钢铁雄心 IV 中文离线资料库

Idea模组制作

原页面:Idea modding

本页中文翻译进度 38%,未译部分暂保留英文原文。

理念 are a static way to apply modifiers to a country, notably including 国家精神, laws, designers, officer corps spirits, and hidden ideas. Ideas themselves are defined in /Hearts of Iron IV/common/ideas/*.txt, while idea categories are defined in /Hearts of Iron IV/common/idea_tags/*.txt

National spirit creation

Spirits are created in /Hearts of Iron IV/common/ideas/*.txt. An example of a file with empty spirits, without modifiers yet still applicable if added via add_ideas = idea_name, is

ideas = {
    country = {
        my_idea_1 = {
        }
        my_idea_2 = {
        }
    }
}

In this case, ideas = { ... } encompasses each idea in the file, necessary to include due to the engine consraints. Meanwhile, 国家={} is an idea category, which is why the game would recognise my_idea_1和my_idea_2 as spirits rather than laws or designers, which are also ideas.

本地化文件

Localisation for ideas is defined in any /Hearts of Iron IV/localisation/english/*_l_english.yml file encoded in UTF-8-BOM, assuming the English language. If an idea does not have a name, the game uses the country's name-list in /Hearts of Iron IV/common/names to create a random name. This, however, does not apply to national spirits, where it uses the idea's ID. An idea can have both a name and a description that appears when hovering over it. Their localisation entries are defined as such, taking ZZZ_example_idea as an example:

l_english:
 ZZZ_example_idea: "Idea's name"
 ZZZ_example_idea_desc: "Idea's description"

name = new_idea_name assigns the idea's name to use a different localisation key. This can be useful if you plan to modify an idea by swapping it multiple times, ensuring that you needn't create a duplicate localisation entry for every instance of the idea. This will get defined in a localisation file similarly:

l_english:
 new_idea_name: "New idea's name"
 new_idea_name_desc: "New idea's description"

Picture

Sprite 通用概览
为了加载 GFX,游戏使用 sprite 系统。sprite 是一种代码定义,它把一个名称附加到一个图像文件上,并且可以选择性地添加额外信息,例如动画、帧数、图像的加载方式等等。这意味着 把图像放进 gfx 文件夹并不足以让它生效,一个 sprite 也必须使用该图像文件。

Sprites are defined in any /Hearts of Iron IV/interface/*.gfx file (this is separate from gfx/interface/), opened with a text editor. To create a new .gfx file, a text file can be created and renamed to change the extension (on Windows, the Windows Explorer needs to show the extensions, which it doesn't by default). In particular, sprites are defined within a spriteTypes = { ... } block, as to separate from fonts and map arrows also defined in that folder, while the simplest sprite with the least mandatory properties is a spriteType = { ... }. The simplest sprite definition looks like the following:

spriteTypes = {
    spriteType = {
        name = GFX_first_sprite                         # In some cases, beginning with GFX_ is mandatory for it to work.
        texturefile = gfx/interface/folder/filename.dds # The folder and filename don't matter, as long as they are correct
    }                                                   # Only the forward slash '/' (can be doubled as '//') can be used to separate folders.
    spriteType = {                                      # The image doesn't have to be .dds, as .tga and .png are acceptable.
        name = GFX_second_sprite
        texturefile = gfx/interface/folder2/filename2.dds
        noOfFrames = 2 # Splits the image into 2 halves, which may be switched between dynamically in GUI
    }
}

In this case, this creates a sprite with the name of GFX_first_sprite and attaches the /Hearts of Iron IV/gfx/interface/folder/filename.dds image to it, and a second sprite similarly. The second sprite will be split into 2 frames: this is decided by having the left half of the image as the first frame and the right half as the second frame (more frames would further split the image horizontally). This doesn't make the sprite animated, just turns on the option to switch between the two halves as needed. GFX_second_sprite:1 serves as a reference to the first frame, and GUI can be set up to change the shown frame depending on context, such as with radio stations.
In order to add animation, a frameAnimatedSpriteType is used.

