順次翻訳していく予定。現状は単に貼り付けただけです。
*概要 [#g309bdff]
順次翻訳していく予定。現状の完成度は30%程度?
※DVについては[[MOD/DVのスクリプト拡張]]も参照

*イベントの形式 [#taa7b6f2]
イベントファイルの中身は、概ね以下のような形式になっています。
 character_event = { # 
 	id = 
 
 	picture = "event_intrigue"
 
 	trigger = {
 		condition = { }
 	}
 
 	mean_time_to_happen = {
 		months = 300
 
 	}
 
 	action_a = {
 		effect = { }
 	}
 }

●idはイベント固有の番号です。他のイベントと被ると災いが起きると予言されています。
●pictureはイベントの際に表示されるグラフィックを指定します(格納先は.\gfx\Interface\events\)
●triggerはイベントの発生条件を指定します。
 conditionの中に、具体的な条件を一つずつ記載していきます。
 具体的な書式は以下を参照してください。
 mean_time_to_happenはイベントの発生頻度を記載します。
 詳細は[[MOD/MTTHについて]]を参照してください。
 上記の例には含まれていませんが、実際のイベントではさらに各種の修正が存在しており、これはひとつひとつmodifierの中に記載していきます。
●action_aはイベント選択肢Aの内容を記載します。
 具体的なイベントの効果はeffectの中に記載していきます。
 具体的な書式は以下を参照してください。
 選択肢が複数ある場合は以下、action_b、c、dと増やせます。

----
なお、キャラクターイベントではなくプロヴィンスを対象としたイベントの場合、province_eventの中に記載していきます。

===============
= Definitions =
===============
*event effects.txtの内容 [#kd55c2e5]

** Definitions/イベント内で用いられる諸書式の定義 [#v5020a99]

N = 整数
V = 小数点入り
V = 正負を指定?小数点入り?

-----------------------
- Valid [target char] -
-----------------------
*基本的に値が入っている場合 value で指定した数以上が条件となる
未満で指定したい場合はnot valueを使用する

Family:

***Valid [target char] /イベントが効果を及ぼす対象とは? [#naa9aa8d]

Family: 家族

配偶者spouse/
父father/
母mother/
ランダム子供random_son/
もっとも忠誠が低い子供worst_son/
もっとも忠誠が高い子供best_son/
第一継承者primary_heir/
第一継承者以外で継承者リストにのっている者other_heir
-------

[spouse/father/mother/random_son/worst_son/best_son/primary_heir/other_heir]

Court:
Court:  宮廷内の人物
統治者ruler/
家令steward/
宰相chancellor/
元帥marshal/
密偵頭spymaster/
教区長chaplain/
ランダム廷臣random_courtier/
もっとも忠誠が低い廷臣worst_courtier/
もっとも忠誠が低い廷臣best_courtier/
男の廷臣knight]
------

[ruler/steward/chancellor/marshal/spymaster/chaplain/random_courtier/worst_courtier/best_courtier/knight]

Note: "knight" selects a random adult male in the court
Ruler:  統治者
君主 liege/
ランダム封臣 random_vassal/
もっとも忠誠が低い封臣 worst_vassal/
もっとも忠誠が高い封臣 best_vassal

Ruler:
------

[liege/random_vassal/worst_vassal/best_vassal]

Other:
------
Other: その他
ランダム隣国の統治者random_neighbor/
もっとも関係が悪い隣国の統治者worst_neighbor
もっとも関係がよい隣国の統治者best_neighbor/
戦争中の敵random_enemy

[random_neighbor/worst_neighbor/best_neighbor/random_enemy]
[this]										Note: targets the same character for whom the current event is firing
[crusade_target_holder]								Note: targets the ruler who controls the current crusade target. Use with caution!
[this]
Note:効果を及ぼす対象が、このイベントをトリガーさせたキャラクターと同じ場合に使用

[crusade_target_holder]
Note:今回の十字軍の対象となるプロヴィンスを占領(control)している領主(ruler)を対象とします。注意して使うこと!

