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Les events ... quelques info
D'abord voici le post d'origine de Johan "himself". Dans ce post il fournit 3 documents de références sur les events.
Some Modification Guide Documents and Links to Useful "How To" Guides On trouve donc
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Contenu de EventScripting.doc
Le plus lourd des documents
************************************************** *********** Scopes Several triggers and commands can change the current scope. Whenever the scope is changed, every trigger from there on will refer to the country or province changed to. Some triggers accept a THIS as an argument, which refers to the country or province that received the event ally Scope: country Syntax: ally = { triggers… } From country to country. Picks a random ally. owner Scope: province Syntax: owner = { triggers… } From province to country. controller Scope: province Syntax: controller = { triggers… } From province to country. Emperor Scope: country Syntax: emperor = { triggers… } From country to emperor. capital_scope Scope: country Syntax: capital_scope = { triggers… } From country to capital. <num> Scope: province Syntax: <num> = { triggers… } To a specific province. <tag> Scope: country Syntax: <tag> = { triggers… } To a specific country. any_neighbor_province Scope: province Syntax: any_neighbor_province = { triggers… } To any neighbouring province. any_neighbor_country Scope: country Syntax: any_neighbor_country = { triggers… } To any neighbouring country. ************************************************** *********** Triggers and boolean container trigger. or boolean container trigger. not boolean container trigger. year Scope: <none> Syntax: year = x Returns true if x is the current year or an earlier year. month Scope: <none> Syntax: month = x Returns true if x is the current month or an earlier month treasury Scope: country Syntax: treasury = x Returns true if the treasury contains x or more gold. prestige Scope: country Syntax: prestige = x Returns true if the current country has x or more prestige. luck Scope: country Syntax: luck = yes/no Returns true if the current country is one of the lucky countries. wartax Scope: country Syntax: wartax = yes/no Returns true if the country is raising war taxes. war Scope: country Syntax: war = yes/no Returns true if the current country is at war. inflation Scope: country Syntax: inflation = x Returns true if the current country’s inflation value is x or above x. stability Scope: country Syntax: stability = x Returns true if the current stability value is equal to x or above x. war_exhaustion Scope: country Syntax: war_exhaustion = x Returns true if the country’s war exhaustion is equal to x or above x. blockade Scope: country Syntax: blockade = x Returns true if the blockade percentage is equal to x or above x. manpower Scope: country Syntax: manpower = x Returns true if the country has a manpower value equal to x or higher than x. max_manpower Scope: country Syntax: max_manpower = x Returns true if the country’s maximum manpower is equal to x or higher than x. manpower_percentage Scope: country Syntax: manpower_percentage = x Returns true if the country has a manpower percentage of x or above x. number_of_loans Scope: country Syntax: number_of_loans = x Returns true if the country has x number of loans or more than x loans. num_of_monopolys Scope: country Syntax: num_of_monopolys = x Returns true if the country has x monopolies or more than x monopolies. num_of_cots Scope: country Syntax: num_of_cots = x Returns true if the country has x number of Center of Trades or more than x Center of Trades. is_bankrupt Scope: country Syntax: is_bankrupt = yes/no Returns true if the country is bankrupt. land_maintenance Scope: country Syntax: land_maintenance = x Returns true if the country has a land maintenance value of x or higher. naval_maintenance Scope: country Syntax: naval_maintenance = x Returns true if the country has a naval maintenance value of x or higher. army_tradition Scope: country Syntax: army_tradition = x Returns true if the country has an army tradition value of x or higher. navy_tradition Scope: country Syntax: navy_tradition = x Returns true if the country has a naval tradition value of x or higher. badboy Scope: country Syntax: badboy = x Returns true if the country has a badboy (reputation) value of x or higher. production_efficiency Scope: country Syntax: production_efficiency = x Returns true if the country has a production efficiency of x or higher. trade_efficiency Scope: country Syntax: trade_efficiency = x Returns true if the country has a trade efficiency of x or higher. owns Scope: country Syntax: owns = province number Returns true if the country owns the specified province. controls Scope: country Syntax: controls = province number Returns true if the country controls the specified province. is_core Scope: country Syntax: is_core = province number/this Returns true if the specified province is a core of the current country. By using this you can test if another province is a core of the same country as the current province. For example : any_neighbor_province = { is_core = this } has_discovered Scope: country Syntax: has_discovered = continent Returns true if the current country has discovered the specified continent. is_emperor Scope: country