3DMGAME 3DM首页 新闻中心 前瞻 | 评测 游戏库 热门 | 最新 攻略中心 攻略 | 秘籍 下载中心 游戏 | 汉化 购买正版 论坛

注册 登录

QQ登录

只需一步,快速开始

查看: 3981|回复: 13
打印 上一主题 下一主题

[原创] 任务触发文件trigger.txt略解

[复制链接]

0

主题

60

帖子

301

积分

高级玩家

Rank: 4

贡献度
49
金元
1049
积分
301
精华
0
注册时间
2010-8-5
跳转到指定楼层
主题
发表于 2010-8-8 18:26 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
写在前面:本文纯系个人兴致所作,如有雷同,敬请谅解。同时欢迎转载。
             文中所列公式只做了些许验证,欢迎指正。



小弟在3dm第一帖干货,希望对狂派修改的有帮助;同样对博派抱怨任务的筒子有启发

还有版主能不能合并一下我的帖子,雍正看了腰斩连说七个惨,咱这帖子能不能不腰斩啊

// Advisor triggers config


//Found or conquer new colonies 建了或征服新殖民地
NumberOfColoniesComparedToOpponents
{
        initial_respect = -6.0 //不知道
        failed_respect = -12.0
        //失败加分,修改这些为零就可以无视任务,好吧,更变态的就是改正数,如此成败皆英雄也,类似某government
        success_respect = 6.0
        //成功加分
        bump_respect = 6.0
        //不知道,估计是在没给任务时也满足了就加的分数
        bump_months = 12
        
        cooldown_months = 24 //冷却时间,这几个和任务频率有关
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1505 任务触发年份
        
        name_string        = str_TASK_NUMBER_OF_COLONIES_NAME //内部字符信息,这些和顾问评语有关
        desc_string = str_TASK_NUMBER_OF_COLONIES_DESC
        failed_string = str_TASK_NUMBER_OF_COLONIES_FAILED
        success_string = str_TASK_NUMBER_OF_COLONIES_SUCCESS
        bad_condition_string = str_TASK_NUMBER_OF_COLONIES_BAD_CONDITION
        good_condition_string = str_TASK_NUMBER_OF_COLONIES_GOOD_CONDITION
        semi_condition_string = str_TASK_NUMBER_OF_COLONIES_SEMI_BAD_CONDITION
        
        picture_col = 0 //图片信息
        picture_row = 0
}

//Build churches 建造或升级教堂
CheckReligiousNegligenceInColonies
{
        initial_respect = -10.0
        failed_respect = -20.0
        success_respect = 10.0
        bump_respect = 3.0
        bump_months = 12
        
        cooldown_months = 36
        cooldown_after_award = 12
        cooldown_after_success = 36
        cooldown_after_failure = 36
        
        show_semibad = 0
        trigger_start_year = 1506
        
        name_string        = str_TASK_RELIGIOUS_NEGLIGENCE_NAME
        desc_string = str_TASK_RELIGIOUS_NEGLIGENCE_DESC
        failed_string = str_TASK_RELIGIOUS_NEGLIGENCE_FAILED
        success_string = str_TASK_RELIGIOUS_NEGLIGENCE_SUCCESS
        bad_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_BAD_CONDITION
        good_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_GOOD_CONDITION
        semi_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_SEMI_BAD_CONDITION
        
        //后面所有任务都是这个位置给出任务完成条件,这个任务怎么计算不知道.
        初步估计是检查教堂覆盖率,比如你有4个殖民地,要求有75%(下面是0.75)
        就是有3个教堂(点),但是2级、3级教堂分别是1.5和2,等于顶一个半到
        两个一级教堂
        church_lvl_1_points = 1.0
        church_lvl_2_points = 1.5
        church_lvl_3_points = 2.0
        required_percentage = 0.75 //教堂覆盖率,估计这个变小就会使任务要求的教堂变少
        
