“Common Scenario Directives”的版本间的差异

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'''Please pay special attention: when editing scripts, you must use half-size punctuations!!! Meanwhile, in scenarios and all configuration tables, please avoid using strings that contain special characters. Otherwise, there might be errors when scripts are injected.'''
 
'''Please pay special attention: when editing scripts, you must use half-size punctuations!!! Meanwhile, in scenarios and all configuration tables, please avoid using strings that contain special characters. Otherwise, there might be errors when scripts are injected.'''
  
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|Triggered when all conditions of a mission are met (mission incomplete).
 
|Triggered when all conditions of a mission are met (mission incomplete).
 
|
 
|
|任务ID
+
|Mission ID.
 
|-
 
|-
 
|'''on_end_work'''
 
|'''on_end_work'''
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|-
 
|-
 
|encounter_role
 
|encounter_role
|Triggered before the common dialogue that happens when the player encounters a character.  
+
|Triggered before the common dialogue that happens when the player encounters a character.
 
|
 
|
 
|Target Character ID.
 
|Target Character ID.
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  E.g., 雪,60|雾,20
 
  E.g., 雪,60|雾,20
 
  Intensity Range:0~100; when the intensity is 0, the weather effect is disabled
 
  Intensity Range:0~100; when the intensity is 0, the weather effect is disabled
  For weather effect ID, please refer to [[通用剧情事件指令说明#天气效果信息格式|天气效果信息格式]]
+
  For weather effect ID, please refer to [[Common Scenario Directives#Format of Weather Effect Info|Format of Weather Effect Info]]
 
|-
 
|-
 
|BATTLE
 
|BATTLE
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|SETINTVAR
 
|SETINTVAR
 
|'''Set Custom Int Variable'''
 
|'''Set Custom Int Variable'''
Function: set a custom int variable (recorded by saves). Some variable fields will be connected the in-game logic parameter (for custom int variable that are defined inside the program, please see the“自定义变量参数表”) and can be queried via built-in query parameter ([%int_val:ID%]).
+
Function: set a custom int variable (recorded by saves). Some variable fields will be connected the in-game logic parameter (for custom int variable that are defined inside the program, please see the“[[Common Scenario Directives#Built-in Custom Variable Field|Built-in Custom Variable Field]]”) and can be queried via built-in query parameter ([%int_val:ID%]).
  
 
Format: SETINTVAR*parameter ID#current int value
 
Format: SETINTVAR*parameter ID#current int value
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|-
 
|-
 
|CHANGE_FAME
 
|CHANGE_FAME
|'''修改指定角色的全局声望值'''
+
|'''Change Character’s Global Prestige'''
用途:修改一个指定角色当前的全局声望值
+
Function: change a specific character’s current global prestige.
  
格式:CHANGE_FAME*目标人物ID#更改数值
+
Format: CHANGE_FAME*target character ID#value change.
 
|-
 
|-
 
|CHG_PERSON_FV
 
|CHG_PERSON_FV
|'''改变主角与游戏角色的好感度'''
+
|'''Change Favor between the Player and a Character'''
用途:修改主角与指定游戏角色的友善度
+
Function: change favor between the player and another character.
  
格式:CHG_PERSON_FV*目标人物ID#更改数值#目标值(当不为空时生效)
+
Format: CHG_PERSON_FV*target character ID#value change#expected value (this works when the value is not empty).
 
|-
 
|-
 
|SET_ROLE_ACTIVE
 
|SET_ROLE_ACTIVE
|'''改变角色活跃状态'''
+
|'''Change Character Project Status'''
用途:改变一个非主角角色的活跃状态。当角色处于非活跃状态时,不会自动刷新在在野酒馆里,也不会进行迁移等AI操作
+
Function: change the project status of a character (not controlled by the player). When this character is inactive, they will not be refreshed in Taverns or execute AI actions like moving.
  
格式:SET_ROLE_ACTIVE*人物ID#状态值(-1不活跃 0活跃)
+
Format: SET_ROLE_ACTIVE*character ID#status value (-1: Inactive; 0: Active).
 
|-
 
|-
 
|CHG_PROSP_BY_CAMP
 
|CHG_PROSP_BY_CAMP
|'''改变势力下所有据点的繁荣度'''
+
|'''Change Prosperity of All Bases of Faction'''
用途:按照百分比改变一个势力下所有据点的繁荣度
+
Function: change the prosperity of all bases of a specific faction proportionally.
  