要修改某个 sprite,从来都不是必须复制基础游戏文件。如果在不同文件中对同名 sprite 存在重复定义,游戏将优先使用稍后根据文件名求值的那个,较旧的 sprite 会被完全忽略。可以通过把替换文件名的首字符设为 ASCII 字符表中较靠后的符号来确保这一点。通常为此使用小写字母 'z'。例如,要把GFX_idea_traits_strip中的帧数改为 10,可以在模组的modname/interface/zz_replace.gfx文件中定义一个同名、含 10 帧的 sprite,而不必复制基础游戏文件。由于大多数 .gfx 文件定义了用户界面的组成部分,在游戏大版本更新时复制它们可能导致模组已加载的文件缺少 sprite,这在游戏内会显示为默认图像,即默认的错误狗。为了减轻检查界面文件的负担,最好永远不要复制 .gfx 文件,除非更多新增内容会主动损害模组,例如interface/subuniticons.gfx的情况

By default, an idea uses a sprite that is the same as the idea's name, but with GFX_idea_ prepended in the beginning. For example, an idea with the name of my_idea_1 will use the sprite with the name of GFX_idea_my_idea_1.

This is possible to change using the picture = my_sprite attribute within the idea (The game still checks for GFX_idea_ideaname and will use it if it finds it, even if a picture = argument is used). The game still inserts a prefix of GFX_idea_ to the argument to decide the sprite that should be used, e.g. picture = XYZ leads to GFX_idea_XYZ being used as the sprite. If the game cannot find a sprite with the name it expects, the default icon will be used instead.
The prefix being inserted means that, most of the time, picture = GFX_XYZ (which makes GFX_idea_GFX_XYZ get used as the sprite) or picture = idea_XYZ (which makes GFX_idea_idea_XYZ get used as the sprite) will lead to the game expecting a sprite that doesn't exist and that sprites that do not follow the GFX_idea_XYZ naming pattern cannot be used as idea pictures.

If the texturefile within the sprite is incorrect, the idea will be invisible in the country politics view, yet still apply the modifiers. Ensure that the idea is stored with the same folder path location, the same filename (including the extension), and that the right folder separator is used.

It is also possible to make the picture depend on the graphical_culture_2d of the country, defined in the /Hearts of Iron IV/common/countries/*.txt file. This is done by appending the name after the picture's name, separated by an underscore. For example, a sprite with the name of GFX_idea_my_picture_middle_eastern_2d in its definition will show up instead of GFX_idea_my_picture for countries that have the middle_eastern_2d 2D graphical culture.

实现

A spirit can only be added manually, using an effect. add_ideas = idea_name within an effect block (Such a focus completion reward), while remove_ideas = idea_name will remove it.

In order to swap two ideas and have the game show the modifiers, swap_ideas is used. There is no way to directly modify an idea, however in case the 2 swapped spirits have the same name in localisation, this will show up in-game as modifying the idea. swap_ideas is used as the following:

swap_ideas = {
    remove_idea = old_idea
    add_idea = new_idea
}

In most cases, it's enough to create multiple ideas and swap between them, such as if there's a direct progression of several stages (脚本化效果 can be used to create one series of conditional statements and re-use them each time it's needed). If creating multiple ideas is too infeasible, such as if there are several progressions that would need to be modified, 动态修正 allow variable modifier values, but they only accept modifiers (not unrelated attributes such as research or equipment bonuses) and are harder to work with due to no hot-reloading.

In order for a spirit to last for a period of time, the add_timed_idea effect is used as such:

add_timed_idea = {
    idea = my_timed_idea
    days = 365
}

modify_timed_idea can be used to extend or speed up the timer as needed.

In order for a country to start with the idea, the file in /Hearts of Iron IV/history/countries/ for that country serves as an effect block that decides the starting historical information. Using add_ideas, usually in the expanded form to assign multiple ideas at once, in there will enforce it starting with the idea. In order for the idea to show up in country selection, the bookmark is edited to include the idea within its ideas = { ... } block for the country's entry.

