编辑“角色模组制作

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修改角色涉及改变他们的外观、数据和行为。这可以从小的调整,如添加金币或虔诚,到复杂的变化,如脚本新的视觉效果和更多。
Modding characters involves changing their appearance, data and behaviour. This can vary from small tweaks like adding gold or piety, to complex changes like scripting new visual effects and more.


== 通过脚本改变外观 ==
== Changing appearance through scripts ==
十字军之王3使用DNA系统来定义角色的外观,与《十字军之王2》中使用的系统相比有所改变。这些变化使得外观更加具体和逼真。
Crusader Kings 3 uses a DNA system to define a character's appearance, which has changed from the one used in Crusader Kings 2. These changes allow for more specific and realistic appearances.


你可以通过dna_modifiers改变角色的DNA。在{{cite file|gfx/portraits/portrait_modifiers}} 中创建一个文件,文件名为任何文件名,然后添加这个
You can change a character's DNA through dna_modifiers. Create a file in {{cite file|gfx/portraits/portrait_modifiers}} with any filename and add this:


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这将为任何带有 "dna_change_example_modifier " 标志的角色添加西方帝国头饰并改变其头发颜色。你可以用add_character_flag命令为一个角色添加一个标志,就像这样
This will add the western_imperial headgear and change the hair color of any character with the "dna_change_example_modifier" flag. You can add a flag to a character with the add_character_flag command, like this:


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如果你遇到任何问题,请检查游戏的error.log ,查看任何特定的错误信息,并相应地修改你的脚本。
If you encounter any issues, check the error.log of the game for any specific error messages and correct your script accordingly.


