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  #1  
Vieux 11/09/2007, 15h22
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Date d'inscription: août 2005
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Flèche 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
  • Effects-Explanation.doc
  • EventScripting.doc
  • Modifiers-Explanation.doc
Voili, voilou
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  #2  
Vieux 11/09/2007, 15h39
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Par défaut 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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  #3  
Vieux 11/09/2007, 15h56
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Date d'inscription: août 2005
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Messages: 2 118
Par défaut 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… }


************************************************** **********************
Effects

treasury
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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  #4  
Vieux 11/09/2007, 16h05
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Date d'inscription: août 2005
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Par défaut 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.

************************************************** **************
Global Static Modifiers
advisor_cost
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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Vieux 11/09/2007, 16h26
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Date d'inscription: août 2005
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Messages: 2 118
Attention 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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Dernière modification par Manu Militari ; 12/09/2007 à 14h48.
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