Syntax: is_emperor = yes/no Returns true if the current country is the home of the emperor. elector Scope: country Syntax: elector = yes/no Returns true if the current country is one of the elector states. num_of_revolts Scope: country Syntax: num_of_revolts = x Returns true if there are x or more revolts in the country. revolt_percentage Scope: country Syntax: revolt_percentage = x Returns true if the percentage of revolts in the country are x or higher. num_of_cities Scope: country Syntax: num_of_cities = x Returns true if the country has x or more cities. num_of_ports Scope: country Syntax: num_of_ports = x Returns true if the country has x or more ports. general Scope: country Syntax: general = x Returns true if the country has x or more generals. admiral Scope: country Syntax: admiral = x Returns true if the country has x or more admirals. conquistador Scope: country Syntax: conquistador = x Returns true if the country has x or more conquistadors. explorer Scope: country Syntax: explorer = x Returns true if the country has x or more explorers. is_monarch_leader Scope: country Syntax: is_monarch_leader = yes/no Returns true if the current monarch also is a leader. defender_of_faith Scope: country Syntax: defender_of_faith = yes/no Returns true if the country is the defender of faith. num_of_trade_agreements Scope: country Syntax: num_of_trade_agreements = x Returns true if the number of trade agreements the country has is x or more. num_of_trade_embargos Scope: country Syntax: num_of_trade_embargoes = x Returns true if the number of trade embargoes the country has is x or more. num_of_allies Scope: country Syntax: num_of_allies = x Returns true if the number of allies the country has is x or more. num_of_royal_marriages Scope: country Syntax: num_of_royal_marriages = x Returns true if the number of royal marriages a country has is x or more. num_of_vassals Scope: country Syntax: num_of_vassals = x Returns true if the number of vassals a country has is x or more. num_of_unions Scope: country Syntax: num_of_unions = x Returns true if the number of unions a country has is x or more. ADM Scope: country Syntax: adm = x Returns true if the current monarch has an administrative skill value equal to x or higher. DIP Scope: country Syntax: dip = x Returns true if the current monarch has a diplomatic skill value equal to x or higher. MIL Scope: country Syntax: mil = x Returns true if the current monarch has a military skill value equal to x or higher. port Scope: province Syntax: port = yes/no Returns true if the current province has a port. cot Scope: province Syntax: cot = yes/no Returns true if the current province has a Center of Trade. owned_by Scope: province Syntax: owned_by = tag/this Returns true if the specified country owns the current province. If this is used the scope has to be changed so that the target nation can be compared to the country that received the event. culture_group Scope: country Syntax: culture_group = culture group name/this Returns true if the country in the current scope belongs to the same culture-group. If this is used as culture-type the scope has to be changed so that the target nation can be compared to the country that received the event. primary_culture Scope: country Syntax: primary_culture = culture name/this Returns true if the country in the current scope has the specified culture. If this is used as culture-type the scope has to be changed so that the target nation can be compared to the country that received the event. accepted_culture Scope: country Syntax: accepted_culture = culture name/this Returns true if the country in the current scope accepts the specified culture. If this is used as the culture-type the scope has to be changed so that the target nation can be compared to the country that received the event. religion Scope: country/province Syntax: religion = religion name/this Returns true if the country/province in the current scope follows the same religion. If this is used as the religion-type the scope has to be changed so that the target nation can be compared to the country that received the event. religion_group Scope: country Syntax: religion_group = religion group name/this Returns true if the country in the current scope belongs to the same religion-group. If this is used as the religion-type the scope has to be changed so that the target nation can be compared to the country that received the event. is_religion_enabled Scope: <none> Syntax: is_religion_enabled = religion type (ex. protestant) Returns true if that particular religion type has been enabled. government Scope: country Syntax: government = government type Returns true if the country has the specified government type. advisor Scope: country Syntax: advisor = advisor type Returns true if country has hired an advisor of the specified advisor type. infantry Scope: country Syntax: infantry = x Returns true if the country has x or more infantry. cavalry Scope: country Syntax: cavalry = x Returns true if the country has x or more cavalry. artillery Scope: country Syntax: artillery = x Returns true if the country has x or more artillery. big_ship Scope: country Syntax: big_ship = x Returns true if the country has x or more big ships. light_ship Scope: country Syntax: light_ship = x Returns true if the country has x or more light ships. galley Scope: country