== 添加新角色或改变现有角色 ==
== Adding new characters or changing existing ==
对于一些mod,例如总的转换,需要新的角色。在《十字军之王3》中,制作角色mod非常简单。
For some mods, for example total conversions, new characters are needed. In Crusader Kings 3 this kind of character modding is pretty easy.
在创建你的mod后(在相应的文章中会有解释),你必须在{{cite file|example-mod/history/characters}} 文件夹中编辑一个现有的或创建一个新的txt.-文件。
After creating your mod (which is explained in a corresponding article), you have to edit an existing or create a new txt.-file in the folder {{cite file|example-mod/history/characters}}.
在我们的例子中,这个文件将被命名为{{cite file|example.txt}} 。一个角色的例子会是这样的。
In our example the file will be named {{cite file|example.txt}}. An example character will look like this:
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999001 = {
999001 = {
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}
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* 首先,分配一个角色ID。这个ID必须是唯一的;用900000或更多的ID应该是安全的。这个ID在游戏文件中用来指代这个角色。
* First of all, a character ID is assigned. The ID needs to be unique; going for 900000 and further should be safe. This ID is used to refer to the character within the game files.
* 角色的第一个名字可以通过使用<code>name = "NAME"</code> 来设置。请注意,游戏中的名字可能会根据文化而改变(参见[[ 文化修改]] )。
* The first name of the character can be set via the use of <code>name = "NAME"</code>. Note that in-game names may change based on culture (see [[culture modding]]).
* dna-line 中,可以插入特定 dna 的路径。可以使用{{cite file|common/dna_data}} 文件夹中的{{cite file|00_dna.txt}} 中现有的dna,也可以使用肖像编辑器创建一个新的dna。
* In the dna-line the path for a specific dna can be inserted. An existing dna from the {{cite file|00_dna.txt}} in {{cite file|common/dna_data}} can be used or an new created by using the portrait editor.
* 要将角色的性别设置为女性,使用<code>female = yes</code>
* To set the character's gender to female, use <code>female = yes</code>.
* 一个角色可以被添加到一个现有的或新的宗族。Use <code>dynasty = DYNASTY_ID</code> for dynasties without houses, or <code>dynasty_house = HOUSE_ID</code> otherwise. The dynasty ID and house ID can be found in {{cite file|common/dynasties}} and {{cite file|common\dynasty_houses}}, respectively. See [[dynasties modding]].
* A character can be added to an existing or a new dynasty. Use <code>dynasty = DYNASTY_ID</code> for dynasties without houses, or <code>dynasty_house = HOUSE_ID</code> otherwise. The dynasty ID and house ID can be found in {{cite file|common/dynasties}} and {{cite file|common\dynasty_houses}}, respectively. See [[dynasties modding]].
* 文化和信仰必须分别用<code>culture = CULTURE_ID</code> <code>religion = FAITH_ID</code> 来分配。正确的名称可以在相应的文件夹{{cite file|common/culture}} {{cite file|common/religion}} 中搜索找到。
* Culture and faith must be assigned with <code>culture = CULTURE_ID</code> and <code>religion = FAITH_ID</code>, respectively. The right names can be found by searching in the corresponding folders {{cite file|common/culture}} and {{cite file|common/religion}}.
* 属性可以自由设置,其值上限为100。它们的值上限为100。如果它们没有被分配,游戏将随机生成数值。请注意,这只是在角色的'' 基础'' 属性值基础上增加,所以最终的数值可能会根据特性和其他因素而变小或变大。属性如下
* Attributes can be set freely. Their value caps at 100. If they are not assigned, the game will generate random values. Note that this only adds to the character's ''base'' attribute values, so the final value may be smaller or larger depending on traits and other factors. The attributes are as follows:
:* <code>martial</code>
:* <code>martial</code>
:* <code>prowess</code>
:* <code>prowess</code>
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:* <code>stewardship</code>
:* <code>stewardship</code>
:* <code>learning</code>
:* <code>learning</code>
* 可通过使用<code>trait = TRAIT_ID</code> 添加特质。用适当的[[特质ID]]替换<code>TRAIT_ID</code> 。可以添加无限量的特质;除非分配或指定,否则游戏将随机生成特质。为了确保在游戏开始时特质不会被改变,使用<code>disallow_random_traits = yes</code>
* Traits can be added through the use of <code>trait = TRAIT_ID</code>. Replace <code>TRAIT_ID</code> with the appropriate [[trait ID]]. An unlimited amount of traits may be added; unless assigned or specified otherwise, the game will generate random traits. To ensure that traits are not changed at the start of the game, use <code>disallow_random_traits = yes</code>.
* 父母可以通过使用<code>father = CHARACTER_ID</code> <code>mother = CHARACTER_ID</code> 来选择分配。确保使用目标人物的ID,而不是他们的名字。这在创建家族时很有用。
* Parents may be optionally assigned by using <code>father = CHARACTER_ID</code> and <code>mother = CHARACTER_ID</code>. Ensure that one uses the target character's ID, as opposed to their name. This can be useful in creating families.
* 性取向可以通过<code>sexuality = SEXUALITY_ID</code> 来设置。可以使用以下
* Sexuality can be set through <code>sexuality = SEXUALITY_ID</code>. The following can be used:
:* <code>asexual 无性</code>
:* <code>asexual</code>
:* <code>heterosexual 异性</code>
:* <code>heterosexual</code>
:* <code>homosexual 同性</code>
:* <code>homosexual</code>
:* <code>bisexual 双性</code>
:* <code>bisexual</code>
* 通过<code>health = HEALTH_VALUE</code> 设置角色的基本健康状况,通过<code>fertility = FERTILITY_VALUE</code> 设置生育能力。
* Set the character's base health through <code>health = HEALTH_VALUE</code>, and fertility with <code>fertility = FERTILITY_VALUE</code>.


* 最后,必须定义角色的出生和死亡。Crusader Kings 3 使用<code>yyyy.mm.dd</code> 作为日期格式。使用<code>DATE = {...}</code> 定义日期块,将<code>...</code> 替换为<code>birth = yes</code> <code>death = yes</code> 。或者,将<code>yes</code> 替换为由语音标记包围的日期(<code>"</code>) 。参见[[# 日期块的高级用法| 日期块的更多用法]]
* Finally, birth and death of the character have to be defined. Crusader Kings 3 uses <code>yyyy.mm.dd</code> for date formats. Define a date block using <code>DATE = {...}</code>, replacing <code>...</code> with <code>birth = yes</code> or <code>death = yes</code>. Alternatively, replace <code>yes</code> with the date surrounded by speech marks (<code>"</code>). See [[#Advanced use of date blocks|more uses of date blocks]].


同样的步骤也适用于改变现有的角色。有时,像查理曼大帝,已经有大部分的可能行。
The same steps work for changing existing characters. Sometimes, like for Charlemagne, there are already most of the possible lines.


=== Advanced use of date blocks ===
=== Advanced use of date blocks ===
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== 参考资料 ==
== References ==
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