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十字軍之王3開發(fā)日志#87 | 1/25 皇家模組

2022-02-06 21:03 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


CK3 Dev Diary #87: Royal Modding

blackninja9939, Experienced Programmer


Hello everyone and welcome to the 87th CK3 Dev Diary!

大家好,歡迎來(lái)到第87期CK3開發(fā)日志!


I'm Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about a variety of improvements and changes we've done to modding for the 1.5 patch which will be accompanying the Royal Court Expansion.

我是Matthew,是CK3團(tuán)隊(duì)的程序員之一,今天我要跟大家講講我們?cè)?.5版本號(hào)補(bǔ)丁中與皇家宮廷同步的各種模組方面的改進(jìn)和變化。


We've added a variety of mod support in 1.5 so I’m not gonna cover everything, but I will give a few big ticket items that will let mods do a lot more fun custom things as well a few smaller fun ones. I've also attached the output of script_docs on 1.5 at the end so modders curious about the new triggers and effects in game can get a bit of a sneak peek for the release.

我們?cè)?.5版本號(hào)中加入了大量Mod支持,所以我沒法涵蓋全部?jī)?nèi)容,但我會(huì)介紹一些能讓Mod自定義更多有趣內(nèi)容的大改動(dòng),還有一些有趣的小改動(dòng)。我還在最后附上了1.5版本號(hào)的script_docs輸出文件,讓那些對(duì)游戲新機(jī)制效果感到好奇的Modder們先睹為快。



The Royal Court

皇家宮廷


Of course the Royal Court itself is open to mods, it is all defined in the gfx/court_scene folder though the majority of the complex scene_settings itself is best built using the in-game editor that we are shipping with the court scene. It lets you position and change objects and switch between different settings much faster than trying to edit them all by hand.

當(dāng)然,皇家宮廷本身也對(duì)MOD開放,均定義于gfx/court_scene文件夾中,不過(guò)大多數(shù)復(fù)雜場(chǎng)景設(shè)置最好用和宮廷場(chǎng)景一起發(fā)布的游戲內(nèi)編輯器來(lái)構(gòu)建。它可以允許定位編輯對(duì)象并切換不同設(shè)置,這比手動(dòng)編輯要快得多。


Trust me, cause I remember the time whilst the editor was work in progress and doing changes by hand crushed my soul.

相信我,因?yàn)槲矣浀卯?dāng)初做編輯工作的時(shí)候,手動(dòng)修改快搞死我了。



I am not going to go into a huge amount of detail on the royal court modding because it is actually pretty straightforward with the editor, you position things and pick the assets you need for a configuration and then it just puts things there.

我不會(huì)詳細(xì)介紹皇家宮廷的修改,因?yàn)樗呛苤庇^的編輯器,你只要定位物品、挑選所需配置,它就能把東西放好。


One aspect I will go into a bit more info on quickly is the character positioning, because the rest of the positioning is set within the editor but the characters are not positioned individually because of course not every court has the King of England to reference.

還有個(gè)方面我得盡快介紹,那就是人物位置,因?yàn)槠渌恢枚伎梢栽诰庉嬈鲀?nèi)設(shè)置,但人物不能單獨(dú)定位,因?yàn)椴皇敲總€(gè)宮廷都能索引到一個(gè)英格蘭國(guó)王。


Instead the character positions are given a set of valid roles, and you pick a position where someone who has one of those roles may go. For example the two guards you see in the back are two positioned instances of the guard and knight role, which has a variety of rules of who it should pick.

相反,人物位置被設(shè)定對(duì)一系列角色可用,你可以選擇一個(gè)具有角色身份的人物放到這個(gè)位置上。比如說(shuō)你看到后面有兩個(gè)衛(wèi)兵,這兩個(gè)位置是對(duì)守衛(wèi)和騎士角色可用的,這兩個(gè)角色由各種規(guī)則來(lái)選擇。


If you have a bodyguard or champion court position appointed for example then it tries to use them as a special guard, but if you do not then it will fallback to picking any of your knights instead. You can also have some more special roles such as if you have a court jester or poet appointed then they can show up in your court too.