Syntax: galley = x Returns true if the country has x or more galleys. transport Scope: country Syntax: transport = x Returns true if the country has x or more transport ships. infantry_fraction Scope: country Syntax: infantry_fraction = x Returns true if the country has an infantry fraction of x or higher. cavalry_fraction Scope: country Syntax: cavalry_fraction = x Returns true if the country has a cavalry fraction of x or higher. artillery_fraction Scope: country Syntax: artillery_fraction = x Returns true if the country has an artillery fraction of x or higher. big_ship_fraction Scope: country Syntax: big_ship_fraction = x Returns true if the country has a big ship fraction of x or higher. light_ship_fraction Scope: country Syntax: light_ship_fraction = x Returns true if the country has a light ship fraction of x or higher. galley_fraction Scope: country Syntax: galley_fraction = x Returns true if the country has a galley fraction of x or higher. transport_fraction Scope: country Syntax: transport_fraction = x Returns true if the country has a transport fraction of x or higher. idea Scope: country Syntax: idea = name of idea Returns true if the country has embraced the specified idea. exists Scope: <none> Syntax: exists = country tag Returns true if the specified country exists. relation Scope: country Syntax: relation = { who = tag/this value = y } Returns true if the specified country has a relation value of y or higher. If this is used the scope has to be changed so that the target nation can be compared to the country that received the event. technology_group Scope: country Syntax: technology_group = technology group name Returns true if the country has the specified technology group. is_colony Scope: province Syntax: is_colony = yes/no Returns true if the current province is a colony. has_country_flag Scope: country Syntax: has_country_flag = flag name Returns true if the current country has the specified country flag (added by a previous event or set in one of the history files). has_province_flag Scope: province Syntax: has_province_flag = flag name Returns true if the current province has the specified province flag (added by a previous event). has_country_modifier Scope: country Syntax: has_country_modifier = modifer name Returns true if the current country has the specified country modifier (added by a previous event). has_province_modifier Scope: province Syntax: has_province_modifier = modifer name Returns true if the current province has the specified province modifier (added by a previous event). continent Scope: province Syntax: continent = name of continent Returns true if the current province belongs to the specified continent. num_of_electors Scope: country Syntax: num_of_electors = x Returns true if there are currently x electors or more. native_size Scope: province Syntax: native_size = x Returns true if the native size of a province is equal to x or higher. native_ferocity Scope: province Syntax: native_ferocity = x Returns true if the native ferocity value is equal to x or higher. native_hostileness Scope: province Syntax: native_hostileness = x Returns true if the native hostileness value is equal to x or higher. citysize Scope: province Syntax: citysize = x Returns true if the city size in a province is equal to x or higher. hre Scope: province Syntax: hre = yes/no Returns true if the province belongs to the Holy Roman Empire. casus_belli Scope: country Syntax: casus_belli = country tag Returns true if the current country has a casus belli on the specified country. has_building Scope: province Syntax: has_building = building type Returns true if the province has the specified building. trade_goods Scope: province Syntax: trade_goods = trade goods type Returns true if the province’s trade goods match the specified trade goods type. diplomats Scope: country Syntax: diplomats = x Returns true if the current country has x or more diplomats available. spies Scope: country Syntax: spies = x Returns true if the current country has x or more spies available. missionaries Scope: country Syntax: missionaries = x Returns true if the current country has x or more missionaries available. colonists Scope: country Syntax: colonists = x Returns true if the current country has x or more colonists available. merchants Scope: country Syntax: merchants = x Returns true if the current country has x or more merchants available. total_ideas Scope: country Syntax: total_ideas = x Returns true if the current country has x or more ideas in total. free_ideas Scope: country Syntax: free_ideas = x Returns true if the current country has x or more free slots for ideas. monthly_income Scope: country Syntax: monthly_income = x Returns true if the current country has a monthly income of x or more. tag Scope: country Syntax: tag = country tag Returns true if the current country has a country tag that matches the specified tag. knows_country Scope: country Syntax: knows_country = country tag Returns true if the current country has discovered the specified country’s capital. neighbour Scope: country Syntax: neighbour = country tag Returns true if the current country is a neighbour to the specified country. regency Scope: country Syntax: regency = yes/no Returns true if the current country is ruled by a regency. units_in_province Scope: province Syntax: units_in_province = x Returns true