格式:CHG_PROSP_BY_CAMP*势力ID#百分比(>-100)
+
Format: CHG_PROSP_BY_CAMP*faction ID#percentage(>=100).
 
|-
 
|-
 
|CHG_PLACE_PROSPERITY
 
|CHG_PLACE_PROSPERITY
|'''改变地点的繁荣度'''
+
|'''Change Location Prosperity'''  
用途:按照固定数值改变一个地点的繁荣度
+
 
 +
Function: change the Prosperity of a specific location by a fixed value.
  
格式:CHG_PLACE_PROSPERITY*地点ID#更改数值#目标值(当不为空时生效 不能超过当地最大值)
+
Format: CHG_PLACE_PROSPERITY*location ID#value change#expected value (this works when the value is not empty; cannot exceed the maximum Prosperity of the location).
 
|-
 
|-
 
|CHG_PLACE_PROSPERITY_BY_PCT
 
|CHG_PLACE_PROSPERITY_BY_PCT
|'''按百分比改变地点的繁荣度'''
+
|'''Change Location Prosperity by Percentage'''
用途:按照百分比改变一个地点的繁荣度
+
 
 +
Function: change the Prosperity of a specific location by percentage.
  
格式:CHG_PLACE_PROSPERITY_BY_PCT*地点ID#更改数值百分比(>-100)
+
Format: CHG_PLACE_PROSPERITY_BY_PCT*location ID#percentage change (>=100).
 
|-
 
|-
 
|CHG_PLACE_DEF
 
|CHG_PLACE_DEF
|'''改变地点的防御度'''
+
|'''Change Location Defense'''
用途:按照固定数值改变一个地点的防御度
+
 
 +
Function: change the Defense of a location by a fixed value.
  
格式:CHG_PLACE_DEF*地点ID#更改数值#目标值(当不为空时生效 不能超过当地最大值)
+
Format: CHG_PLACE_DEF*location ID#value change#expected value(this works when the value is not empty; cannot exceed the maximum Defense of the location).
 
|-
 
|-
 
|CHG_PLACE_DEF_BY_PCT
 
|CHG_PLACE_DEF_BY_PCT
|'''按百分比改变地点的防御度'''
+
|'''Change Location Defense by Percentage'''
用途:按照百分比改变一个地点的防御度
+
 
 +
Function: change the defense of a location by percentage.
  
格式:CHG_PLACE_DEF_BY_PCT*地点ID#更改百分比
+
Format: CHG_PLACE_DEF_BY_PCT*location ID#percentage change.
 
|-
 
|-
 
|CHG_PLACE_SECURITY
 
|CHG_PLACE_SECURITY
|'''改变地点的治安值'''
+
|'''Change Location Security'''
用途:按照固定数值改变一个地点的治安值
+
 
 +
Function: change the security of a location by a fixed value.
  
格式:CHG_PLACE_SECURITY*地点ID#更改数值#目标值(0-100)
+
Format: CHG_PLACE_SECURITY*location ID#value change#expected value (0-100).
 
|-
 
|-
 
|PLACE_CUSTOM_INT
 
|PLACE_CUSTOM_INT
|'''指定地点的自定义字段值'''
+
|'''Custom Field Value of Location'''
用途:指定地点的指定自定义整形字段值
+
 
 +
Function: a custom int field value of a specific location.
  
格式:PLACE_CUSTOM_INT*地点ID#标记ID#整型标记值
+
Format: PLACE_CUSTOM_INT*location ID#mark ID#int mark value.
 
|-
 
|-
 
|CHG_PLACE_CUSTOM_INT
 
|CHG_PLACE_CUSTOM_INT
|'''改变地点的自定义字段值'''
+
|'''Change Custom Field Value of Location'''
用途:改变地点的指定自定义整形字段值
+
 
 +
Function: change the custom int value of a specific location.
  
格式:CHG_PLACE_CUSTOM_INT*地点ID#字段KEY#更改数值#目标值
+
Format: CHG_PLACE_CUSTOM_INT*location ID#field KEY#value change#target value.
 
|-
 
|-
 
|PLACE_ADD_BUILDING
 
|PLACE_ADD_BUILDING
|'''增加地点的自定义设施'''
+
|'''Add Custom Facility'''
用途:给一个地点增加一个自定义设施
+
 
 +
Function: add a custom facility to a location.
  
