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考古(Archaeology)

目录在 Stellaris\common\artifact_actions ,主要是一些小型文物的消耗选项,比如卖掉换能量币,或者加一些 buff 什么的,其实本质上就是一个触发效果的工具人

artifact_arcane_deciphering = { # ID,不应该重复
resources = { # 经济系统
category = artifact_actions
cost = {
minor_artifacts = 5 # 消耗5个小型文物
}
}
ai_weight = { # AI权重相关
weight = 100
modifier = {
factor = 0
has_resource = { type = minor_artifacts amount < 105 }
}
}
potential = { # 限制语句,如果不满足条件则无法出现在UI内
has_technology = tech_arcane_deciphering
}
allow = { # 允许,不满足就是灰色
custom_tooltip = { # 当不满足这个语句内的条件时,将会显示fail_text的内的本地化内容
fail_text = "requires_arcane_deciphering_no_cooldown" # 文本
NOT = { has_modifier = arcane_deciphering_cooldown }
}
}
effect = { # 效果,可以是执行事件,也可以是直接执行某个效果
custom_tooltip = artifact_arcane_deciphering_effect
hidden_effect = {
if = {
limit = {
is_ai = no
NOT = { has_country_flag = arcana_achievement }
}
set_country_flag = arcana_achievement
}
add_modifier = {
modifier = "arcane_deciphering_cooldown"
days = 720
}
owner = {
country_event = { id = ancrel.10000 }
}
}
}
}

目录在 Stellaris\common\archaeological_site_types ,里面都是一些考古的坟。

site_type_name = { # 坟头的ID
# picture = <sprite key> # 图片,跟事件类似,需要注册路径
# desc = <triggered event desc> # 这个坟头的描述
max_instances = <int> # 决定最大生成数目。只有在使用 `create_archemical_site = random` 时,才可以检查该类型星系的最大实例数
# weight = <scriptable value> # 权重为随机权重,仅在使用 `create_archemical_site = random` 时使用。脚本值类型由` <int>` 或` <mean_time_to_happen>` 定义。
stages = <int> # 有多少个阶段,一般最大为6
potential = <trigger> # 潜在的,不满足条件不出现在UI.范围为:this=舰队,from=坟头
allow = <trigger> # 是否允许,范围同上
visible = <trigger> # 检查具有 this=国家 的范围是否可以看到 from=坟头
stage = { # 有关于阶段的定义,取决于你写代码的顺序。
# difficulty = <interval int> # 难度,应该为正整数
# icon = <string> # 此阶段的小图标
# event = <string> # 会触发什么事件
# }
on_roll_failed = <effect> # 掷骰失败时的随机效果,范围 this=舰队 , from=坟头 ,这些效果一般写在 `scripted_effects`
on_create = <effect> # 当这个坟头被创造时,触发的效果,范围同上
on_visible = <effect> # 当做个坟头被看见,触发的效果,范围同上
}

目录在 Stellaris\common\relics

r_ev_fleet_maintenance = { # ID,这个遗珍的唯一ID
activation_duration = @triumph_duration # 冷却时间
portrait = "GFX_relic_ev_fleet_maintenance" # 图标,动态,需要定义
sound = "relic_activation_the_rubricator" # 点击的声音
resources = { # 经济系统
category = relics
# Activation cost
cost = {
influence = @activation_cost
}
}
ai_weight = { # AI权重
weight = 10
}
triggered_country_modifier = { # 选择性的国家修正,满足条件的时候才生效
potential = {
NOT = {
is_country_type = default_ev
}
}
country_base_engineering_research_produces_add = 500
}
country_modifier = { # 国家修正
ship_homeless_ev_influence_upkeep_mult = -0.25
}
score = 4000 # 获得这个遗珍计算多少分,用于游戏内比分
active_effect = { # 启动的时候的效果
if = {
limit = {
is_country_type = default_ev
}
change_variable = {
which = ev_maintenance_value
value = 10
}
add_modifier = {
modifier = "relic_ev_fleet_maintenance_1"
days = @triumph_duration_short
}
}
else_if = {
limit = {
NOT = {
is_country_type = default_ev
}
}
add_modifier = {
modifier = "relic_ev_fleet_maintenance_2"
days = 2400
}
}
custom_tooltip = relic_triumph_cooldown
hidden_effect = {
add_modifier = {
modifier = "relic_activation_cooldown"
days = @triumph_duration
}
}
}
possible = { # 检测是否能被启动
custom_tooltip = {
fail_text = "requires_relic_no_cooldown"
NOT = {
has_modifier = relic_activation_cooldown
}
}
}
}

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