if there are x or more units in the current province. infantry_in_province Scope: province Syntax: infantry_in_province = x Returns true if there are x or more infantry units in the current province. galleys_in_province Scope: province Syntax: galleys_in_province = x Returns true if there are x or more galleys in the current province. war_with Scope: country Syntax: war_with = country tag Returns true if the current country is at war with the specified country. unit_in_battle Scope: country Syntax: unit_in_battle = yes/no Returns true if the country has any unit that is fighting a battle. unit_in_siege Scope: country Syntax: unit_in_siege = yes/no Returns true if the country has any unit that is taking part in a siege. unit_has_leader Scope: country Syntax: unit_has_leader = yes/no Returns true if any unit in the current country has a leader. is_papal_controller Scope: country Syntax: is_papal_controller = yes/no Returns true if the current country is the papal controller. num_of_religion Scope: country Syntax: num_of_religion = { religion = religion type value = x } Returns true if the there are x or more followers of the specified religion type. <policiesname> Scope: country Syntax: policy name = x Returns true if the country’s specified policy slider has a value of x or higher. (policy name =aristocracy_plutocracy/centralization_decentralization/ innovative_narrowminded/mercantilism_freetrade/offensive_defensive/land_naval/ quality_quantity/serfdom_freesubjects) <tech_table> Scope: country Syntax: technology name = x Returns true if the amount of money invested in the specified technology is equal to x or higher. (technology name = land_tech/naval_tech/trade_tech/production_tech/government_tech) <buildingname> Scope: country Syntax: building name = x Returns true if the current country has x or more buildings of the specified building type. <tradegoods> Scope: country Syntax: trade goods name = x Returns true if the current country owns x or more provinces with the specified trade goods type. <religion> Scope: country Syntax: religion name = x Returns true if the current country has a tolerance equal to x or higher for the specified religion type. <advisor> Scope: country Syntax: advisor type = x Returns true if the current country has an advisor with a skill value equal to x or higher. ************************************************** **************************************** class CContinentTrigger : public CTrigger {public: virtual void Assign( CToken token ); virtual bool Evaluate(CEventScope &scope); protected: const CContinent* _pContinent; }; class CAnyNeighborCountryTrigger : public CAndTrigger {public: virtual bool Evaluate(CEventScope &scope); protected: }; class CNumOfElectorsTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CNativeSizeTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CNativeFerocityTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CNativeHostilenessTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CCitySizeTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CHRETrigger : public CBoolTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CCasusBelliTrigger : public CTrigger {public: CCasusBelliTrigger(); virtual void Assign( CToken token ); virtual bool Evaluate(CEventScope &scope); protected: CCountryTag _Tag; }; class CAdvisorSkillTrigger : public CIntTrigger {public: CAdvisorSkillTrigger( const CAdvisorType* pType ); virtual bool Evaluate(CEventScope &scope); protected: const CAdvisorType* _pAdvisorType; }; class CTradeGoodsCountTrigger : public CIntTrigger {public: CTradeGoodsCountTrigger( const CTradeGoods* pTradeGoods ); virtual bool Evaluate(CEventScope &scope); protected: const CTradeGoods* _pTradeGoods; }; class CDiplomatsTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CSpiesTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CMissionariesTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CColonistsTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CMerchantsTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CTotalIdeasTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CFreeIdeasTrigger : public CIntTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CMonthlyIncomeTrigger : public CValueTrigger {public: virtual bool Evaluate(CEventScope &scope); }; class CTagTrigger : public CTrigger {public: CTagTrigger(); virtual void Assign( CToken token ); virtual bool Evaluate(CEventScope &scope); protected: CCountryTag _Tag; }; class CKnowsCountryTrigger : public CTrigger {public: CKnowsCountryTrigger(); virtual void Assign( CToken token ); virtual bool Evaluate(CEventScope &scope); protected: CCountryTag _Tag; };
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Contenu de Effects-Explanation.doc