格式:PLACE_ADD_BUILDING*地点ID#设施ID(目标地点已存在该设施则无效)
+
Format: PLACE_ADD_BUILDING*location ID#facility ID (invalidated when the target location already has this facility).
 +
<br />
 
|-
 
|-
 
|PLACE_REMOVE_BUILDING
 
|PLACE_REMOVE_BUILDING
|'''移除地点的指定自定义设施'''
+
|'''Remove Custom Facility from Location'''
用途:移除地点的指定自定义设施
+
 
 +
Function: remove a specific custom facility from a location.
  
格式:PLACE_REMOVE_BUILDING*地点ID#设施ID
+
Format: PLACE_REMOVE_BUILDING*location ID#facility ID.
 
|-
 
|-
 
|CREATE_CARAVAN
 
|CREATE_CARAVAN
|'''创建商队'''
+
|'''Create Caravan'''
用途:指定一个地点创建出一个指定的商队
+
 
 +
Function: create a caravan in a specific location.
  
格式:CREATE_CARAVAN*出发城市ID#到达城市ID#TAG(用来标记的队伍TAG)
+
Format: CREATE_CARAVAN*set-off city ID#destination city ID#TAG (TAG used to mark squad).
 
|-
 
|-
 
|CREATE_TEAM
 
|CREATE_TEAM
|'''创建队伍'''
+
|'''Create Squad'''
用途:创建一个队伍并使其根据指定指令进行行动
+
 
 +
Function: create a squad, which takes actions according to specific directives.
 +
 
 +
Format: CREATE_TEAM*position on the map#faction#character list (characters included will leave their current squads or locations compulsorily)#minion card list (card ID#level, number |card ID2#level 2, number 2|.......)#directive method (see below)#directive parameter#squad TAG(used to search for specific squads).
 +
 
 +
Currently, supported directive methods are:
  
格式:CREATE_TEAM*地图位置#所属阵营#人物列表(所有人物会强制离开当前队伍或地点)#卡牌单位列表(卡牌ID#等级,数目|卡牌ID2#等级2,数目2|.......)#指令方式(见说明)#指令参数#队伍TAG标签(用来查找特定的队伍)
+
· 0: custom directive: the parameter of the custom directive is the directive for the squad (format: directive type 1, parameter 1; directive type 2, parameter 2;……; directive type N, parameter N) For detailed directive format, please see the Squad Preset Directive.
  
目前指令方式支持以下几种:
+
· 1: premade directive of invading city: the parameter is the ID of the target city, invasion method (set 0 by default).
  
*0:自定义指令:当自定义指令时参数为队伍指令内容(格式如:指令类型1,参数1;指令类型2,参数2;...;指令类型N,参数N (指令格式见 队伍预置指令说明)
+
· 2: premade directive of invading faction: the parameter is the ID of the target faction, priority of target (0: Distance first; 1: Defense first), invasion method (set 0 by default).
*1:预制指令入侵城市:参数为目标城市的ID,入侵方式(默认0)
 
*2:预制指令入侵势力:参数为目标势力的ID,目标优先方式(0距离优先 1城防值优先),入侵方式(默认0)<br />
 
 
|-
 
|-
 
|DISMISS_TEAM
 
|DISMISS_TEAM
|'''解散队伍'''
+
|'''Dismiss Squad'''
用途:解散一个指定的队伍
+
 
 +
Function: dismiss a specific squad.
  
格式:DISMISS_TEAM*地图单位识别ID
+
Format: DISMISS_TEAM*map unit identification ID
 
|-
 
|-
 
|TEAM_ORDER
 
|TEAM_ORDER
|'''更改队伍指令'''
+
|'''Change Squad Directive'''
用途:更改队伍当前执行的指令列表
+
 
 +
Function: change the current directive list of the squad.
  
格式:TEAM_ORDER*地图单位识别ID#新的队伍指令内容 (指令格式见 队伍预置指令说明)
+
Format: TEAM_ORDER*map unit identification ID#new directive (for the detailed directive format, please see the Squad Preset Directive).
 
|-
 
|-
 
|INVASION_PLACE
 
|INVASION_PLACE
|'''指定攻打地点'''
+
|'''Attack Location'''
用途:指定一个地点开始攻打另外一个地点。发兵地点与目标地点必须分属两个敌对势力且发兵城内有可战斗人员
+
 
 +
Function: assign one location to attack another location. These two locations must belong to two opposite factions and have battle units inside.
  