        picture_col = 7
        picture_row = 0
}

//Responsible spending 盈利任务
LowBalanceOnAccounts
{
        initial_respect = -12.0
        failed_respect = -24.0
        success_respect = 12.0
        bump_respect = 6.0
        bump_months = 6
        
        cooldown_months = 12
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1515
        
        name_string        = str_TASK_LOW_BALANCE_NAME
        desc_string = str_TASK_LOW_BALANCE_DESC
        failed_string = str_TASK_LOW_BALANCE_FAILED
        success_string = str_TASK_LOW_BALANCE_SUCCESS
        bad_condition_string = str_TASK_LOW_BALANCE_BAD_CONDITION
        good_condition_string = str_TASK_LOW_BALANCE_GOOD_CONDITION
        semi_condition_string = str_TASK_LOW_BALANCE_SEMI_BAD_CONDITION
        
        trigger_amount = 50000 //估计是下限
        bump_amount = 1000000 //估计每1000000会涨评价
        
        picture_col = 0
        picture_row = 15
}

//Build garrisons 建造或升级卫戍兵营,不是要塞(Fort)
MilitaryEducationIsLacking
{
        initial_respect = -10.0
        success_respect = 10.0
        failed_respect = -16.0 //这里把失败分放下面了,小心!
        bump_respect = 6.0
        
        bump_months = 12
        cooldown_months = 24
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 24
        
        show_semibad = 1
        trigger_start_year = 1510
        
        name_string        = str_TASK_MILITARY_EDUCATION_LACKING_NAME
        desc_string = str_TASK_MILITARY_EDUCATION_LACKING_DESC
        failed_string = str_TASK_MILITARY_EDUCATION_LACKING_FAILED
        success_string = str_TASK_MILITARY_EDUCATION_LACKING_SUCCESS
        bad_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_BAD_CONDITION
        good_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_GOOD_CONDITION
        semi_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_SEMI_BAD_CONDITION
        
        //同教堂任务
        garrison_lvl_1_points = 1.0
        garrison_lvl_2_points = 1.5
        garrison_lvl_3_points = 2.0
        required_percentage = 0.75 //覆盖率
        
        picture_col = 7
        picture_row = 0
}

//Build theaters 建造或升级剧院
StuntedCulturalDevelopmentInColonies
{
        initial_respect = -6.0
        success_respect = 6.0
        failed_respect = -12.0
        bump_respect = 3.0
        
        bump_months = 12
        cooldown_months = 24
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1506
        
        name_string        = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_NAME
        desc_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_DESC
        failed_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_FAILED
        success_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_SUCCESS
        bad_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_BAD_CONDITION
        good_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_GOOD_CONDITION
        semi_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_SEMI_BAD_CONDITION
        
        theater_lvl_1_points = 1.0
        theater_lvl_2_points = 1.5
        theater_lvl_3_points = 2.0
        required_percentage = 0.5
        
        //不知道,估计是对应年代要求达到指定级别
        theater_level_for_bump_1600 = 1
        theater_level_for_bump_1700 = 2
        theater_level_for_bump_1800 = 3
        
        picture_col = 7
        picture_row = 0
}

//殖民地士气低,要求提高
LowMoraleInColonies
{
        initial_respect = -14.0
        success_respect = 14.0
        extra_respect = 1.0
        extra_for_every_over = 5.0
        failed_respect = -30.0
        bump_respect = 3.0
        
        bump_months = 12
        cooldown_months = 36
        cooldown_after_award = 12
        cooldown_after_success = 36
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1510
        
        name_string        = str_TASK_LOW_MORALE_NAME
        desc_string = str_TASK_LOW_MORALE_DESC
        failed_string = str_TASK_LOW_MORALE_FAILED
        success_string = str_TASK_LOW_MORALE_SUCCESS
        bad_condition_string = str_TASK_LOW_MORALE_BAD_CONDITION
        good_condition_string = str_TASK_LOW_MORALE_GOOD_CONDITION
        semi_condition_string = str_TASK_LOW_MORALE_SEMI_BAD_CONDITION
        