Scopes Several commands can change scope. Whenever the scope is changed, every effect from then on will refer to the new country or province. Some effects accept a THIS as an argument, which refers to the country or province that received the event.any_country Changes the current scope to any available countries. Scope: country Syntax: any_country = { effects… } random_country Changes the current scope to any available country. Scope: country Syntax: random_country = { effects… } random_owned Changes the current scope from the current country to any owned province. Scope: province Syntax: random_owned = { effects… } any_neighbor_province Changes the current scope to any neighbouring province. Scope: province Syntax: any_neighbor_province = { effects… } ************************************************** ********************** treasuryEffects Deduct/add money to the country's treasury. Scope: country Syntax: treasury = x ( x = +-1..) prestige Increase/decrease the amount of prestige the country has. Scope: country Syntax: prestige = x ( x = +-0..1) inflation Increase/decrease the country's inflation. Scope: country Syntax: inflation = x ( x = +-1..) stability Increase/decrease the country's stability. Scope: country Syntax: stability = x (x = -3..3) war_exhaustion Increase/decrease the amount of war exhaustion a country has. Scope: country Syntax: war_exhuastion = x (x = +-1..10) manpower Increase/decrease the amount of manpower a country has. Scope: country Syntax: manpower = x (x = +-0..1) army_tradition Increase/decrease the country's army tradition. Scope: country Syntax: army_tradition = x (x = +-0..1) navy_tradition Increase/decrease the country's naval tradition. Scope: country Syntax: navy_tradition = x (x = +-0..1) badboy Increase/decrease the country's reputation-value. Scope: country Syntax: badboy = x (x = +- 1..) capital Move the capital to a new province. Scope: country Syntax: capital = province id religion Change a country's religion. Scope: country Syntax: religion = religion type/THIS enable_religion Enable a certain religion. Scope: country Syntax: enable_religion = religion type add_core Make a certain province the country's core. Scope: country Syntax: add_core = province id/THIS remove_core Loose an existing core on a province. Scope: country Syntax: remove_core = province id primary_culture Change the country's primary culture. Scope: country Syntax: primary_culture = culture name/THIS add_accepted_culture Make a certain culture accepted by the country. Scope: country Syntax: add_accepted_culture = culture name/THIS remove_accepted_culture Remove an accepted culture from the country. Scope: country Syntax: remove_accepted_culture = culture name elector Add/remove an elector. Scope: country Syntax: elector = yes/no add_idea Give the country a new idea. Scope: country Syntax: add_idea = name of idea remove_idea Remove an existing idea from the country. Scope: country Syntax: remove_idea = name of idea government Change the current form of government for the country. Scope: country Syntax: government = government type change_tag Transform the country into a new nation. Scope: country Syntax: change_tag = country tag technology_group Allow the country to change technology group for better or for worse. Scope: country Syntax: technology_group = latin/eastern/muslim/indian/chinese/ african/new_world add_province_modifier Add a province modifier with certain effects to a province. Scope: province Syntax: add_province_modifier = name of modifier add_country_modifier Add a country modifier with certain effects to the country. Scope: country Syntax: add_country_modifier = name of modifier set_country_flag Set a flag for the country to indicate that certain criteria have been met. Scope: country Syntax: set_country_flag = name of flag clr_country_flag Remove a country flag. Scope: country Syntax: clr_country_flag = name of country flag set_province_flag Set a flag for a province to indicate that certain criteria have been met. Scope: province Syntax: set_province_flag = name of province flag clr_province_flag Remove a province flag. Scope: province Syntax: clr_province_flag = name of province flag create_revolt Create a revolt of the specified size in a province. Scope: province Syntax: create_revolt = x (x = 1/2/3) create_pirate Create a fleet of pirates of the specified size in a province. Scope: none Syntax: province id = { create_pirate = number of ships } native_ferocity Increase/decrease the natives' ferocity in a province. Scope: province Syntax: native_ferocity = x (x = +-1..) native_hostileness Increase/decrease the natives' hostileness in a province. Scope: province Syntax: native_hostileness = x (x = +-1..) native_size Increase/decrease the size of natives in a province. Scope: province Syntax: native_size = x (x = +-1..) base_tax Increase/decrease the base tax in a province. Scope: province Syntax: base_tax = x (x = +-1..) missionaries Increase/decrease the number of missionaries that are available to the country. Scope: country Syntax: missionaries = x (x = +-1..5) merchants Increase/decrease the number of merchants that are available to the country. Scope: country Syntax: merchants = x (x = +-1..5) colonists Increase/decrease the number of colonists that are available to the country. Scope: country Syntax: colonists = x (x = +-1..5) spies Increase/decrease the number of spies that are available to the country. Scope: country Syntax: spies = x (x = +-1..5) diplomats Increase/decrease the number of diplomats that are available to the country. Scope: country Syntax: diplomats = x (x = +-1..5) citysize Increase/decrease the population of a province. Scope: province Syntax: citysize = x (x = +-1…) hre Allow a province to join/leave the Holy Roman Empire. Scope: province Syntax: hre = yes/no change_manpower Increase/decrease the manpower available in a province. Scope: province Syntax: change_manpower = x (x = +-1..) discover Allow a country to discover a certain