[papacy]									Note: Whoever holds the title PAPA (you should check that someone does in your trigger conditions else this may CTD)
[controller]									Note: current papal controller (again, you should check that one exists in your trigger)

----------------------
- General Conditions -
----------------------

type = difficulty value = N							Note: difficulty >= N, range[0, 4]
type = aggressiveness value = N							Note: aggressiveness >= N, range[0, 4]
type = year value = N								Note: Game year >= N
type = crusade									Note: True if any crusade is active
type = target value = [provID]							Note: true if target of current crusade is that province
**General Conditions/conditionで指定できることその1 [#ta46423d]
難易度条件
 type = difficulty value = 数|Note: 範囲は[0~4]
好戦性条件
 type = aggressiveness value = 数|Note: 範囲は[0~4]
年条件
 type = year value = 数								
十字軍がオン状態
 type = crusade									
指定したプロヴィンスが十字軍奪還地とされている
 type = target value = [provID]							


====================
= CHARACTER EVENTS =
====================

--------------
- Conditions -
--------------
**キャラクターのイベント(character_event) = [#ve076757]

Character conditions:
***Conditions/conditionで指定できる条件いろいろ [#a6614f23]

-Character conditions/キャラクターに関する条件:
性別
 type = gender value = male or female
年齢
 type = age value = 数		
指定した値以上を持つ
 type = [健康値health/外交diplomacy/軍事martial/陰謀intrigue/管理stewardship/多産値fertility] value = 値		
宗教
 type = religion value = [religion type]		
文化				
 type = culture value = [culture type]		
信仰
 type = piety value = 値				
威信
 type = prestige value = 値			

 type = gold value = V					
忠誠
 type = loyalty value = V			
評判
 type = badboy value = V				
性格
 type = trait value = [trait type]
妊娠中
 type = pregnant					
生存
 type = is_alive |Note: True if character is alive (in some event conditions this isn't necessarily the case and could need to be established)
第一継承者
 type = primary_heir								
第一継承者以外の継承者リストに載っている者(おそらく壊れている)
 type = other_heir								

---------------------
-Family conditions/家族に関する条件:
父親の性格
 type = father_trait value = [trait type]
結婚している
 type = is_married	
父と同じ宮廷にいる君主の子供							
 type = ruler_child								

type = gender value = male or female
type = age value = N								Note: True if >= N
type = health value = V								Note: True if >= V
type = diplomacy value = V							Note: True if >= V
type = martial value = V							Note: True if >= V
type = intrigue value = V							Note: True if >= V
type = stewardship value = V							Note: True if >= V
type = fertility value = V							Note: True if >= V
type = religion value = [religion type]						Note: Check if the character has a certain religion.
type = culture value = [culture type]						Note: Check if the character has a certain culture.
type = piety value = V								Note: True if >= V
type = prestige value = V							Note: True if >= V
type = gold value = V								Note: True if >= V
type = loyalty value = V							Note: True if >= V
type = badboy value = V								Note: True if >= V
type = trait value = [trait type]
type = pregnant									Note: True if character is pregnant
type = is_alive									Note: True if character is alive (in some event conditions this isn't necessarily the case and could need to be established)
type = primary_heir								Note: True if character is listed as his/her LIEGE's primary heir
type = other_heir								Note: True if character appears listed as his/her LIEGE's heir but IS NOT the liege's primary heir. *** seems to be broken ***

Family conditions:
------------------
Court conditions/宮廷に関する条件:
指定した重職につく廷臣
 type = [家令steward/元帥marshal/密偵頭spymaster/宰相chancellor/教区長chaplain]	
廷臣の数							
 type = court value = 数								

type = father_trait value = [trait type]
type = is_married								Note: Character is married
type = ruler_child								Note: Character is a courtier and the child of any ruler (any tier) and resides in the same court as the parent.

Court conditions:
-----------------
-Ruler conditions/領主に関する条件:

type = steward									Note: Character is a stewart.
type = chancellor								Note: Character is a chancellor.
type = spymaster								Note: Character is a spymaster.	
type = chaplain									Note: Character is a chaplain.
type = marshal									Note: Character is a marshal.
type = court value = N								Note: true if the number of adults in that court >=N
統治者
 type = ruler				
独立した統治者
 type = is_independent				
封臣である統治者
 type = is_vassal				
封臣を下に持つ統治者
 type = has_vassal				
王国の統治者
 type = kingdom					
公国の統治者
 type = duchy					
伯国の統治者
 type = county					
指定したTAG(称号の略字)を持つ者
 type = title value = TAG				
君主と同じ宗教をもつ統治者?
 type = same_religion								
指定した宗教の統治者
 type = ruler_religion value = [religion type]		
指定した文化の統治者
 type = ruler_culture value = [culture type]		
ローマ法王の後見人
 type = papacy						
十字軍の目標の土地を持つ国と戦争状態にある
 type = on_crusade								

