定义域

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Linnest讨论 | 贡献2022年11月18日 (五) 11:59的版本

定义域是实在的实例,如果想知道如何筛选准确的定义域,请查看事件目标,如果想知道定义域的类型,查看#定义域类型

深入介绍

正如其他p社游戏一样,Vic3也有ROOT,PREV,THIS,FROM这些定义域。

对于特定的定义域,通常而言由特定的字符,比如var,p,s,c,law_type加上:连接名字来使用定义域,比如说s:STATE_MINNESOTA就定义了名为STATE_MINNESOTA的state_region类型定义域。

定义域可以通过 事件目标 链接,事件目标是一系列通过定义域得到输出定义域的函数。

s就是一种 事件目标,而且有requires data属性,因此需要通过: 加上特定的名称以定义一个定义域。又因为s是一个有global link属性的事件目标。因此可以独立使用

而至于region_state就没有global link属性,因此需要依赖 . 在一个 state_region定义域后连接。

.可以快捷连接定义域。最常见的例子是s:STATE_MINNESOTA.region_state:USA,首先定义了一个state_region类型定义域,然后通过.连接到state类型的定义域。可以通过多个. 连接定义域,s:STATE_MINNESOTA.region_state:USA.var:usa_state_flag_block就是一个离职

然而不确定的定义域不能快捷链接,因为上一级定义域不确定,diplomatic_play类型的定义域通常不确定,因此需要在大括号内使用事件目标

random_diplomatic_play = { 
    # random,every通常用在效果里面 any通常用在条件里
    # random,every和 any都是不确定的, 不能用.快速连接
    limit = {
        is_war = yes
    }
    initiator = { change_infamy = 5 } # initiator是diplomatic_play类型的scope的事件目标, 输出一个country类型的定义域
}

这是详尽的例子:

example_event.1 = {
	type = country_event # 定义了ROOT为发生的国家,而不是发生的人物或者地区
    random_diplomatic_play = {
        limit = {
            is_war = yes
            any_scope_play_involved = {
                THIS = ROOT # THIS 就是当前的定义域。 在这里 THIS就是any_scope_play_involved
            }
            NOR = { # not or 
                initiator = ROOT # initiator 和 target 是diplomatic_play的事件目标
                target = ROOT
            }
        }
        initiator = { #  initiator 仅能使用在 diplomatic scope 这一定义域
            save_scope_as = initiator_scope # 因此,为了让其他定义域调用,需要保存定义域
        }
        target = {
            save_scope_as =  target_scope
        }
        if = { limit = { ROOT = { is_diplomatic_play_enemy_of = scope:initiator_scope } } # 转移定义域到ROOT
            if = { limit = { scope:initiator_scope = { infamy >= infamy_threshold:infamous } } # 在ROOT定义域里使用initiator的scope
                ROOT = { change_infamy = 5 }
            }
            ROOT = {
                set_owes_obligation_to = {
                    country = scope:target_scope
                    setting = yes
                }
            }
            remove_target_backers = { ROOT } # 移除外交博弈目标支持者,只能显示,没有效果,令人沮丧
        }
    }
 }

地区定义域

First of all, let me clear up the difference between a and a mere . 首先,有必要甄别"state region"和"state"的区别

西班牙的国旗 西班牙为例, 其拥有一个名为 "STATE_GRANADA"的"state region". "STATE_GRANADA"被西班牙的国旗 西班牙大不列颠的国旗 大不列颠同时拥有, "STATE_GRANADA" 也因此裂成了两个 "split state". 大不列颠的国旗 大不列颠有一个 "British STATE_GRANADA" 而 西班牙的国旗 西班牙也有一个 "Spianish STATE_GRANADA". 整一块"state region" STATE_GRANADA 就变成了两个叫做 "British STATE_GRANADA" 和 "Spianish STATE_GRANADA"的”states“. “state”的名称由占有地块相对数量决定,比如说西班牙的国旗 西班牙有 STATE_GRANADA的绝大多数地块,因此"Spianish STATE_GRANADA"直接就叫做"STATE_GRANADA"

这是模组制作中一个很重要的概念,一言以蔽之:

  1. 地理性质的,一整块的称为"state region"
  2. 国家对"state region"占有的部分称为 "state",无论这个国家拥有全部还是部分。

举例子来说:

s:STATE_AMAZONAS = { # 这是地理意义上的state region
     add_homeland = brazilian 
 }
 s:STATE_AMAZONAS.region_state:BRZ = { # 这是这是巴西占有的state
     set_state_type = incorporated
 }

A list of all the vanilla state regions is available here, and is useful to easily find the tag you need.

To learn how to change state traits you may wanna check out the workshop mod "More State Modifiers".

建筑定义域

Although technically there is a building scope, in practice, game logic that involves buildings is done indirectly through the state scope. Here's an example I use in one of my mods. Check if a specific country, in a specific state region it owns, has a specific building in level 2.

c:SIA = {
 	any_scope_state = {
 		state_region = s:STATE_NORTH_BORNEO
 		any_scope_building = {
 			is_building_type = building_sulfur_mine
 			level >= 2					
 		}
 	}
 }

The letter to scope buildings is "b". However it's uses are very limited and is mostly used for basic world building.

if = {
 	limit = {
 		exists = state.b:building_sulfur_mine
 	}
 	add = state.b:building_sulfur_mine.level
 }

其他定义域

其他的定义域大同小异,都是特定符号加上:

国家定义域

Scoping to a country you use the letter "c", for example:

c:SIA = {
     add_treasury = 100 # example of game logic
 }

A list of all the vanilla countries is available here, and is useful to easily find the tag you need.

文化定义域

Culture scope seems to work in a similar fashion to buildings scope, indirectly referenced. However has more use cases.

Scoping to a culture you use the letters "cu", for example:

state_region = {
 	is_homeland = cu:greek
 }


利益集团定义域

Scoping to an interest group you use the letters "ig", for example:

ig:ig_landowners = {
	remove_ideology = ideology_paternalistic # example of game logic
	add_ideology = ideology_republican_paternalistic
}


The different interest groups tags are:

Pretty name Tag name
Armed Forces ig_armed_forces
Devout ig_devout
Industrialists ig_industrialists
Intelligentsia ig_intelligentsia
Landowners ig_landowners
Petite bourgeoisie ig_petty_bourgeoisie
Rural Folk ig_rural_folk
Trade unions ig_trade_unions

市场商品定义域

Scoping to a market good you use the letters "mg", for example:

mg:tools = { 
     save_scope_as = cool_tools # game logics
 }


定义域类型

none value bool flag country technology technology_status culture state province pop pop_type building building_type interest_group market market_goods interest_marker strategic_region diplomatic_action diplomatic_pact diplomatic_play diplomatic_relations character state_region war theater religion institution institution_type law law_type journalentry trade_route decree commander_order commander_order_type front battle interest_group_trait ideology goods canal_type country_definition civil_war state_trait country_creation country_formation hq objective battle_side political_movement combat_unit party shipping_lane