概要

順次翻訳していく予定。現状の完成度は5%程度?

イベントの形式

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
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以外に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。

event effects.txtの内容

Definitions/イベント内で用いられる諸書式の定義

N = 整数
V = 正負を指定?小数点入り?

*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

Valid [target char] /イベントが効果を及ぼす対象とは?

Family: 家族

嫁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


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:  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


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

[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/conditionで指定できることその1

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]							

キャラクターのイベント(character_event) =

Conditions/condsionで指定できる条件いろいろ



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								

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								

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

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									

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									


These conditions change where the next condition is checked.

Warning:


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/effectの後に書ける効果



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





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

プロヴィンスのイベント(province_event) =



Province conditions:(条件)


指定したプロヴィンスID
type = province value = [province id]

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

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							

Ruler conditions:


プロヴィンスが最上級の統治者の宗教と同じ?
type = same_religion

プロヴィンスが最上級の統治者と文化がおなじ?
type = same_culture

指定した文化を統治者が持つ
type = ruler_culture value = [culture type]
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]

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:


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.



These conditions change where the next condition is checked.

Warning:


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



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:


type = create_tag value = [tag]


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