Ruler conditions:
-----------------
-Realm conditions/領地に関する条件:

type = ruler									Note: Character is a ruler.
type = is_independent								Note: Character is an independent ruler.
type = is_vassal								Note: Character is a vassal.
type = has_vassal								Note: Character has at least one vassal.
type = kingdom									Note: Character is a king.
type = duchy									Note: Character is a duke.
type = county									Note: Character is a count
type = title value = TAG							Note: Character owns title TAG.
type = same_religion								Note: Character has the same religion as his liege?
type = ruler_religion value = [religion type]					Note: Check if the liege has a certain religion.
type = ruler_culture value = [culture type]					Note: Check if the liege has a certain culture.
type = papacy									Note: Check if the character is the papal controller
type = on_crusade								Note: true if character is at war with owner of the current crusade's target province.
首都の土地に指定したプロヴィンスエフェクトがある者
 type = has_province_effect value = { [effect type] = [yes/no] ... }		
指定したテクノロジーがある土地を持っている者?
 type = has_advance value = [advance type]	
指定した法律が試行されている者				
 type = has_law value = { [law type] = [yes/no] ... }
指定した地域の土地を持つ
 type = region value = [region tag]	
統治効率					
 type = efficiency value = 値|Note: 範囲は0.0 ~ 1.0

Realm conditions:
-----------------
-War conditions/戦争に関する条件:

type = has_province_effect value = { [effect type] = [yes/no] ... }		Note: Check if the effect exist in the capital province of the court the character is in
type = has_advance value = [advance type]					Note: The character has a realm and it contains this advance?
type = has_law value = { [law type] = [yes/no] ... }
type = region value = [region tag]						Note: Owns a province in that region
type = efficiency value = V							Note: True if >= V ; range 0.0 to 1.0
指定したTAGを持っている場合(動作しないらしい)
 type = has_claim [value = tag]               
戦争状態
 type = atwar						
戦争状態にある敵が傭兵を雇っている場合
 type = enemy_has_mercenaries				
戦争状態にある敵が同じ宗教を持っている場合?
 type = enemy_same_religion					
部隊の指揮官
 type = command						
実際に戦闘中の指揮官
 type = combat
実際に攻城中の指揮官								
 type = siege									

War conditions:
---------------
-External conditions/その他の条件:

#type = has_claim [value = tag]                                                 Note: Unfortunately, this condition doesn't seem to work.
type = atwar									Note: Character is at war
type = enemy_has_mercenaries							Note: At least one enemy (at war) has active mercenary regiments.
type = enemy_same_religion							Note: Character has the same religion as his enemy (at war)?
type = command									Note: Character is commanding a regiment.
type = combat									Note: true if the character is CURRENTLY commanding a regiment in a battle.
type = siege									Note: true if the character is CURRENTLY commanding a regiment in a siege.
指定したTAGが存在している
 type = exists value = [tag]
AI国の者である
 type = ai									

External conditions:
--------------------

type = exists value = [tag]
type = ai									Note: true if the character is part of an AI realm.
***Context Switch Conditions/conditionで指定先を変えてみる [#xcf3d16a]

-----------------------------
- Context Switch Conditions -
-----------------------------

These conditions change where the next condition is checked.

Warning:
--------
- It does not apply to effect
- Some combinations with Character/Province events do not make sense
- Some could be very CPU consuming
- They can be nested