        success_morale = 35.0f //估计达到35算成功
        bump_morale = 75.0f
        
        picture_col = 0
        picture_row = 0
}

//建造或升级医院
UnsanitaryConditionsInColonies
{
        initial_respect = -10.0
        success_respect = 10.0
        failed_respect = -20.0
        bump_respect = 5.0
        
        bump_months = 6
        cooldown_months = 24
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 12
        
        show_semibad = 0
        trigger_start_year = 1508
        
        name_string        = str_TASK_UNSANITARY_CONDITIONS_NAME
        desc_string = str_TASK_UNSANITARY_CONDITIONS_DESC
        failed_string = str_TASK_UNSANITARY_CONDITIONS_FAILED
        success_string = str_TASK_UNSANITARY_CONDITIONS_SUCCESS
        bad_condition_string = str_TASK_UNSANITARY_CONDITIONS_BAD_CONDITION
        good_condition_string = str_TASK_UNSANITARY_CONDITIONS_GOOD_CONDITION
        semi_condition_string = str_TASK_UNSANITARY_CONDITIONS_SEMI_BAD_CONDITION
        
        doctor_lvl_1_points = 1.0
        doctor_lvl_2_points = 1.5
        doctor_lvl_3_points = 2.0
        required_percentage = 0.75
        
        //殖民地达到对应人口时建相应级别涨评价
        bump_lvl_1_population = 1499
        bump_lvl_2_population = 4499
        bump_lvl_3_population = 99999
        
        picture_col = 7
        picture_row = 0
}

//拆除酒馆
//邪恶的拆酒馆任务,建议大家和谐了
LewdBehaviorInColonies
{
        initial_respect = -5.0
        success_respect = 5.0
        failed_respect = -10.0
        bump_respect = 3.0
        
        bump_months = 4
        cooldown_months = 8
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1516
        
        name_string        = str_TASK_LEWD_BEHAVIOUR_NAME
        desc_string = str_TASK_LEWD_BEHAVIOUR_DESC
        failed_string = str_TASK_LEWD_BEHAVIOUR_FAILED
        success_string = str_TASK_LEWD_BEHAVIOUR_SUCCESS
        bad_condition_string = str_TASK_LEWD_BEHAVIOUR_BAD_CONDITION
        good_condition_string = str_TASK_LEWD_BEHAVIOUR_GOOD_CONDITION
        semi_condition_string = str_TASK_LEWD_BEHAVIOUR_SEMI_BAD_CONDITION
        
        tavern_lvl_1_points = 1.0
        tavern_lvl_2_points = 1.5
        tavern_lvl_3_points = 2.0
        required_percentage = 0.75
        bump_percentage = 0.25 //低于25有加成
        
        picture_col = 0
        picture_row = 6
}

//建造战舰
//个人认为最万恶的造战舰任务,顾问老叫我造战舰,而且数量会随时间变动,当年在此丢分甚巨~~
TooFewWarships
{
        initial_respect = -8.0
        success_respect = 8.0
        failed_respect = -0.0 //……………………
        bump_respect = 3.0
        
        bump_months = 6
        cooldown_months = 30
        cooldown_after_award = 12
        cooldown_after_success = 30
        cooldown_after_failure = 30
        
        show_semibad = 0
        trigger_start_year = 1511
        
        name_string        = str_TASK_TOO_FEW_WARSHIPS_NAME
        desc_string = str_TASK_TOO_FEW_WARSHIPS_DESC
        failed_string = str_TASK_TOO_FEW_WARSHIPS_FAILED
        success_string = str_TASK_TOO_FEW_WARSHIPS_SUCCESS
        bad_condition_string = str_TASK_TOO_FEW_WARSHIPS_BAD_CONDITION
        good_condition_string = str_TASK_TOO_FEW_WARSHIPS_GOOD_CONDITION
        semi_condition_string = str_TASK_TOO_FEW_WARSHIPS_SEMI_BAD_CONDITION
        