如果你任命了一個(gè)保鏢或者冠軍的宮廷職務(wù),那么就會(huì)使用他們作為特殊衛(wèi)兵。如果你沒任命,那就會(huì)退而求其次,選擇其他任意騎士。你也可以弄一些更加特殊的角色,比如任命宮廷小丑或者詩(shī)人,他們也會(huì)出現(xiàn)在宮廷中。



Characters can not show up in multiple different roles and it is a "greedy" picking of first come first served in who is taken up, but you can write some fairly complex rules to decide who can go where as well as what animations they can choose from!

人物不能出現(xiàn)在多個(gè)不同位置,位置會(huì)“貪婪”地依次挑選人選,但你可以編寫一些復(fù)雜規(guī)則來(lái)決定誰(shuí)能去哪,以及他們可以選擇什么樣的動(dòng)畫。



Same-Sex Marriage

同性婚姻


Coming with 1.5 is support for same-Sex marriage, not only just in mods either but as a new game rule alongside the Same-Sex relations game rule so you can use it in un-modded games too. We've updated a variety of AI logic and interactions and content to take that into account when playing.

1.5版本號(hào)會(huì)支持同性婚姻,不是僅在Mod中支持,而是有了全新的同性關(guān)系游戲規(guī)則,所以你也可以在無(wú)Mod的原版游戲中使用它。為了將其加入游戲,我們已更新各種AI邏輯、互動(dòng)和內(nèi)容。



Mods are of course able to implement this into their different worlds without it having to be a game rule, it can be based on different cultures or anything in the game world at all.

Mod當(dāng)然不需要游戲規(guī)則也能在自己的世界里實(shí)現(xiàn)這一點(diǎn),它可以基于不同的文化或者游戲中任意什么東西。


This is something that we're very happy to be able to put into the game and have support in the game rules for unmodded games too, it is something that a lot of the team and community wanted and we are glad it is finally going to be shipped in 1.5.

我們很高興能將其放入游戲,而且通過(guò)游戲規(guī)則來(lái)在原版中支持同性婚姻,這是很多團(tuán)隊(duì)和社區(qū)想要的東西,我們很高興能在1.5版本將它放出來(lái)。



Scripted Widgets

腳本化小浮窗


CK3 is one of our most moddable games yet, not just in terms of the content that can be added but the system's mods can script. And our new UI system is the most open we’ve had in terms of what custom UIs mods can add and edit, but one issue it had was letting you add brand new things entirely and keeping compatibility nicely.

CK3是我們目前Mod支持性最好的游戲之一,不僅是在可添加內(nèi)容方面,還可以通過(guò)腳本編寫系統(tǒng)Mod。我們的新UI系統(tǒng)在添加編輯自定義UI類的MOD方面最為開放,但它有個(gè)問(wèn)題就是怎么添加全新的東西還能保持良好兼容。


In 1.5 there is a new system called "scripted widgets", what they allow for in essence is a mod to define their own brand new windows in the gui files and then add an entry into the gui/scripted_widgets folder with the name of their gui file and the main window.

1.5版本號(hào)有個(gè)新系統(tǒng)名為“腳本小浮窗”,可以讓Mod在gui文件中自定義全新窗口,然后在gui/scripted_widgets文件夾中添加條目,包括其gui文件和主窗口名稱。


For example:

例如:


gui/test_custom_widget.gui = my_first_cool_test_widget
gui/test_custom_widget.gui = my_second_cool_test_widget


Then with that simple line of script their window will appear in the game in the same way any of the windows we support in code do. Now of course there are some limitations, the windows do not have any special data context like a code one does but it can access anything that is set globally or on the local player character which covers more than enough cases normally.

然后通過(guò)這行簡(jiǎn)單的腳本,窗口就能以我們代碼中支持的任何方式出現(xiàn)在游戲中。當(dāng)然現(xiàn)在還有些限制,這些窗口不像代碼中那樣有什么特殊數(shù)據(jù)內(nèi)容,但它可以訪問(wèn)任何全局或本地玩家人物可以訪問(wèn)的內(nèi)容,這就足以應(yīng)對(duì)許多情況了。



This may not sound hugely impactful, but it means that mods going forward can easily create large systems which can then more easily be compatible with other mods that add systems or if they feel brave enough even with larger Total Conversions if they do not cross over in incompatible design choices.