type = capital									Note: Change context for next condition to the capital province
type = realm_capital								Note: Change context for next condition to the realm capital province
type = province province = [provID]						Note: Change context for next condition to the specified province
type = location									Note: Change context for next condition to the location of the character's military command, or to the capital province if the character has no current military command.
type = any_demesne_province							Note: Change context for next condition to a province
type = any_same_religion_province						Note: Change context for next condition to a province
type = any_same_culture_province						Note: Change context for next condition to a province
type = any_province								Note: Change context for next condition to a province
type = liege									Note: Change context for next condition to the liege
type = father									Note: Change context for next condition to the father
type = mother									Note: Change context for next condition to the mother
type = spouse 									Note: Change context for next condition to the spouse
type = realm_ruler								Note: Change context for next condition to the ruler of the realm
type = ruler_csc								Note: Change context for next condition to the ruler
type = steward_csc								Note: Change context for next condition to the steward
type = chancellor_csc								Note: Change context for next condition to the chancellor
type = marshal_csc								Note: Change context for next condition to the marshal
type = spymaster_csc								Note: Change context for next condition to the spymaster
type = chaplain_csc								Note: Change context for next condition to the chaplain
type = any_courtier								Note: Change context for next condition to a any courtier in the same court
type = any_vassal								Note: Change context for next condition to a any of the ruler vassal
type = any_child								Note: Change context for next condition to a any of the character child
type = any_same_culture_ruler							Note: Change context for next condition to a character
type = any_same_religion_ruler							Note: Change context for next condition to a character
type = any_ruler								Note: Change context for next condition to a character
type = any_allied_ruler								Note: Change context for next condition to a character
type = any_precursor, max = n							Note: Change context for next condition to a character, precursors are your father, your fathers father, your fathers father fathers etc...
type = any_heir, max = n							Note: Change context for next condition to a character
type = primary_heir (followed immeditately by another condition)		Note: Change context for next condition to whoever is currently listed as the first successor to the character. This is the same syntax as the standard primary_heir condition so be careful how you read/use it in events.
type = papacy_csc								Note: Change context for next condition to the holder of the PAPA tag
type = controller_csc								Note: Change context for next condition to the current papal controller
type = any_enemy								Note: Change context for next condition to any enemy of the current character

-----------
- Effects -
-----------

Character effects:
------------------
***Effects/effectの後に書ける効果 [#gd6b08d7]

type = death value = [target char]						Note: No value field means "this character".
type = add_trait for = [target char] value = [trait type]
type = remove_trait for = [target char] value = [trait type]
type = health for = [target char] value = V					Note: Additive
type = diplomacy for = [target char] value = V					Note: Additive
type = martial for = [target char] value = V					Note: Additive
type = intrigue for = [target char] value = V					Note: Additive
type = stewardship for = [target char] value = V				Note: Additive
type = fertility for = [target char] value = V					Note: Additive
type = piety value = V / scale = factor						Note: Additive; factor is a negative or positive float multiplying [lastyear] value
type = prestige value = V / scale = factor					Note: Additive; factor is a negative or positive float multiplying [lastyear] value
type = gold value = [V/last_month/last_year] / scale = factor			Note: Additive; factor is a negative or positive float multiplying [lastyear] value
type = set_to_realm_religion							Note: Set character religion to realm ruler's religion.
type = loyalty for = [target char] value = V (0.0 - 1.0)			Note: Additive. If no "for" field is set, loyalty is affected for _this_ character.
type = badboy value = v								Note: Additive
-Character effects/キャラクターに対する効果:
指定したキャラクターが死亡する
 type = death value = [target char]|valueを書かない場合、おそらくプレイヤーが逝く
指定したキャラクターに指定した特性を与える
 type = add_trait for = [target char] value = [trait type]
指定したキャラクターから指定した特性を失わせる
 type = remove_trait for = [target char] value = [trait type]
指定した能力を指定しただけ加算します。
 type = [健康値health/外交diplomacy/軍事martial/陰謀intrigue/管理stewardship/多産値fertility] for = [target char] value = V|
信仰を加算する
 type = piety value = V / scale = factor |Note: Additive; factor is a negative or positive float multiplying [lastyear] value
威信を加算する
 type = prestige value = V / scale = factor |Note: Additive; factor is a negative or positive float multiplying [lastyear] value
金を加算する
 type = gold value = [V/last_month/last_year] / scale = factor |Note: Additive; factor is a negative or positive float multiplying [lastyear] value
指定したキャラクターをその統治者と同じ宗教にする
 type = set_to_realm_religion							
指定したキャラクターに指定した忠誠を加算する
 type = loyalty for = [target char] value = V (0.0 - 1.0)			Note: for = [target char] を書かない場合、おそらくプレイヤーが対象になる
バッドボーイレート(評判の逆の意味)を加算する
 type = badboy value = v |Note: バットボーイレートが加算される=評判が悪くなる

Family effects:
---------------
-Family effects:

Court effects:
--------------
type = [steward/marshal/spymaster/chancellor/chaplain]				Note: appoints this character to this position in his/her ruler's court
type = create_courtier value = [steward/marshal/spymaster/chancellor/chaplain/enemy_defector/bastard]
-Court effects/宮廷に対する効果:
指定した人物を役職につける
 type = [家令steward/元帥marshal/密偵頭spymaster/宰相chancellor/教区長chaplain]	
廷臣を作成する
 type = create_courtier value = [家令steward/元帥marshal/密偵頭spymaster/宰相chancellor/教区長chaplain/戦争中の敵の称号へのクレームを持つ者enemy_defector/私生児bastard]
Note:翻訳者より…これはそれぞれに対応した職業Trait持ちの人物ができるということ(元帥なら軍事教育関係のtratを持つなど)

type = courtier_defect value = [target_char]					Note: If target_char = "none", the character retire to the "none" court

Ruler effects:
--------------
-Ruler effects/領主に対する効果:
即時独立する
 type = independence |Note: 元君主は独立した統治者の持つ称号すべてのクレームを得る

type = independence								Note: Renounce Liege. Liege will get a claim on all titles currently held by the departing character.

Realm effects:
--------------
-Realm effects/領地に対する効果:
指定したグループの次の段階のテクノロジーを得る
 type = add_next_advance value = [advance type]					
指定したグループの上からテクノロジー失う
 type = remove_next_advance value = [advance type]				
指定したテクノロジーを得る
 type = add_advance value = [advance type]
指定したテクノロジーを失う
 type = remove_advance value = [advance type]
指定した人物のランダム領地が指定したテクノロジーを得る
 type = add_province_effect for = [target char] value = [effect type]		
指定した人物のランダム領地が指定したテクノロジーを失う
 type = remove_province_effect for = [target char] value = [effect type]		
指定した人物のランダム領地が指定した施設を得る
 type = add_improvement for = [target char] value = [improvement type]		
指定した人物のランダム領地が指定した施設を失う
 type = remove_improvement for = [target char] value = [improvement type]	 
指定した法律を制定する(翻訳者より…そのことによって忠誠への影響があるかは未確認)
 type = set_law value = [any laws as in laws.txt]

type = add_next_advance value = [advance type]					Note: Gain next advance in the same group as "advance type".
type = remove_next_advance value = [advance type]				Note: Lose the best advance in the same group as "advance type".
type = add_advance value = [advance type]
type = remove_advance value = [advance type]
type = add_province_effect for = [target char] value = [effect type]		Note: A random province in target char's realm.
type = remove_province_effect for = [target char] value = [effect type]		Note: A random province in target char's realm.
type = add_improvement for = [target char] value = [improvement type]		Note: A random province in target char's realm.
type = remove_improvement for = [target char] value = [improvement type]	Note: A random province in target char's realm. No value means a random improvement.
type = set_law value = [any laws as in laws.txt]

War effects:
------------

type = add_title_claim value = [target char] 					Note: Gain a claim on the primary title of another character.
type = win_siege
type = remove_regiment								Note: Remove a random regiment of the character's.
-War effects/戦争に対する効果:
指定した人物の第一称号へのクレームを得る
 type = add_title_claim value = [target char] 					
即時攻城完了
 type = win_siege
即時部隊の壊滅
 type = remove_regiment	|Note: ランダムの部隊を壊滅
type = mercenaries_defect
type = add_regiment strength = {..mil compos..) mercenaries = yes/no region = regionname culture = culturename techprov = prov tech use for this unit
type = peace value = [not_same_religion/same_religion]				Note: No value means a random enemy
白紙講話
type = peace value = [not_same_religion/same_religion]				
指定した統治者と戦争状態になる
type = declare_war value = [target char]					Note: use with extreme caution! This does not check whether character can do so, or whether target is valid (must be done via trigger conditions) and bypasses normal DOW AI logic.