格式:INVASION_PLACE*发兵地点ID#目标地点ID#攻打方式(默认0)
+
Format: INVASION_PLACE*attacker (location) ID#target location ID#attack method (set 0 by default).
 
|-
 
|-
 
|INVASION_CAMP
 
|INVASION_CAMP
|'''指定攻打目标势力'''
+
|'''Attack Faction'''
用途:发动一个势力马上开始进攻另外一个势力。注意:这两个势力必须是敌对或中立状态的两个势力,当发起方因为兵力不足等原因时可能无法发起进攻
+
 
 +
Function: assign one faction to attack another faction immediately. Please note: these two factions must be hostile towards each other or both stand neutral. If the attacker does not have sufficient military power, the attack might not happen.
  
格式:IVASION_CAMP*进攻方势力ID#目标势力ID#选取目标方式(0距离优先 1城防优先)#入侵方式(0占领地点 1掠夺)#发动据点数量(0:全部发动 >0:发动距离最近的有限个据点)#入侵强度(0:保留有限实力 1:不顾一切(发动所有资源))
+
Format: IVASION_CAMP*attacker (faction) ID#target faction ID#priority of target(0: Distance first; 1: Defense first)#invasion type (0: Occupation; 1:Raid)#number of bases involved (0: All; >0: bases that are close)#invasion intensity (0: Maintain strength; 1: All out (use all resources)).
 
|-
 
|-
 
|OPENSTORE
 
|OPENSTORE
|'''打开交易界面'''
+
|'''Open Trade Panel'''
用途:打开与指定商人的交易界面
+
 
 +
Function: open the trade panel with a specific merchant.
  
格式:OPENSTORE*商人ID(如为空则表示根据地点及当前NPC自动查询)
+
Format: OPENSTORE*merchant ID (execute an auto query based on the location and the current NPC if this ID is empty).
 
|-
 
|-
 
|RESET_STORE
 
|RESET_STORE
|'''刷新商人所持商品表'''
+
|'''Refresh Merchant’s Items'''
用途:根据配置刷新商人所持的商品表
+
 
 +
Function: refresh a merchant’s item based on the configuration.
  
格式:RESET_STORE*商人ID
+
Format: RESET_STORE*merchant ID
 
|-
 
|-
 
|ADD_LOCAL_PRODUCT
 
|ADD_LOCAL_PRODUCT
|'''增加地图特产'''
+
|'''Add Map Specialty'''
用途:向指定地图位置投放特产,投放后附近的商人中会刷新特产
+
 
 +
Function: add specialities to a specific map. Nearby merchants will refresh their speciality offerings after adding.
  
格式:ADD_LOCAL_PRODUCT*特产ID#地图ID#中心坐标X#中心坐标Y
+
Format: ADD_LOCAL_PRODUCT*specialty ID#map ID#central coordinate X#central coordinate Y.
 
|-
 
|-
 
|TRADE_PERMISSION
 
|TRADE_PERMISSION
|'''设置通商许可'''
+
|'''Set Trade Permission'''
用途:设置一个地点的通商许可
+
 
 +
Function: set trade permission for a location.
  
格式:TRADE_PERMISSION*地点ID*是否可以通商(0代表不能通商,1代表可以通商)
+
Format: TRADE_PERMISSION*location ID*can trade or not (0: No; 1: Yes).
 
|-
 
|-
 
|TROOPS_ALLOC
 
|TROOPS_ALLOC
|'''驻军界面'''
+
|'''Garrison Panel'''
用途:打开一个地点的驻军界面
+
 
 +
Function: open the garrison panel of a location.
  
格式:TROOPS_ALLOC*地点ID(如为空则表示当前地点)
+
Format: TROOPS_ALLOC*location ID (refer to the current location if the ID is empty).
 
|-
 
|-
 
|GETSKILL
 
|GETSKILL
|'''学习技能'''
+
|'''Learn Skill'''
用途:给一个角色增加技能
+
 
 +
Function: add a new skill to a character.
  
格式:GETSKILL*人物ID#技能列表(单个技能格式为:“技能ID,等级(可选)”,多个技能以”|”分隔)
+
Format: GETSKILL*character ID#skill list (format of single skill: skillID, level(optional); use “|” to separate multiple skills).
 
|-
 
|-
 
|LEARN_SKILL
 
|LEARN_SKILL
|'''消耗技能点学习技能'''
+
|'''Consume Skill Point to Learn Skill'''
用途:选择一个队伍中的角色,尝试使其学习一个技能,如果技能点不足,则无法学习
+
 
 +
Function: select a character in a squad and make them learn a new skill. If they do not have enough skill point, they cannot learn the skill.
  
