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== 效果条件式 == These are the most important effects that are used to control the execution of other effects. {| class="wikitable sortable" width="100%" ! width="15%" | 名称 ! width="15%" | 描述 ! width="45%" | 样例 ! width="10%" | Supported scopes ! width="10%" | Supported targets |- |if |如果满足if条件内容<triggers>,则会执行if描述的效果<effects> |<pre>if = { limit = { <triggers> } <effects> }</pre> |none | |- |else_if |如果满足if条件内容<triggers>,则会执行if描述的效果<effects> ,否则如果如果满足else_if条件内容<triggers>,则会执行else_if描述的效果<effects> |<pre>if = { limit = { <triggers> } <effects> } else_if = { limit = { <triggers> } <effects> }</pre> |none | |- |else |如果满足if条件内容<triggers>,则会执行if描述的效果<effects> ,否则执行else描述的效果<effects>(该段括号内容为译者所加,鉴于ck3官网原文有些模糊,这里引用一下钢4wiki对效果条件式的描述:首先,limit是一个AND的触发器,也就是其中的所有条件都需要满足,如果limit中的内容没有满足,就开始检测else_if,直到else最后这个触发器(除非你没有写)。这其中的每一个触发器只要有一个触发器中的内容全部满足就会触发) |<pre>if = { limit = { <triggers> } <effects> } else = { <effects> }</pre> |none | |- | while | Repeats enclosed effects while limit criteria are met or until set iteration count is reached | <pre>while = { limit = { <triggers> } <effects> } while = { count = 3 <effects> } Default max of 1000.</pre> | none | |- | switch | Switch on a trigger for the evaluation of another trigger with an optional fallback trigger. | <pre>switch = { trigger = simple_assign_trigger case_1 = { <effects> } case_2 = { <effects> } case_n = { <effects> } fallback = { <effects> } }</pre> | none | |- | hidden_effect | Effect not shown in tooltips | <pre>hidden_effect = { <effects> }</pre> | none | |- | show_as_tooltip | Effect only shown in tooltips (but not executed) | <pre></pre> | none | |- | random | a random effect | <pre>random = { chance = X modifier = Y effects... } where X is a chance of the enclosed effects being fired and can be modified by optional value modifier list (AKA MTTH) Y</pre> | none | |- | random_list | a random list effect | <pre>random_list = { X1 = { trigger = { ... } modifier/compare_modifier/opinion_modifier = Y1 effect1 } X2 = { ... } ... } Selects one effect from the list and fires it. The effects are weighted by numbers X1, X2... (the higher the number, the higher the chance of the effect being picked). The chances can be modified by optional value modifier lists Y1, Y2... (AKA MTTH)</pre> | none | |- | custom_description | Wraps effects that get a custom description instead of the auto-generated one. See also custom_description_no_bullet. | <pre>custom_description = { text = <effect_localization_key> subject = <optional subject scope> #defaults to current scope object = <optional object scope> value = <optional script value> ... effects ... }</pre> | none | |- | custom_tooltip | just a tooltip, the scope as subject (for grouping, localization). | <pre>custom_tooltip = { text = key subject = scope (optional) <hidden effects> } or just custom_tooltip = key</pre> | none | |- | send_interface_message | Sends a message to the player playing the character in the scope and then executes any effects inside. | <pre>For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense. And $DESC$ contains the text from the desc field. send_interface_message = { type = message_type # default: send_interface_message title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type tooltip = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character, artifact, or title right_icon = scope:the_title # optional, character, artifact, or title goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects... add_dread = 5 scope:someone = { add_gold = 5 } }</pre> | character | |- | send_interface_toast | Sends a message to the player playing the character in the scope and then executes any effects inside. | <pre>For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense. And $DESC$ contains the text from the desc field. send_interface_toast = { type = message_type # default: send_interface_toast title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type tooltip = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character, artifact, or title right_icon = scope:the_title # optional, character, artifact, or title goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects... add_dread = 5 scope:someone = { add_gold = 5 } }</pre> | character | |}
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