External effects:
-----------------
-External effects/その他の効果:

type = trigger for = [target char] value = [event id]
type = crusade value = [provID/0]						Note: activates a crusade with spedified province as the target. Turns crusades off if set to 0.
:type = trigger for = [target char] value = [event id]|対象のキャラクターに、valueで指定したidのイベントを起こす

:type = crusade value = [provID/0]|valueで指定したプロヴィンスを対象とする十字軍を発生させる。もし0を指定した場合、十字軍は終了する


===================
= PROVINCE EVENTS =
===================

--------------
- Conditions -
--------------
**プロヴィンスのイベント(province_event) = [#g608ff6f]

Province conditions:
***Conditions/conditionで指定できる条件いろいろ [#r522536f]

Province conditions:(条件)
--------------------
指定したプロヴィンスID
 type = province value = [province id]						

type = province value = [province id]						Note: Trigger only for this province
type = area value = [province id]						Note: Trigger only for provinces in the same area as province id.
type = region value = [region tag]						Note: Part of a certain region
type = terrain value = [terrain type]
type = has_improvement value = { [improvement type] = [yes/no] ... }
type = has_advance value = { [advancement type] = [yes/no] ... }
type = has_province_effect value = { [province effect type] = [yes/no] ... }
type = has_law value = { [law type] = [yes/no] ... }
type = capital value = yes							Note: Trigger only for the capital
type = is_besieged								Note: True if privince is currently under siege
指定したエリア(area)のプロヴィンス:[province id]で指定されたプロヴィンスの同エリアのプロヴィンスにのみ作用する
 type = area value = [province id]
指定した地域(region)のプロヴィンス:[region tag]で指定された地域限定
 type = region value = [region tag]
地形のタイプ
 type = terrain value = [terrain type]
指定されたの施設の有無
 type = has_improvement value = { [improvement type] = [yes/no] ... }
指定された技術の有無
 type = has_advance value = { [advancement type] = [yes/no] ... }
指定されたプロヴィンス状態の有無
 type = has_province_effect value = { [province effect type] = [yes/no] ... }
指定された法の下にあるか否か
 type = has_law value = { [law type] = [yes/no] ... }
首都なのか:首都専用のトリガー
 type = capital value = yes
包囲戦中か:プロヴィンスが現在包囲戦を受けている場合に真値をとる
 type = is_besieged

Population conditions:
Population conditions: (条件)
----------------------
指定した宗教を持つ場合
 type = religion value = [religion type]
指定した文化を持つ場合
 type = culture value = [culture type]
貴族の忠誠
 type = noble_loyalty value = 値
貴族の権力							
 type = noble_power value = V							
聖職者の忠誠
 type = clergy_loyalty value = V							
聖職者の権力
 type = clergy_power value = V							
市民の忠誠
 type = burgher_loyalty value = V						
市民の権力
 type = burgher_power value = V							
農民の忠誠
 type = peasant_loyalty value = V						
農民の権力
 type = peasant_power value = V	
部隊が動員されている
 type = regiment_mobilized							

type = religion value = [religion type]
type = culture value = [culture type]
type = noble_loyalty value = V							Note: True if >= V
type = noble_power value = V							Note: True if >= V
type = clergy_loyalty value = V							Note: True if >= V
type = clergy_power value = V							Note: True if >= V
type = burgher_loyalty value = V						Note: True if >= V
type = burgher_power value = V							Note: True if >= V
type = peasant_loyalty value = V						Note: True if >= V
type = peasant_power value = V							Note: True if >= V
type = regiment_mobilized							Note: True if the provincial levies are active.

Ruler conditions:
領主の状態 Ruler conditions:
-----------------
プロヴィンス(あるいはプロヴィンスの領主?)が最上級の統治者の宗教と同じ?
 type = same_religion								

type = same_religion								Note: Province has the same religion as the highest ruler?
type = same_culture								Note: Province has the same culture as the highest ruler?
type = ruler_culture value = [culture type]					Note: Check if the ruler of a province has a certain culture.
type = ruler_religion value = [religion type]					Note: Check if the ruler of a province has a certain religion.
type = ruler_stewardship value = V						Note: True if (Ruler+Steward) stewardship >= V
type = ruler_martial value = V							Note: True if (Ruler+Marshal) martial >= V
type = ruler_diplomacy value = V						Note: True if (Ruler+Chancelor) diplomacy >= V
type = ruler_intrigue value = V							Note: True if (Ruler+Spymaster) intrigue >= V
type = ruler_gold value = N
type = ruler_piety value = N
type = ruler_prestige value = N
type = trait value = [trait type]
プロヴィンス(あるいはプロヴィンスの領主?)が最上級の統治者と文化がおなじ?
 type = same_culture								