province. Scope: country Syntax: province id = { discover = yes } cot Allow a province to gain or loose a center of trade. Scope: province Syntax: cot = yes/no add_building Add the specified building to a province. Scope: province Syntax: add_building = name of building remove_building Remove the specified building from a province. Scope: province Syntax: remove_building = name of building trade_goods Allow a province to change the type of goods it's currently trading. Scope: province Syntax: trade_goods = type of goods culture Allow a province to change its culture type. Scope: province Syntax: culture = culture type casus_belli Give another country a casus belli on the current country. Scope: country Syntax: random_country = { casus_belli = THIS } Syntax: any_neighbor_country = { casus_belli = THIS } add_casus_belli Give the current country a casus belli on another country. Scope: country Syntax: random_country = { add_casus_belli = THIS } Syntax: any_neighbor_country = { add_casus_belli = THIS } relation Improve/Worsen relations between two countries. If this is used the scope has to be changed first so that the effects applies to both the current country and some other state. Scope: country Syntax: relation = { who = country tag/THIS value = x } secede_province Cede a specific province to the specified country. Scope: country Syntax: province id = { secede_province = country tag } inherit Allow the country to inherit the specified country. Scope: country Syntax: inherit = country tag release Allow the country to release the specified country and thereby create a new independent nation. Scope: country Syntax: release = country tag remove_advisor Remove an advisor from the country's court. Scope: country Syntax: remove_advisor = advisor type war Start a war between the current country and the specified state. Scope: country Syntax: war = country tag cavalry Create the most advanced cavalry unit available to the current country. Scope: province Syntax: cavalry = province number/THIS infantry Create the most advanced infantry unit available to the current country. Scope: province Syntax: infantry = province number/THIS artillery Create the most advanced artillery unit available to the current country. Scope: province Syntax: artillery = province number/THIS big_ship Create the most advanced big ship available to the current country. Scope: province Syntax: big_ship = province number/THIS light_ship Create the most advanced light ship available to the current country. Scope: province Syntax: light_ship = province number/THIS transport Create the most advanced transport ship available to the current country. Scope: province Syntax: transport = province number/THIS galley Create the most advanced galley ship available to the current country. Scope: province Syntax: galley = province number/THIS loan_size Increase/decrease the loan size that is set for the country. Scope: province Syntax: loan_size = x (x = +-1..) change_controller Change the controller of a province. Scope: province Syntax: change_controller = country tag policies Move the policy slider the specified amount of steps. Scope: country Syntax: p = x (x = +-1..5) (p = aristocracy_plutocracy/ centralization_decentralization/ innovative_narrowminded/ mercantilism_freetrade/ offensive_defensive/ land_naval/ quality_quantity/ serfdom_freesubjects) technology Invest a certain amount of money into the specified technology. Scope: province Syntax: t = x (x = +-1..) (t = land_tech naval_tech trade_tech production_tech government_tech)
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Contenu de Modifiers-Explanation.doc
Current Supported Modifiers. ************************************************** ********** Provincial Static Modifiers attrition additive Increase/decrease the rate at which a province looses troops when an army exceeds the current supply limit. direct_tax_percentage multiplicative (0-1) Increase/decrease the direct tax percentage raised by a given province. foreign_merchant_compete_chance multiplicative (0-1) Increase/decrease the competitiveness of merchants in a given province. garrison_growth multiplicative (0-1) Increase/decrease the growth of garrisons in a given province. local_colonist_cost multiplicative (0-1) Increase/decrease the cost of colonists in a given province. local_colonist_placement_chance multiplicative (0-1) Increase/decrease the colonists’ placement chance in a given province. local_manpower_modifier multiplicative (0-1) Increase/decrease a province’s manpower. local_missionary_cost multiplicative (0-1) Increase/decrease the cost of missionaries in a given province. local_missionary_placement_chance multiplicative (0-1) Increase/decrease the placement chance for missionaries in a given province. local_revolt_risk additive Increase/decrease the revolt risk for a given province. local_tax_modifier multiplicative (0-1) Increase/decrease the tax-income for a given province. local_spy_defence multiplicative (0-1) Increase/decrease the spy defense in a given province. max_attrition additive Increase/decrease the maximum attrition in a province. population_growth multiplicative (0-1) Increase/decrease the rate of a province’s population growth. regiment_recruit_speed multiplicative (0-1) Increase/decrease the time it takes to build troops in a given province. ship_recruit_speed multiplicative (0-1) Increase/decrease the time it takes to build ships in a given province. stability_cost additive Increase/decrease the stability cost for a province. supply_limit additive Increase/decrease the amount of armed forces that can be supported in a given province. tax_income additive Increase/decrease the tax-income for a given province. trade_income_modifier additive Increase/decrease the trade income for a given province. ************************************************** ************** advisor_costGlobal Static Modifiers multiplicative (0-1) Increase/decrease the cost of hiring advisors. army_tradition multiplicative (0-1) Increase/decrease a country’s army tradition. artillery_cost multiplicative (0-1) Increase/decrease the cost of building artillery units. badboy additive Increase/decrease a country’s reputation value. badboy_limit additive Increase/decrease a country’s badboy (reputation) limit. bigship_cost multiplicative (0-1) Increase/decrease the cost of building large ships. build_cost multiplicative (0-1) Increase/decrease the costs of buildings by given percentage. (0-1) cavalry_cost multiplicative (0-1) Increase/decrease the cost of raising cavalry. colonist_cost multiplicative (0-1) Increase/decrease the cost of colonists for a country. colonist_placement_chance multiplicative (0-1) Increase/decrease the colonist’s placement chance. colonists additive Increase/decrease the number of colonists a country receives yearly. diplomats additive Increase/decrease the number of diplomats a country receives yearly. galley_cost multiplicative (0-1) Increase/decrease the cost of building galleys. global_manpower_modifier additive Increase/decrease a country’s manpower. global_revolt_risk additive Increase/decrease the risk of a revolt in all provinces controlled by a country. global_spy_defence multiplicative (0-1) Increase/decrease a country’s spy defense. global_tax_modifier multiplicative (0-1) Increase/decrease the tax-income raised by a country. government_tech_cost_modifier multiplicative (0-1) Increase/decrease the cost of government technology. government_tech_investment additive Invest money in government technology. infantry_cost multiplicative (0-1) Increase/decrease the cost of raising infantry. inflation_reduction multiplicative (0-1) Reduce the inflation for a country. interest multiplicative (1-100) Increase/decrease the interest rate for a country. land_forcelimit additive Increase/decrease a country’s military force limit. land_morale multiplicative (0-1) Increase/decrease the morale of a country’s military. land_tech_cost_modifier multiplicative (0-1) Increase/decrease the cost of land technology. land_tech_investment additive Invest money in land technology. leader_fire additive Increase/decrease a country’s leader’s fire value. leader_shock additive Increase/decrease a country’s leader’s shock value. lightship_cost multiplicative (0-1) Increase/decrease the cost of building smaller ships. max_war_exhaustion additive Increase/decrease a country’s maximal war exhaustion. merchant_compete_chance multiplicative (0-1) Increase/decrease the merchants’ compete chance. merchant_cost multiplicative (0-1) Increase/decrease the cost of sending merchants. merchant_placement_chance multiplicative (0-1) Increase/decrease the merchants’ placement chance. merchants additive Increase/decrease the number of merchants a country receives yearly. missionaries additive Increase/decrease the number of missionaries a country receives yearly. missionary_cost multiplicative (0-1) Increase/decrease the cost of sending missionaries. missionary_placement_chance multiplicative (0-1) Increase/decrease the placement chance for missionaries. naval_morale multiplicative (0-1) Increase/decrease the morale of a country’s navy. naval_tech_cost_modifier multiplicative (0-1) Increase/decrease the cost of naval technology. naval_tech_investment additive Invest money in naval technology. navy_tradition multiplicative (0-1) Increase/decrease a country’s naval tradition. overseas_income multiplicative (0-1) Increase/decrease the income a country gets from its provinces overseas. prestige multiplicative (0-1) Increase/decrease the amount of prestige a country gains. prestige_decay additive Increase/decrease the rate at which a country’s prestige diminishes. production_tech_cost_modifier multiplicative (0-1) Increase/decrease the cost of production technology. production_tech_investment additive Invest money in production technology. spies additive Increase/decrease the number of spies a country receives yearly. spies_cost multiplicative (0-1) Increase/decrease the cost of hiring spies. spy_efficiency multiplicative (0-1) Increase/decrease the spy efficiency of a country. stability_cost_modifier multiplicative (0-1) Increase/decrease the stability-cost for a country. stability_investment additive Invest money in stability. technology_cost multiplicative (0-1) Increase/decrease the cost of every technology. trade_efficiency additive Increase/decrease the trade efficiency of a country. trade_income_modifier multiplicative (0-1) Increase/decrease the trade income of a country. trade_tech_cost_modifier multiplicative (0-1) Increase/decrease the cost of trade technology. trade_tech_investment additive Invest money in trade technology. war_exhaustion additive Increase/decrease war exhaustion for a country.