格式:LEARN_SKILL*技能ID#所需技能点(可不填,默认为1)
+
Format: LEARN_SKILL*skill ID#skill point needed (can be empty; set 1 by default).
 
|-
 
|-
 
|REMOVESKILL
 
|REMOVESKILL
|'''遗忘技能'''
+
|'''Forget Skill'''
用途:移除指定角色的技能
+
 
 +
Function: remove a skill from a specific target.
  
格式:REMOVESKILL*人物ID#技能列表(多个技能以”|”分隔)
+
Format: REMOVESKILL*character ID#skill list (use “|” to separate multiple skills)
 
|-
 
|-
 
|RESET_SP
 
|RESET_SP
|'''重置技能点数'''
+
|'''Reset Skill Point'''
用途:重置角色技能点数
+
 
 +
Function: reset the skill points of a character.
  
格式:RESET_SP*人物ID
+
Format: RESET_SP*character ID
 
|-
 
|-
 
|ADD_UNUSEDSP
 
|ADD_UNUSEDSP
|'''改变可用技能点数'''
+
|'''Change Available Skill Point'''
用途:增加一个主角可用的技能点数并进行分配
+
 
 +
Function: add a new skill point to a player and allocate the skill point.
  
格式:ADD_UNUSEDSP*点数
+
Format: ADD_UNUSEDSP*number of skill point.
 
|-
 
|-
 
|SET_SKILLPAGE
 
|SET_SKILLPAGE
|'''点亮或移除主角技能页'''
+
|'''Activate or Remove Player’s Skill Page'''
用途:点亮或者移除角色可用的技能页
+
 
 +
Function: activate or remove a skill page of the player.
  
格式:SET_SKILLPAGE*技能页ID表(以”,”分割)#1点亮0移除#目标角色ID(可选,默认为主角)
+
Format: SET_SKILLPAGE*skill page ID table (separate with “,”)#status (1: Activate; 0: Remove)#target character ID (optional; set to be player by default).
 
|-
 
|-
 
|SHOW_TEAMINFO
 
|SHOW_TEAMINFO
|'''显示当前队伍信息'''
+
|'''Show Info of Current Squad'''
用途:显示当前遭遇的队伍信息
+
 
 +
Function: show the information on the current squad that you encounter.
  
格式:SHOW_TEAMINFO*1
+
Format: SHOW_TEAMINFO*1.
 
|-
 
|-
 
|SET_FLAG
 
|SET_FLAG
|'''设置完成标记'''
+
|'''Set Complete Mark'''
用途:设置一个完成标记,一般用于重大剧情转折标记
 
  
格式:SET_FLAG*标记名称#标记值
+
Function: set a mark to indicate accomplishment, which is usually used at the critical turning point of the story.
 +
 
 +
Format: SET_FLAG*name of the mark#mark value.
 
|-
 
|-
 
|UPDATE_MARKS
 
|UPDATE_MARKS
|'''更新地图上的标记'''
+
|'''Mark Update'''
用途:更新地图上的标记
 
  
格式:UPDATE_MARKS*1
+
Function: update marks on the map.
 +
 
 +
Format: UPDATE_MARKS*1.
 
|-
 
|-
 
|SET_DUMMY
 
|SET_DUMMY
|'''设置假人或野怪状态'''
+
|'''Set Dummy or Creep Status'''
  
用途:设置地图假人或野怪的状态。当控制野怪时ID为野怪ID
+
Function: set the status of dummies or creeps on the map. When taking control of creeps, the dummy ID is the creep ID.
  
格式:SET_DUMMY*假人ID#状态(0:显示 -1:隐藏)
+
Format: SET_DUMMY*dummy ID#status (0: Displayed; -1: Hidden).
 
|-
 
|-
 
|SET_CAMERA
 
|SET_CAMERA
|'''设置沙盒地图的镜头跟随模式'''
+
|'''Set Camera Mode on Sandbox Map'''
用途:用来控制沙盒地图上镜头的跟随模式。
+
 
 +
Function: control the camera mode on the sandbox map.
 +
 
 +
Format: SET_CAMERA*camera mode#parameter
 +
 
 +
and meanings of the parameters:
 +
 
 +
0: follows the player’s character. No parameter (default).
 +
 
 +
1: follows a specific target. The parameter is the particular map unit identification ID.
  