這聽起來(lái)好像沒多大影響,但它意味著將來(lái)的Mod更容易創(chuàng)建大型系統(tǒng),也更容易跟其他新增系統(tǒng)的Mod兼容。如果膽子夠大,只要沒有不兼容的設(shè)計(jì)沖突,甚至能實(shí)現(xiàn)更大的全面改動(dòng)。


I am really excited to see the new UIs that mods end up making for their gameplay systems and getting to try a few different mods together. Hopefully their windows have a bit more functionality and effort put into it than my testing one…

我很興奮地看到有的Mod為他們的游戲系統(tǒng)設(shè)計(jì)新的UI并且準(zhǔn)備嘗試運(yùn)行一些不同的Mod。希望他們的窗口能比我現(xiàn)在的測(cè)試窗口有更多的功能和成果……



Value Breakdowns

數(shù)值分解


Another bit of UI functionality that mods could not nicely mimic is getting breakdowns of their numbers in the same way we break down a value like your prestige income or how much piety it's gonna cost to start that war in their own UI.

Mod還不能很好地模擬的其他一些UI功能就是分解數(shù)值。像我們官方一樣分解聲望收入來(lái)源或者發(fā)動(dòng)戰(zhàn)爭(zhēng)的虔誠(chéng)花費(fèi)來(lái)源數(shù)值在他們自己的UI中很難實(shí)現(xiàn)。


In 1.5 we've added the GetScriptValueBreakdown UI function which lets you specify the name of the script_value you want to break down and the scope context to do it on and it gives you the exact same data as if we'd natively done it from code.

在1.5版本號(hào)中,我們添加了GetScriptValueBreakdown UI函數(shù),該函數(shù)允許你指定要分解的腳本值script_value的名稱和作用域上下文,它給你的數(shù)值和從代碼生成的是完全一樣的。


For example in my custom widget I've made the button tooltip give a breakdown of the cost if I were to increase my crown authority entirely separate from the usually needed button to evaluate that cost in the realms UI.

打個(gè)比方,在我的自定義浮窗中,我已經(jīng)讓按鈕的提示框給出我想提高王權(quán)所需花費(fèi)的數(shù)值分解,這和通常應(yīng)用的領(lǐng)地UI的按鈕是完全獨(dú)立的。



We hope this will let mods better explain their own custom values in a more clear way, be that something like your mana in a fantasy mod or custom score for a special event chain.

我們希望這能讓Mod都可以更清晰地闡釋他們的自定義數(shù)值。比如那些奇幻Mod里的法力值或者特殊事件鏈里的自定義得分。



Events and Localization

事件和本地化


To make life easier for our modders and designers to work with events we’ve added and reworked a few debug buttons in the event window.

為了讓我們的Mod制作者和設(shè)計(jì)者更容易處理游戲內(nèi)的事件內(nèi)容,我們?cè)谑录翱谥刑砑硬⑿薷牧艘恍┱{(diào)試按鈕。


Now every event has these five icons in the top right corner.

現(xiàn)在每個(gè)事件都有這五個(gè)圖標(biāo)在右上角。



In order they let you:

他們依順序可以讓你:


Regenerate the event contents, useful if you've changed something that cannot hot reload.
重新生成事件內(nèi)容。如果您修改了無(wú)法重新熱加載的內(nèi)容,這將非常有用。

Toggle the data system globally, this makes most everything in square brackets show exactly what you typed instead of localizing to some output, this is available via the console commands too
全局切換數(shù)據(jù)系統(tǒng)。這使得方括號(hào)中的絕大部分內(nèi)容都顯示您鍵入的內(nèi)容而不是本地化內(nèi)容,這也可以通過(guò)控制臺(tái)命令來(lái)實(shí)現(xiàn)。

Copy the event text to your clipboard
復(fù)制事件文本至剪切板。

Shows you the trigger evaluation that had to be true for you to get this event
顯示觸發(fā)器的評(píng)估。該評(píng)估必須為真才能得到事件。

Debug info about the current scope context and how keys used to build the description
顯示調(diào)試信息,關(guān)于當(dāng)前作用域內(nèi)容和鍵值如何構(gòu)建起事件的描述。


We've found that having easy access to these makes it a lot simpler to debug events and iterate on content.