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le concept du "mean_time_to_happen"
Le concept le plus important des events Very important concept: MTTH (=mean_time_to_happen) Un concept très important : le MTTH (= "temps moyen de déclenchement" (pour se produire)) Events are tested based on their probability to happen, not on a specific set-in-stone date (although date may be a component of the event trigger). Loosely, this is based on a statistical concept used in materials testing and analysis called "mean time to failure". A web search will show you some of the complexities of this system for those who are mathematically inclined but may need to bone up on their statistics. Les events sont testés via leur probabilité à se déclencher et non pas avec une date "en dur" (bien que la date puisse être un composant du déclenchement d'événement). Malheureusement, ceci est basé sur un concept statistique, bati pour la science de la resistance des matériaux et son analyse, appelé "temps mpyen de rupture" (du matériau). Une recherche sur le web vous montrera la complexité de ce système pour ceux qui ont une inclinaison pour les mathématiques (NDT : de haut niveau) mais vous aurez besoin de décortiquer ces statistiques. Each event is assigned a MTTH value in either days, months or years. It is recommended that you avoid using very large or very small numbers since in testing we have observed some "clipping" due to processor rounding. This assigned value is plugged into a hard-coded formula that determines the odds of an event firing and then compared to the result of a RNG to see if it fires in any particular instance. This means that events are not tracked to see how many times it has been tested for someone (or some province) and frees up vast amounts of CPU and memory for other game functions. A chaque évènement est assigné une valeur de MTTH que ce soit en jour, mois ou année. Il est recommandez que vous évitiez d'employer des nombres très grands ou très petits puisqu'en pratique nous avons observé un certain "tronquage" due à l'arrondie du processeur. Cette valeur assigné est affecté à une formule mathématique codé "en dur" qui détermine la probabilité d'un déclenchement d'un event et alors compare au résultat d'un RNG (? tableau ? vecteur ? ) pour voir s'il déclenche n'importe quel event particulier. Ceci signifie que les events ne sont pas "pisté" pour savoir combien de fois elle ont été testé pour un pays (ou pour une province), libérant grace à cela de vaste quantité de ressources système et de mémoire pour d'autres fonctions du jeu. The net effect is that assigning a MTTH of 1 year does not mean that the event will fire in 1 year. It means that the mean time to happen is one year, but the formula being used has a rather long head and tail so it could fire in a matter of days, or it could fire years from now (or never) depending on what number the RNG produces. Think of it as predicting the results of a die roll. You can calculate the odds of a certain result, but you can't guarantee that any given test will produce it. You could, theoretically, have a test that *never* produces the result - although the odds of this happening are staggeringly small. Further, there are currently (as of 1.00 and 1.01) some hard-coded "cheats" being used as part of the processor optimization process that are helping to keep the game performance as high as possible but are resulting in some slightly negative effects on "real" MTTH as opposed to statistically determined MTTH. This is being worked on, but for now I would recommend using a lower MTTH value than would be empirically calculated in order to have your events trigger when you want them to, and then test your event repeatedly in a controlled environment to determine if its frequency is roughly what you desire. My personal rule of thumb - and this is a personal reccomendation, not an official one - is to use an MTTH value that is about 25% lower than the one you would normally expect to use. Example: if I want something to have a *real* MTTH of 10 years I would usually set the event MTTH to about 7.5 years. To repeat an earlier caveat, though, this doesn't guarantee that the event will fire in 10 years - it merely results in the effective event MTTH being about 10 years and repeated testing will probably produce a mean firing frequency of 10 years. It could fire in a day, or it could fire 100 years from now. I conducted several thousand controlled statistical tests on both the advances_discovery and advances_spread events when I scripted them to ensure that they were WAD with the MTTH values I'd assigned them, and I would recommend that anyone doing "critical" event scripting conduct similar testing. Some more tips: Don't forget to use MTTH modifiers since they tend to make events more interesting and more "fun" for the players - and decrease the average person's ability to guess roughly when an event will fire. In particular, use monarch or kingdom stats in tiers (i.e. apply different modifiers depending on how good or bad the martial skill is), or power settings in tiers. In character events, don't forget to throw in some traits modifiers to increase the importance/effect of having a certain trait. There is plenty of fun to be had with these! Caveat: don't forget, when scripting, that all modifiers that are valid (i.e. the condition test results in "true") are multiplied together to produce a modified MTTH. This is a common error that can be made when scripting tiers. In province_x_province events, don't forget that you *must* specify either "to" or "from" in almost every trigger, condition and effect. For the few that you don't have to specify, either the "to" province is used or the condition is a comparison between the two provinces. There are probably more tips, but those are the ones that spring to mind right now.
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Un Worms peut en cachez un autre Dernière modification par Manu Militari ; 12/09/2007 à 14h48. |
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