格式:SET_CAMERA*跟随模式#参数
+
2: focuses on a position. The parameter is the coordinate (map ID: X, Y)#camera movement speed.
目前支持的镜头跟随模式及参数含义:
 
0:跟随主角,无参数(默认)
 
1:跟随指定目标,参数为指定地图目标标识ID
 
2:指定地图位置,参数为地图坐标(地图ID:x,y)#镜头移动速度
 
 
|-
 
|-
 
|SET_PLACE_CAMP
 
|SET_PLACE_CAMP
|'''设置地点归属阵营'''
+
|'''Set Faction-exclusive Location'''
  
用途:改变一个地点所归属的阵营势力。
+
Function: change the faction of a location.
  
格式:SET_PLACE_CAMP*目标地点ID#目标阵营ID#是否以攻城侵略方式占据(1为是,0为否)
+
Format: SET_PLACE_CAMP*target location ID#target faction ID#occupy by invasion (1: Yes; 0: No).
 
|-
 
|-
 
|SET_MAP_CAMP
 
|SET_MAP_CAMP
|'''设置一个地图所有的地点归属阵营'''
+
|'''Set Faction-exclusive Map'''
用途:改变一个地图板块下所有据点的阵营势力
+
 
 +
Function: change the faction of all cities on a map.
  
格式:SET_MAP_CAMP*目标地图ID#from阵营ID#to阵营ID#是否为攻城侵略(1为是,0为否)
+
Format: SET_MAP_CAMP*target map ID#from faction ID#to faction ID#occupy by invasion or not (1: Yes; 0: No).
 
|-
 
|-
 
|TRY_RECRUIT_FREE_ROLE
 
|TRY_RECRUIT_FREE_ROLE
|'''尝试进行一次在野英雄招募判定'''
+
|'''Try Neutral Hero Recruitment'''
用途:尝试进行一次在野英雄招募判定 成功返回1、内部错误返回0、队伍已满返回2
+
 
 +
Function: try to execute a neutral hero recruitment check (Return 1: successful; return 0: Internal error; return 2: squad full).
  
格式:TRY_RECRUIT_FREE_ROLE*角色ID
+
Format: TRY_RECRUIT_FREE_ROLE*character ID.
 
|-
 
|-
 
|CHK_RECRUIT_CAPTIVE
 
|CHK_RECRUIT_CAPTIVE
|【暂未开放】
+
|[Unavailable]
 
|-
 
|-
 
|RELEASE_CAP
 
|RELEASE_CAP
|【暂未开放】
+
|[Unavailable]
 
|-
 
|-
 
|SEND_ENVOY
 
|SEND_ENVOY
|'''派出外交信使'''
+
|'''Send Diplomatic Envoy'''
用途:派出一个执行特定外交任务的信使
+
 
 +
Function: send a diplomatic envoy for specific diplomatic missions.
  
格式:SEND_ENVOY*势力ID(为空时表示玩家势力)#外交行为(1:赎回 2:友善 3:宣战 4:同盟 5:破裂 6:停战)#目标ID(当赎回时为目标人物ID,其他为目标势力ID)#附带参数(一般为条件金钱数)#是否即刻到达的信使(1表示不需要等待时间,0表示需要等待时间)
+
Format: SEND_ENVOY*faction ID (refer to player’s faction when empty)#diplomatic behaviour (1: Ransom; 2:Friendly; 3: War; 4: Alliance; 5: Alliance broke; 6: Armistice)#target ID (when you ransomed a character, it is the character ID; otherwise it is the target faction ID)#additional parameter(usually it is the required amount of money)#envoy arrival (1: No waiting time; 0: Need to wait).
 
|-
 
|-
 
|DIP_DECIDE
 
|DIP_DECIDE
|'''执行外交事件判定'''
+
|'''Execute Diplomatic Event Check'''
用途:对当前外交事件进行结果决定。只能用在特定的外交事件触发器环境中
+
 
 +
Function: have a check on the current diplomatic event (used only in a specific trigger environment of the diplomatic event).
  
格式:DIP_DECIDE*结果代码(1同意 0拒绝)
+
Format: DIP_DECIDE*result code (1: Agreement; 0: Decline).
 
|-
 
|-
 
|EXPEL_ROLE
 
|EXPEL_ROLE
|'''驱逐角色'''
+
|'''Expel Character'''
用途:将一个角色驱逐出阵营势力
+
 
 +
Function: expel a character out of a faction.
  