我們發(fā)現(xiàn),輕松訪問(wèn)這些內(nèi)容使得調(diào)試事件和迭代內(nèi)容變得簡(jiǎn)單得多。


Though do be warned that toggling off the data system can give you some truly cursed looking windows since now instead of seeing the number 4 you see the joyous underlying constructs such as this monstrosity of a window:

但是請(qǐng)注意,切換數(shù)據(jù)系統(tǒng)會(huì)給你一些看起來(lái)像真被詛咒了一樣的窗口,因?yàn)楝F(xiàn)在你看到的不是數(shù)字4,而是歡脫的底層結(jié)構(gòu),比如這個(gè)怪誕的窗口:



In a more mechanical improvement we've also added a boilerplate reduction for having events on a cooldown, instead of needing to manually check and juggle flags and variables yourself you can now specify a cooldown on the event in days/weeks/months/years as some value and it will automatically handle applying a flag that will clear after that time blocking the event from being fired on a character.

在一個(gè)與機(jī)制更相關(guān)的改進(jìn)中,我們做了一個(gè)模板的縮減優(yōu)化。對(duì)于一個(gè)有冷卻時(shí)間的事件,你不再需要自己動(dòng)手檢查和處理標(biāo)志與變量,你現(xiàn)在可以指定一個(gè)以日/周/月/年為單位的冷卻時(shí)間,在該時(shí)間它將自動(dòng)移除一個(gè)應(yīng)用在人物上用以阻止事件觸發(fā)的標(biāo)志。



Console Commands

控制臺(tái)命令


We have added a variety of new console commands in 1.5 to help make creating and testing mods a bit easier, and instead of explaining them myself I am just gonna cheat and rip their change log entries out!

我們?cè)?.5版本號(hào)中增加了各種新的控制臺(tái)命令,這都讓創(chuàng)建和測(cè)試Mod變得更加容易。但我想偷個(gè)懶,就直接把改動(dòng)日志的條目貼下來(lái)吧!


- Added console command "bypass_requirements" (alias "bypass") that lets you do decisions, interactions, schemes, laws, and title creation despite the requirements not being met
- 添加了控制臺(tái)命令“bypass_requirements”(別名“bypass”),允許您在不滿足條件的情況下進(jìn)行決議、互動(dòng)、計(jì)謀、法律和創(chuàng)建頭銜

- Added console command "instasiege"
- 添加了控制臺(tái)命令“instasiege”

- Added console command "save_every" and startup parameter "-save_every=x". These will make a save every x years, and ensure they do not get overwritten by normal autosaves
- 增加了控制臺(tái)命令“save_every”和啟動(dòng)參數(shù)“-save_every=x”。這些將每x年保存一次,并確保它們不會(huì)被正常的自動(dòng)保存所覆蓋

- Added console command AI.try_send_decision
- 增加了控制臺(tái)命令A(yù)I.try_send_decision

- Added console command AI.try_send_interaction
- 增加了控制臺(tái)命令A(yù)I.try_send_interaction

- Added console command Ironman.ToggleIgnore. When ignored, saves will act as if they're not ironman, including that when you hit save it'll result in a non-ironman save. This can be toggled during gameplay
- 增加了控制臺(tái)命令I(lǐng)ronman.ToggleIgnore。當(dāng)忽略鐵人模式時(shí),存檔都將像非鐵人模式一樣,你點(diǎn)擊保存將生成一個(gè)非鐵人存檔。這可以在游戲過(guò)程中進(jìn)行切換。


- Added console command ToggleShowAllKillers
- 增加了控制臺(tái)命令ToggleShowAllKillers

- Added console command complete_schemes, guaranteed_scheme_success/failure, and guaranteed_scheme_secrecy_success/failure. The success/secrecy ones only affect the player
- 添加了控制臺(tái)命令complete_schemes、guaranteed _ scheme _ success/failure和guaranteed _ scheme _ secretary _ success/failure。只會(huì)影響玩家。