        //痛苦的是至今没有搞清条件,呼唤达人
        number_of_worse_nations = 1
        
        picture_col = 0
        picture_row = 18
}

//建造或升级要塞
FortsAreTooFewAndFarBetween
{
        initial_respect = -8.0
        success_respect = 8.0
        failed_respect = -16.0
        bump_respect = 4.0
        
        bump_months = 12
        cooldown_months = 60
        cooldown_after_award = 12
        cooldown_after_success = 60
        cooldown_after_failure = 60
        
        show_semibad = 0
        trigger_start_year = 1525
        
        name_string        = str_TASK_TOO_FEW_FORTS_NAME
        desc_string = str_TASK_TOO_FEW_FORTS_DESC
        failed_string = str_TASK_TOO_FEW_FORTS_FAILED
        success_string = str_TASK_TOO_FEW_FORTS_SUCCESS
        bad_condition_string = str_TASK_TOO_FEW_FORTS_BAD_CONDITION
        good_condition_string = str_TASK_TOO_FEW_FORTS_GOOD_CONDITION
        semi_condition_string = str_TASK_TOO_FEW_FORTS_SEMI_BAD_CONDITION
        
        fort_lvl_1_points = 1.0
        fort_lvl_2_points = 1.5
        fort_lvl_3_points = 2.0
        required_percentage = 0.5
        
        bump_lvl_1_population = 2501
        bump_lvl_2_population = 8001
        bump_lvl_3_population = 14001
        
        picture_col = 7
        picture_row = 0
}

//建造大型战舰
TooSmallShips
{
        initial_respect = -6.0
        success_respect = 6.0
        failed_respect = -12.0
        
        //no bump..
        bump_respect = 0.0f
        bump_months = 12
        
        cooldown_months = 20
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1512
        
        name_string        = str_TASK_TOO_SMALL_SHIPS_NAME
        desc_string = str_TASK_TOO_SMALL_SHIPS_DESC
        failed_string = str_TASK_TOO_SMALL_SHIPS_FAILED
        success_string = str_TASK_TOO_SMALL_SHIPS_SUCCESS
        bad_condition_string = str_TASK_TOO_SMALL_SHIPS_BAD_CONDITION
        good_condition_string = str_TASK_TOO_SMALL_SHIPS_GOOD_CONDITION
        semi_condition_string = str_TASK_TOO_SMALL_SHIPS_SEMI_BAD_CONDITION
        
        //暂时不清
        failure_ratio = 1.8
        
        picture_col = 0
        picture_row = 18
}

//建造更多的贸易船
TooFewTradeShipSquadrons
{
        initial_respect = -8.0
        success_respect = 8.0
        failed_respect = -12.0
        
        bump_respect = 1.0
        bump_months = 6
        
        cooldown_months = 36
        cooldown_after_award = 12
        cooldown_after_success = 48
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1513
        
        name_string        = str_TASK_TOO_FEW_TRADE_SQUADRONS_NAME
        desc_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_DESC
        failed_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_FAILED
        success_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_SUCCESS
        bad_condition_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_BAD_CONDITION
        good_condition_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_GOOD_CONDITION
        semi_condition_string = str_TASK_TOO_FEW_TRADE_SQUADRONS_SEMI_BAD_CONDITION
        
        //不清楚一般这个任务和下面的不会找你,大家都是会造大量贸易船的.
        bump_limit = 2.0
        
        picture_col = 0
        picture_row = 18
}

//建造更多的远洋贸易船
TooFewOceangoingTradeShipSquadrons
{
        initial_respect = -8.0
        success_respect = 8.0
        failed_respect = -12.0
        
        bump_respect = 2.0
        bump_months = 12
        
        cooldown_months = 36
        cooldown_after_award = 12
        cooldown_after_success = 48
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1512
        