格式:EXPEL_ROLE*势力ID#人物ID
+
Format: EXPEL_ROLE*faction ID#character ID.
 
|-
 
|-
 
|TRY_REWARD_ROLE
 
|TRY_REWARD_ROLE
|'''尝试奖赏属下'''
+
|'''Try to Reward a Follower'''
用途:尝试奖赏一个属下
+
 
 +
Function: try to reward a follower.
  
格式:TRY_REWARD_ROLE*人物ID(为空时表示当前对象)
+
Format: TRY_REWARD_ROLE*character ID (refer to the current object if the ID is empty).
 
|-
 
|-
 
|ADD_GLOBAL_BUFF
 
|ADD_GLOBAL_BUFF
|'''增加队伍全局BUFF'''
+
|'''BUFF Add Global Buff to Squad'''
用途:为当前队伍增加一个全局BUFF
+
 
 +
Function: add a global buff to the current squad.
  
格式:ADD_GLOBAL_BUFF*buffID#持续时间(游戏天数)#层数(默认为1)#最高层数限制(默认为-1,无限制)
+
Format: ADD_GLOBAL_BUFF*buffID#duration (in-game days)#number of stacks (set 1 by default)#upper limit of stacks (set -1 by default, no limit).
 
|-
 
|-
 
|RM_GLOBAL_BUFF
 
|RM_GLOBAL_BUFF
|'''移除队伍全局BUFF'''
+
|'''BUFF Remove Global Buff of Squad'''
用途:为当前队伍移除一个全局BUFF
+
 
 +
Function: remove a global buff of the current squad.
  
格式:RM_GLOBAL_BUFF*buffID
+
Format: RM_GLOBAL_BUFF*buffID
 
|-
 
|-
 
|RM_GLOBAL_BUFF_BYCLASS
 
|RM_GLOBAL_BUFF_BYCLASS
|'''按类型移除队伍全局BUFF'''
+
|'''BUFF Remove Global Buff of Squad by Buff Type'''
用途:按照类型为当前队伍移除一个全局BUFF
+
 
 +
Function: remove a global buff of the current squad by buff type.
  
格式:RM_GLOBAL_BUFF_BYCLASS*全局BUFF类型
+
Format: RM_GLOBAL_BUFF_BYCLASS*Global BUFF type.
 
|-
 
|-
 
|RM_ALL_GLOBAL_BUFF
 
|RM_ALL_GLOBAL_BUFF
|'''移除队伍所有的全局BUFF'''
+
|'''BUFF Remove All Global Buffs of Squad'''
用途:为当前队伍移除所有全局BUFF
+
 
 +
Function: remove all global buffs of the current squad.
  
格式:RM_ALL_GLOBAL_BUFF*1
+
Format: RM_ALL_GLOBAL_BUFF*1.
 
|-
 
|-
 
|PLAYER_FAILED
 
|PLAYER_FAILED
|'''游戏失败'''
+
|'''Game Failed'''
用途:玩家游戏失败时进行的通用处理
+
 
 +
Function: a common result of the player failing their game.
  
格式:PLAYER_FAILED*1
+
Format: PLAYER_FAILED*1.
 
|-
 
|-
 
|LOSE_INVENTORY
 
|LOSE_INVENTORY
|'''玩家通用财物损失操作'''
+
|'''Player Loses Common Items'''
用途:对玩家进行一次财物损失操作(只损失货物和金钱)
+
 
 +
Function: the player loses their items once (only goods and money).
  
格式:LOSE_INVENTORY*比例(比例为整数,代表百分比)
+
Format: LOSE_INVENTORY*proportion(the proportion is an int, which stands for percentage).
 
|-
 
|-
 
|SET_TAGROLE
 
|SET_TAGROLE
|'''变更当前脚本中的对象人物'''
+
|'''Change Object Character of Current Script'''
用途:为当前脚本的环境变量设置默认的操作对象角色
+
 
 +
Function: set a default object character of the environment variable of the current script.
  
格式:SET_TAGROLE*人物ID
+
Format: SET_TAGROLE*character ID.
 
|-
 
|-
 
|SET_TAGPLACE
 
|SET_TAGPLACE
|'''变更当前脚本中的对象地点'''
+
|'''Change Object Location of Current Script'''
用途:为当前脚本的环境变量设置默认的操作对象地点
+
 
 +
Function: set a default object location of the environment variable of the current script.
  