修正项

修正项 are applied continuously as long as the spirit is applied to a country. Alongside modifiers, the spirit can also add a bonus to a technology category or modify an equipment archetype. The spirit can only apply modifiers towards the country that has the spirit, there is no way to scope into a different country. Each of these attributes is entirely separate within the idea and so each one should be located directly inside of the idea. For example, defining research_bonus inside of modifier = { ... } is erroneous, since research_bonus is an attribute of the idea rather than a modifier.

modifier = { ... } stores the regular modifiers, applied to the country with the spirit. A modifier block can list multiple modifiers, and negatives are also allowed. Variables do not work in this section: instead, use 动态修正. A typical example of a modifier block is the following:

modifier = {
    political_power_cost = 0.1
    stability_factor = -0.2
}

targeted_modifier = { ... } is for using modifiers targeted towards a different country. The target is specified as tag = ABC, where ABC represents the target's tag. These are still applied towards the country with the spirit, but their effect is targeted towards a different country. For example, the following block will give the country with the idea a 10% attack bonus against  阿富汗:

targeted_modifier = {
    tag = AFG
    attack_bonus_against = 0.1
}

research_bonus = { ... } grants the country a boost to researching a specific technology category. An unsorted list of technology categories can be found in /Hearts of Iron IV/common/technology_tags/ or, if desiring to know which technologies exactly are assigned to each category, individual technologies can be checked in /Hearts of Iron IV/common/technologies/. The following example would provide a +10% bonus to researching destroyers and a -20% bonus to artillery:

research_bonus = {
    dd_tech = 0.1
    artillery = -0.2
}

equipment_bonus = { ... } applies the bonuses towards an equipment archetype or a type of equipment archetypes. By default, the bonus is not granted immediately, but rather requiring to research a new tech first, which is how it's done within designer ideas. This can be prevented by adding instant = yes inside of the equipment archetype within the equipment bonus. Equipment archetypes are defined in /Hearts of Iron IV/common/units/equipment/*.txt, which is where you can also find what can be applied to them. The name of the block within the /Hearts of Iron IV/common/units/equipment/*.txt file would be the archetype, while type = { ... } or type = archetype_type provides the types that the equipment archetype has. The following example will modify the cost to produce equipment within the 火炮 type (including artillery, rocket artillery, and tank artillery) by -20%, applying immediately, as well as increasing soft attack of any infantry equipment researched after the spirit was added by 10%:

equipment_bonus = {
    artillery = {
        instant = yes
        build_cost_ic = -0.2
    }
    infantry_equipment = {
        soft_attack = 0.1
    }
}

rule modifies the set of rules that decide what the country is allowed to do. This usually includes diplomatic options (such as peace conference options or being called to war). They show up in the tooltip only if the rule differs from the value without the idea, e.g. can_create_factions = no will usually not appear in the tooltip as countries are already unable to create a faction by default.

rule = {
    can_join_factions = no
    can_send_volunteers = yes
}
游戏规则列表
以下游戏规则作为可选项存在:
内部名称 本地化名称 备注
can_access_market 可访问国际市场(傀儡国与宗主国始终可以访问彼此的市场)
can_be_spymaster 可成为特工大师
can_boost_other_ideologies 可提升其他意识形态的支持率
can_boost_own_ideology 可提升本国政党在其他国家的支持率
can_create_collaboration_government 可建立合作政府
can_create_factions 可创建阵营
can_declare_war_on_same_ideology 可在没有战争目标的情况下向同一意识形态组的国家宣战
can_declare_war_without_wargoal_when_in_war 在与主要国家交战时,可在没有战争目标的情况下向邻国宣战
can_decline_call_to_war 可拒绝参战号召
can_force_government 可迫使其他国家政府采纳相同意识形态
can_generate_female_aces 允许本国女性成为军事飞行员
can_generate_female_country_leaders 可生成女性国家领袖
can_generate_female_unit_leaders 可生成女性部队指挥官
can_guarantee_other_ideologies 可保障其他意识形态
can_join_factions 可加入阵营
can_join_factions_not_allowed_diplomacy 国家名称不被允许加入阵营
can_join_opposite_factions 可加入由其他意识形态领导的阵营
can_lower_tension 通过保障独立降低世界紧张度
can_not_build_buildings CAN_NOT_BUILD_BUILDINGS 似乎不起作用。
can_not_declare_war 无法宣战 阻止制造战争目标,但不阻止使用已有战争目标。
can_occupy_non_war 可占据未与其交战的国家所拥有的领土
can_only_justify_war_on_threat_country 可对没有产生世界紧张度的国家制造战争目标
can_puppet 可将一个国家变为傀儡国
can_send_volunteers 可派遣志愿军
can_use_kamikaze_pilots 可使用神风飞行员
contributes_operatives 向特工大师提供特工:是 仅对附庸国生效。
units_deployed_to_overlord 已部署部队的控制权归宗主国 仅对附庸国生效。

