創建一支軍隊[編輯 | 編輯原始碼]
軍隊定義在 /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
}
變量[編輯 | 編輯原始碼]
| 變量 | 類型 | 描述 | 示例 |
|---|---|---|---|
| type | 字符串 | 單位類型 | type = skirmishers |
| can_recruit | 布爾值 | 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 | 整數 | 單位傷害值 | damage = 10 |
| toughness | 整數 | 單位堅韌值 | toughness = 10 |
| pursuit | 整數 | 單位追擊值 | pursuit = 10 |
| screen | 整數 | 單位掩護值 | 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 | 單位花費 | buy_cost = { gold = 150 } |
| low_maintenance_cost | block | 低維護費花費 | low_maintenance_cost = { gold = 1 } |
| high_maintenance_cost | block | 高維護費花費 | high_maintenance_cost = { gold = 5 } |
| mercenary_fallback | 布爾值 | mercenary_fallback = yes | |
| holy_order_fallback | 布爾值 | holy_order_fallback = yes | |
| stack | 整數 | Amount of units per one stack | stack = 100 |
| max_sub_regiments | 整數 | max_sub_regiments = 5 | |
| fallback_in_hired_troops_if_unlocked | 布爾值 | 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 | 布爾值 | allowed_in_hired_troops = no | |
| fights_in_main_phase | 布爾值 | If set, only affects the pursuit phase. Handy for siege weapons | fights_in_main_phase = no |
| siege_tier | 整數 | How good it is at countering forts | siege_tier = 1 |
| ai_quality | 變量 | 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 | 整數 | 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 } } |
文化革新中的軍隊[編輯 | 編輯原始碼]
如果希望你的自定義革新解鎖你的自定義MaA單位。
unlock_maa = my_maa # Use the key of maa unit
或者你也可以為你的軍隊提供加成。 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[編輯 | 編輯原始碼]
示例:
my_maa:0 "My Men at Arms" my_maa_flavor:0 "#F My Men at Arms are better than yours.#!"
模組製作
| 文檔 | Effects • 觸發器 • 修正 • 作用域 • 變量 • 數據類型 • 本地化 • 可定製的本地化 |
| 腳本 | AI • 劇本 • 角色 • 效果指令 • 內閣 • 文化 • 決議 • 宗族 • 事件 • 政體 • 歷史 • 地產 • 生活方式 • 軍隊 • 宗教 • Story cycles • 頭銜 • 特質 |
| 地圖 | 地圖 • 地形 |
| 圖形 | 3D模型 • Exporters • 界面 • Coat of arms • Graphical assets • Fonts • Particles • Shaders • Unit models |
| 音頻 | Music • Sound |
| 其他 | 控制台指令 • 校驗碼 • 模組結構 • Troubleshooting |