- Added console command set_date
- 添加了控制臺(tái)命令set_date

- Added console command show_regions_in_tooltip
- 添加了控制臺(tái)命令show_regions_in_tooltip

- Added console command toggle_keys_on_map
- 增加了控制臺(tái)命令toggle_keys_on_map

- Added console commands "yesmen_instant" (AKA "ymi") and "instant_responses". The yesmen button in the console can now be right-clicked to run "yesmen_instant"
- 增加了控制臺(tái)命令“yesmen_instant”(又名“ymi”)和“instant _ responses”?,F(xiàn)在可以右鍵單擊控制臺(tái)中的yesmen按鈕來(lái)運(yùn)行“yesmen_instant”


The bypass and save_every commands have been especially helpful in setting up scenarios to test scripts and make sure it works exactly as you had intended in your mods. As are the forcing the AI to try out an interaction instead of waiting for them to do it of their own free will.

bypass和save_every命令在設(shè)置測(cè)試腳本的場(chǎng)景時(shí)特別有用,并確保它完全按照你在Mod中的預(yù)期工作。迫使人工智能去嘗試一種交互,而不是等待他們自己的自由意志去做。



Modifiers Everywhere

隨處可見的修正項(xiàng)


In 1.5 we've made some improvements to modifiers so if you use an invalid modifier type somewhere it will error and let you know its not going to work.

在1.5版本號(hào)中,我們對(duì)修正項(xiàng)做了一些改進(jìn)?,F(xiàn)在如果你在某個(gè)地方使用了無(wú)效的修正項(xiàng)類型會(huì)報(bào)錯(cuò)。


Which has been very useful as in 1.5 we've greatly expanded upon modifier support in buildings, now buildings can not only apply modifiers to you in general but they can also apply specific modifiers based on culture parameters which are applied by traditions. These can be used in the modifiers affecting the character, province, county and duchy_capital_county modifiers.

這是非常有用的,因?yàn)樵?.5版本號(hào)中,我們已經(jīng)大大擴(kuò)展了建筑對(duì)修正項(xiàng)的支持。現(xiàn)在建筑不僅可以提供一般的修正項(xiàng),還能基于由文化傳統(tǒng)決定的文化參數(shù)提供特定的修正項(xiàng)。這些都可以作用在影響人物、省份、伯爵領(lǐng)和公爵領(lǐng)的修正項(xiàng)上。


In addition there is a province_terrain_modifier which can apply a modifier based optionally on: terrain type, being coastal, being by a river, and by culture parameter. So traditions can really matter in your mods and let cultures play in vastly different ways.

此外,還有一個(gè)省份地形修正項(xiàng),它可以根據(jù)地形類型、是否沿海、是否沿河和文化參數(shù)來(lái)應(yīng)用修正。所以文化傳統(tǒng)在你的Mod中真的很重要,讓文化以完全不同的方式發(fā)揮作用吧。



Clock's a ticking

時(shí)間在流逝


Release day is coming soon and we're very excited to see what mods are going to do with Royal Court, especially with the court scene itself which we hope in the future to see some fantastic 3D scenes especially from fantasy mods.

發(fā)布日即將來(lái)臨,我們非常期待皇家宮廷Royal Court能和Mod擦出怎樣的火花。特別是宮廷場(chǎng)景,我們尤其期待能在未來(lái)看到奇幻Mod里瑰麗的3D場(chǎng)景。


I'm gonna get back to the last minute release period scramble, thank you for reading and I hope you're looking forward to Royal Court's release and the great mods we're gonna be able to see in the future too!

我將繼續(xù)在發(fā)布日期前趕工到最后一刻,感謝你的閱讀,我也非常期待皇家宮廷Royal Court的發(fā)布和未來(lái)將看到的優(yōu)秀Mod。



翻譯:居里先生 索

校對(duì):三等文官猹中堂


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十字軍之王3開發(fā)日志#87 | 1/25 皇家模組的評(píng)論 (共 條)

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