效果

A spirit can be set to apply 效果 when added or removed. This is done, respectively, with on_add和on_remove effect blocks, looking like the following example:

on_add = {
    add_stability = 0.1
}
on_remove = {
    add_political_power = -50
}

The effects will only get executed if the idea is added after the game has already started: if done via a history file or a bookmark's effect = { ... } block, the effects will not be executed. In that case, it's needed to replicate the effects given when adding the idea within the same effect block that adds the idea.

Cancellation

A spirit can be set to automatically cancel itself once a set of 触发器 is met. This is done with the cancel block. A cancellation will also trigger the on_remove effect block in the idea if one is present. This will look like the following:

cancel = {
    has_political_power > 50 
}

Additional arguments

Another trigger block that can go into an idea is allowed_civil_war = { ... }. When starting a civil war, this is evaluated for each side, and the spirit will only appear for sides where this is true. For instance, a has_government = democratic will ensure that only the 民主主义 side in a civil war will obtain the spirit. By default, always false, leading to the spirits disappearing when a civil war starts. Setting it to be always true can be preferred over the default, making it appear for both sides.

do_effect = { ... } is a trigger block that assigns the necessary conditions for the idea to apply its modifiers. If false, the modifiers (including research and equipment bonuses) will not apply, but the idea will not be removed.


Full idea file example

ideas = {
    country = { # Necessary for the game to consider them spirits rather than a different idea type.
        my_spirit = {
            picture = my_picture        # Using GFX_idea_my_picture
            modifier = {
                training_time_factor = -0.1
            }
            targeted_modifier = {
                tag = QAT
                defense_bonus_against = 0.2
            }
            research_bonus = {
                infantry = 0.1
            }
            equipment_bonus = {
                infantry_equipment = {
                    instant = yes
                    defense = 0.2
                }
            }
            rule = {
                can_join_factions = no
            }
        }
        my_spirit_2 = {        # Using GFX_idea_my_spirit_2
            allowed_civil_war = {
                has_government = democratic         # Only appear in a civil war for the democratic side.
            }
            cancel = {
                democratic > 0.6
            }
            on_add = {
                add_popularity = {
                    ideology = democratic
                    popularity = 0.2
                }
            }
            on_remove = {
                if = {
                    limit = {
                        democratic > 0.6
                    }
                    start_civil_war = {
                        ideology = democratic
                        size = 0.6
                    }
                }
            }
            do_effect = {
                NOT = {
                    has_government = democratic
                }
            }
            modifier = {
                democratic_drift = 0.005
            }
        }
    }
}

Other idea categories

Non-spirit ideas can use everything that can be within spirits, however there are more arguments that make sense to be added in them that do not do anything in spirits or don't have any reason to be added.

Hidden ideas

Hidden idea are exactly the same as regular spirits in every aspect in regards to creation, except for the fact that they have to be defined within the hidden_ideas idea category instead of using 国家. This will ensure that the idea will be hidden and not show up in the spirit container. However, it can still make sense to create localisation for them: If a hidden idea cancels automatically, the pop-up will show up, and hovering over certain elements (Such as the stability counter or research speed) will show each idea that modifies it.

Idea category arguments

These arguments are used within the idea category within the /Hearts of Iron IV/common/ideas/*.txt file.

designer = yes marks the entire category as designer ideas. This is primarily used for AI.
law = yes marks the entire category as laws. This is primarily used for AI.
use_list_view = yes marks the entire category to use a list view for selecting the idea, akin to how the base game treats laws.