        name_string        = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_NAME
        desc_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_DESC
        failed_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_FAILED
        success_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_SUCCESS
        bad_condition_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_BAD_CONDITION
        good_condition_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_GOOD_CONDITION
        semi_condition_string = str_TASK_TOO_FEW_OCEANGOING_TRADE_SQUADRONS_SEMI_BAD_CONDITION
        
        trigger_limit = 0.4
        bump_limit = 0.8
        
        picture_col = 0
        picture_row = 18
}

//建造一次加工厂
//这里不是指Lv2工厂,是指原料的一次加工厂,比如烤烟工厂(烟叶-烤烟)
NotEnoughHigherLevelProduction
{
        initial_respect = -12.0
        success_respect = 12.0
        failed_respect = -24.0
        
        bump_respect = 2.0
        bump_months = 12
        
        cooldown_months = 24
        cooldown_after_award = 12
        cooldown_after_success = 24
        cooldown_after_failure = 24
        
        show_semibad = 0
        trigger_start_year = 1530
        
        name_string        = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_NAME
        desc_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_DESC
        failed_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_FAILED
        success_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_SUCCESS
        bad_condition_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_BAD_CONDITION
        good_condition_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_GOOD_CONDITION
        semi_condition_string = str_TASK_NOT_ENOUGH_HIGHER_LEVEL_PRODUCTION_SEMI_BAD_CONDITION
        
        //具体未明
        trigger_limit = 0.25
        
        picture_col = 7
        picture_row = 0
}

//建造二次加工厂
//这里不是指Lv3工厂,是指原料的二次加工厂,比如雪茄工厂(烟叶-烤烟-雪茄)
NotEnoughHighestLevelProduction
{
        initial_respect = -12.0
        success_respect = 12.0
        failed_respect = -24.0
        
        bump_respect = 2.0
        bump_months = 12
        
        cooldown_months = 36
        cooldown_after_award = 12
        cooldown_after_success = 6
        cooldown_after_failure = 36
        
        show_semibad = 0
        trigger_start_year = 1560

        name_string        = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_NAME
        desc_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_DESC
        failed_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_FAILED
        success_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_SUCCESS
        bad_condition_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_BAD_CONDITION
        good_condition_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_GOOD_CONDITION
        semi_condition_string = str_TASK_NOT_ENOUGH_HIGHEST_LEVEL_PRODUCTION_SEMI_BAD_CONDITION
        
        trigger_limit = 0.25
        bump_limit = 1.0
        
        picture_col = 7
        picture_row = 0
}

//建立新殖民地
WeaknessInTheColonies
{
        initial_respect = -10.0
        success_respect = 10.0
        failed_respect = -20.0
        
        //no bump..
        bump_respect = 0.0
        bump_months = 12
        
        cooldown_months = 36
        cooldown_after_award = 12
        cooldown_after_success = 36
        cooldown_after_failure = 36
        
        show_semibad = 1
        trigger_start_year = 1510
        
        name_string        = str_TASK_WEAKNESS_IN_THE_COLONIES_NAME
        desc_string = str_TASK_WEAKNESS_IN_THE_COLONIES_DESC
        failed_string = str_TASK_WEAKNESS_IN_THE_COLONIES_FAILED
        success_string = str_TASK_WEAKNESS_IN_THE_COLONIES_SUCCESS
        bad_condition_string = str_TASK_WEAKNESS_IN_THE_COLONIES_BAD_CONDITION
        good_condition_string = str_TASK_WEAKNESS_IN_THE_COLONIES_GOOD_CONDITION
        semi_condition_string = str_TASK_WEAKNESS_IN_THE_COLONIES_SEMI_BAD_CONDITION
        
        picture_col = 0
        picture_row = 0
}

triggers.rar

5.73 KB, 下载次数: 19

这个文件改了所有任务失败为正

回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

本版积分规则

Archiver|手机版|3DMGAME ( 京ICP备14006952号-1  沪公网安备 31011202006753号

GMT+8, 2026-3-28 21:00 , Processed in 0.033311 second(s), 20 queries , Memcached On.

Powered by Discuz! X3.2

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表