Realm conditions:
領主の文化が指定したものである
 type = ruler_culture value = [culture type]					
領主の宗教が指定したものである
 type = ruler_religion value = [religion type]					Note: Check if the ruler of a province has a certain religion.
領主の管理/軍事/外交/陰謀の数値が何点以上か
 type = ruler_stewardship value = V						Note: True if (Ruler+Steward) stewardship >= V
 type = ruler_martial value = V							Note: True if (Ruler+Marshal) martial >= V
 type = ruler_diplomacy value = V						Note: True if (Ruler+Chancelor) diplomacy >= V
 type = ruler_intrigue value = V							Note: True if (Ruler+Spymaster) intrigue >= V
領主の資金/信仰/威信の数値が何点以上か
 type = ruler_gold value = N
 type = ruler_piety value = N
 type = ruler_prestige value = N
(領主が)指定した特性を持つ
 type = trait value = [trait type]


領国の状態 Realm conditions:
-----------------

type = advance_focus value = [advance type]					Note: Does the realm have a certain advance focus?
type = demesne value = [tag]							Note: Check if this province is part of a certain demesne.
type = realm_regiments value = N						Note: True if the realm of the province has N or more regiments.

External conditions:

外部の状態 External conditions:
--------------------

type = neighbor_province_effect value = { [province effect type] = [yes/no] ... }
type = exists value = [tag]							Note: Does a realm exist with this tag?
type = title_exists value = [tag]						Note: Does someone hold this title?
type = ai									Note: true if the province is part of an AI realm.

-----------------------------
- Context Switch Conditions -
-----------------------------

***Context Switch Conditions/conditionの指定先を変えてみる [#uf9160ae]

These conditions change where the next condition is checked.

Warning:
注意 Warning:
--------
- It does not apply to effect
- Some combinations with Character/Province events do not make sense
- Some could be very CPU consuming
- They can be nested
-effectには使えない
-キャラクター/プロヴィンスイベントの違いで、いくつかの組み合わせは機能しない
-CPU負荷が非常に大きいものがある
-入れ子構造にできる
//- It does not apply to effect
//- Some combinations with Character/Province events do not make sense
//- Some could be very CPU consuming
//- They can be nested

type = owner									Note: Change context for next condition to the owning ruler
type = controller								Note: Change context for next condition to the controlling ruler

-----------
- Effects -
-----------

***Effects/effectで指定できる効果いろいろ [#c5b5f081]

Province effects:
-----------------

type = add_improvement value = [improvement type]
type = remove_improvement value = [improvement type]
type = add_advance value = [advance type]
type = remove_advance value = [advance type]
type = add_province_effect value = [advance type]
type = remove_province_effect value = [advance type]
type = prosperity value = [-4 to 4]						Note: Changes the prosperity level in the province.

Population conditions:
----------------------

type = set_to_realm_religion							Note: Set province religion to realm ruler's religion.
type = set_to_realm_culture							Note: Set province religion to realm ruler's culture.
type = religion value = [religion type]						Note: Religion in province changed
type = culture value = [culture type]						Note: Culture in province changed
type = noble_loyalty value = V							Note: Additive, -1.0 to 1.0
type = noble_power value = V							Note: Additive, -1.0 to 1.0
type = clergy_loyalty value = V							Note: Additive, -1.0 to 1.0
type = clergy_power value = V							Note: Additive, -1.0 to 1.0
type = burgher_loyalty value = V						Note: Additive, -1.0 to 1.0
type = burgher_power value = V							Note: Additive, -1.0 to 1.0
type = peasant_loyalty value = V						Note: Additive, -1.0 to 1.0
type = peasant_power value = V							Note: Additive, -1.0 to 1.0
type = add_regiment country = [tag] culture = [culture type]

Ruler effects:
--------------

type = ruler_gold value = V / scale = factor					Note: Additive; factor is a negative or positive float multiplying [lastyear] value
type = ruler_piety value = V / scale = factor					Note: Additive; factor is a negative or positive float multiplying [lastyear] value
type = ruler_prestige value = V / scale = factor				Note: Additive; factor is a negative or positive float multiplying [lastyear] value 

External effects:
-----------------
新しい国を作る
 type = create_tag value = [tag]

type = create_tag value = [tag]


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