These will look in the idea file like the following:

ideas = {
    my_law_category = {
        law = yes
        use_list_view = yes
        my_law_1 = {
        }
        my_law_2 = {
        }
    }
}

Additional arguments

This assumes that the idea is of the type that can be selected in-game, such as a law or a designer.

allowed is a trigger block that checks only at the game's start or when loading a save, primarily used to restrict an idea to a country (As tag = BHR or original_tag = POL) and/or a DLC (As has_dlc = "One Step Back"). If an idea's allowed is unfulfilled, it will never appear within the selection unless it becomes true on the save being reloaded; however, manual assignment via add_ideas bypasses the check. If left out, assumes to be always allowed. This only checks once!

allowed_to_remove is a trigger block that details when exactly you can remove the idea, changing it to a different one in the category. This is checked continuously, unlike allowed.

visible is a trigger block that continuously checks every frame if allowed was met, required to make the idea be visible in the decision selection screen. It is preferable to put country or DLC checks into allowed instead.

可用 is a trigger block that continuously checks every frame if visible was met, required to be possible to actually take the idea. If false, the idea will remain visible, but will be greyed out and be impossible to take. This is applied on top of the political power cost.

花费=123 is the price in political power it takes to add the idea. This becomes 150 political power if not set[a].

removal_cost = 123 is the price in political power it takes to remove the idea. If set to -1, the idea cannot be removed manually. Defaults to 0 if not set.

等级=2 is used in ideas to create the escalating price, akin to the recruitment laws. If you have the law with the level of 1, changing to level 3 will require the cost of the idea with the level 2 in addition to the level 3, and vise-versa.

特质 is a block of traits that are assigned to this idea, defined in /Hearts of Iron IV/common/country_leader/*.txt, also granting a static modifier and showing up near the idea.

ledger decides which intelligence ledger the idea will be assigned to. This is primarily a leftover now applying to the 角色 system, but this can still be used in officer corps spirits. Possible values are 陆军, 空军, 海军, 军事 (Appearing on each of the prior ledgers), 民用, all, and 隐蔽.

示例

ideas = {
    law_category = {
        law = yes
        use_list_view = yes 
        my_law = {
            allowed_to_remove = {
                num_of_civilian_factories > 10
            }
            removal_cost = 100
            cost = 100
            level = 3
            modifier = {
                production_speed_industrial_complex_factor = 0.2
            }
        }
    }
    designer_category = {
        designer = yes
        my_designer = {        # No cost is defined, defaults to 150
            allowed = {
                tag = QAT
            }
            visible = {
                has_tech = infantry_weapons1
            }
            available = {
                has_equipment = {
                    infantry_equipment > 1000
                }
            }
            traits = { infantry_equipment_manufacturer }
        }
    }
}

Categories

Idea categories are defined in any /Hearts of Iron IV/common/idea_tags/*.txt file. All categories will be contained in the idea_categories top element and can contain the following arguments:

  • slot is a proper idea category slot. This is what shows up in the GUI in the politics view menu, and this is what ideas have to have as their category in their definition.
  • character_slot is a 角色 slot. Ideas can also be defined to use this slot and it will show up in the GUI like a regular idea slot, however.
  • 花费 is the default price in political power to add an idea within one of the slots of this category. This is applied if the idea doesn't have one.
  • removal_cost is the default price in political power to remove an idea within one of the slots of this category.
  • ledger is the intelligence ledger defined to ideas in this category, unless overridden within the slot, idea, or character. Possible values are 陆军, 空军, 海军, 军事 (Appearing on each of the prior ledgers), 民用, all, and 隐蔽. Additionally, invalid can be used, forcing the ledger to be defined one level lower.
  • 隐蔽 is a boolean value making this category not show up in the GUI. Optional, defaults to no.
  • politics_tab is a boolean value making this category show up in the politics tab. Optional, defaults to yes.

This will look like the following:

idea_categories = {
    my_category = {
        slot = my_slot
        character_slot = my_character_slot
        cost = 30
        removal_cost = 10
        ledger = hidden
    }
}

The category will then be used by the idea via the slot (which allows mapping an idea to a category)
The file also includes slot_ledgers, which distributes idea slots to intelligence ledgers individually, which will take priority over the idea category's ledger. An example of it being used is

slot_ledgers = {
	XXX_idea_slot = civilian
	ZZZ_idea_slot = invalid
}

Invalid will require specification in each idea individually.

