values | value = culture_ai_weight_pikemen |
icon | 字符串 | Name of the .dds icon file to represent this MaA type. If you use custom icon then it should be placed in \gfx\interface\icons\regimenttypes\ | icon = skirmishers |
hired_stack_size | 整数 | Size of sub-regiment for the purpose of hired troops. If not set, this will be the same as the "stack" value | hired_stack_size = 25 |
winter_bonus | block | Starting from game version 1.3.0, MaA can include Winter Bonus. Can include one or both bonuses (harsh or normal winter) | winter_bonus = {
damage = -10 toughness = -5 } harsh_winter = { damage = -20 toughness = -10 } } |
文化革新中的军队[编辑 | 编辑源代码]
如果希望你的自定义革新解锁你的自定义MaA单位。
unlock_maa = my_maa # Use the key of maa unit
或者你也可以为你的军队提供加成。 示例 (given by CK3 devs):
maa_upgrade = { type = cavalry damage = 0.1 toughness = 0.1 pursue = 0.1 screen = 0.1 siege_value = 0.1 max_size = 1 }
本地化[编辑 | 编辑源代码]
示例:
my_maa:0 "My Men at Arms" my_maa_flavor:0 "#F My Men at Arms are better than yours.#!"
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 |