GFX and GUI

另见:Interface模组制作

Each idea category represents a row in the country politics view, while each slot represents a slot under that row.
The country_politics_idea_category_entry container window within the /Hearts of Iron IV/interface/countrypoliticsview.gui file decides the user inteface information about each row. The most important thing here is the gridbox, as it decides the following:

  • The size of each idea slot within the category, by default 80 by width and 64 by height. This is used for distances between slots.
  • The max amount of slots, by default 7 horizontally and 1 vertically. If not adjusted, it'd be impossible to have more than 7 idea slots in a category.
  • The format of the gridbox, deciding in which direction the idea slots are added.

The idea category's icon, shown on the left of the category's row, is decided by the GFX_idea_categories sprite. The sprite is split into multiple frames horizontally, and each category is assigned a part of it depending on its order defined in /Hearts of Iron IV/common/idea_tags/*.txt. The sprite is defined in /Hearts of Iron IV/interface/countrypoliticsview.gfx and its definition in the base game consists of the following:

	spriteType = {
		name = "GFX_idea_categories"
		texturefile = "gfx/interface/idea_categories.dds"
		noOfFrames = 6
	}

When adding a new category, make sure to update the sprite and the amount of frames accordingly.

An icon can be defined for idea slots, which will be used for them if there is no idea assigned to that slot. This definition in any /Hearts of Iron IV/interface/*.gfx file, taking XXX_idea_slot as an example, is done the following way:

	spriteType = {
		name = GFX_idea_slot_XXX_idea_slot
		textureFile = gfx/interface/filename.dds
	}

In other words, the sprite must have the same name as the idea slot but with GFX_idea_slot_ prepended in the beginning.

Modifying cost of a slot

The <idea slot>_cost_factor modifier can be used to modify the price in political power for adding ideas or characters in this slot. However, there is a restriction on that modifier. In order for it to work, the idea slot needs to have any ideas or characters defined beforehand.

The files in the /Hearts of Iron IV/common/ideas/*.txt folder are loaded in the order of the Unicode character IDs, which put capital letters before underscores, which are put before lowercase letters. For example, this means that a file with the filename of TAG.txt is loaded before _economy.txt or _manpower.txt (the base game's locations of laws), which would get loaded before country.txt. Due to the above quirk, this means that an idea with the modifier affecting a price of a law, for instance, economy_cost_factor = -0.10, will throw an error if the filename starts with an uppercase character unless the laws are stored from files different from base game.

There are two primary ways to fix this. The first one is to simply change the filename of the country's idea file, changing it from, for instance, GER.txt togermany.txt. In case you have to keep the filename the same to overwrite a file, a new file can be created instead. Alternatively, assuming that you have a replace_path to the ideas folder, you could rename the files storing the laws to begin with a character with a smaller ID, for instance, to 00_economy.txt, which would get loaded prior to TAG.txt.

Additionally, this also means that there have to be ideas defined within character slots for the modifier to work, such as political_advisor_cost_factor = 0.1. This is because characters are loaded later than ideas or country leader traits, so they're not loaded yet when evaluating the modifier, causing the error. This can be bypassed by creating ideas for the character slots in /Hearts of Iron IV/common/ideas/*.txt files. These will never appear for the countries as these are character slots rather than idea slots, but an idea that was loaded beforehand will correct the error.

备注

^ a: Depends on the value in the /Hearts of Iron IV/common/idea_tags/*.txt file, which is always 150 in base game

模组制作
文档 效果 • 触发器 • 定义文件 • 修正项 • 修正项列表 • 作用域 • 本地化文件 • 事件钩子 • 数据结构(标记、事件目标、国家标签别名、变量、数组)
脚本 成就 • AI • AI 焦点 • 自治领 • 力量均势 • 书签/剧本 (游戏规则) • 建筑 • 角色与特质 • 外观标签 • 国家 • 师 • 决议 • 学说 • 装备 • 事件 • 阵营 • 理念 • 意识形态 • 军事工业组织 • 国策 • 资源 • 脚本化 GUI • 科技与学说 • 单位
地图 地图 • 州 • 补给区域 • 战略区域
图形 界面 • 图形资源 • 实体 • 后期特效 • 粒子 • 字体
外观 肖像 • 名称列表 • 音乐 • 音效
其他 控制台指令 • 疑难排查 • 模组结构 • 模组 • 地图编辑器