格式:SET_TAGPLACE*地点ID
+
Format: SET_TAGPLACE*location ID.
 
|-
 
|-
 
|SURRENDER
 
|SURRENDER
|'''势力投降'''
+
|'''Faction Surrenders'''
用途:指定一个势力向另外一个势力投降(所有领地被受降方占领,所有人员根据忠诚度随机选择是否归顺)
+
 
 +
Function: assign one faction to surrender to another faction (all bases are occupied; the degree of royalty will randomly decide whether followers will surrender).
  
格式:SURRENDER*投降方势力ID#受降方势力ID
+
Format: SURRENDER*ID of the faction who surrender#ID of the surrender accepter
 
|-
 
|-
 
|GEN_RND_PLACE
 
|GEN_RND_PLACE
|'''选定随机地点以供查询'''
+
|'''Select Random Location to Query'''
用途:生成一个随机地点,并可以用[%last_rnd_place_XX%]系列指令查询
 
  
格式:GEN_RND_PLACE*所属势力ID(如果所属势力为空,则为玩家势力中的一个地点)
+
Function: generate a random location, which can be queried via the [%last_rnd_place_XX%] directives.
|-
 
|GEN_RND_ROLE
 
|'''选定随机人物以供查询'''
 
用途:在指定范围内选定一个随机人物角色,并可用[%last_rnd_role_XX%]系列指令查询
 
  
格式:GEN_RND_ROLE*所属势力ID(如果所属势力为空,则为玩家势力中的一个地点)
+
Format: GEN_RND_PLACE*faction ID (if this ID is empty, then the location will belong to player’s faction)
 
|-
 
|-
 
|HERO_UPGRADE
 
|HERO_UPGRADE
|'''英雄强化'''
+
|'''Hero Enhancement'''
用途:为指定的人物角色永久增加某项角色属性
+
 
 +
Function: enhance an attribute permanently of a specific character.
  
格式:HERO_UPGRADE*英雄ID#属性ID#增加值#增加上限(必须指定,可以为-1,即没有上限)
+
Format: HERO_UPGRADE*hero ID#attribute ID#value increase#limit of increase (must fill in a number; -1 means that there is no limit).
 
|-
 
|-
 
|HERO_SET_STATU
 
|HERO_SET_STATU
|'''设置角色属性字段'''
+
|'''Set Character Attribute Field'''
用途:为指定的人物角色设置某一项属性字段值
+
 
 +
Function: set a value of an attribute field for a specific character.
  
格式:HERO_SET_STATU*角色ID#属性ID#新值(角色ID为空表示主角)
+
Format: HERO_SET_STATU*character ID#attribute ID#new value(refer to player when character ID is emptyID).
 
|-
 
|-
 
|ADD_CAMP_BUFF
 
|ADD_CAMP_BUFF
|'''增加阵营BUFF'''
+
|'''BUFF Add Faction Buff'''
用途:为指定的阵营势力增加一个阵营BUFF
+
 
 +
Function: add a faction buff to a specific faction.
  
格式:ADD_CAMP_BUFF*阵营ID#buffID#持续时间(游戏天数,当该值小于等于0时表示永久生效除非强制移除该BUFF)
+
Format: ADD_CAMP_BUFF*faction ID#buff ID#duration (in-game days; when this value is lower than 0, the buff becomes permanent unless it is removed compulsorily).
 
|-
 
|-
 
|RM_CAMP_BUFF
 
|RM_CAMP_BUFF
|'''移除阵营BUFF'''
+
|'''Remove Faction Buff'''
用途:为指定的阵营势力移除一个阵营BUFF
+
 
 +
Function: remove a faction buff from a specific faction.
  
格式:RM_CAMP_BUFF*阵营ID#buffID
+
Format: RM_CAMP_BUFF*faction ID#buff ID.
 
|-
 
|-
 
|RM_CAMP_BUFF_BYCLASS
 
|RM_CAMP_BUFF_BYCLASS
|'''按照类型移除阵营BUFF'''
+
|'''Remove Faction Buff by Buff Type'''
用途:按照BUFF类型为指定的阵营势力移除一个阵营BUFF
+
 
 +
Function: remove a faction buff from a specific faction by buff type.
  
格式:RM_CAMP_BUFF_BYCLASS*阵营ID#阵营BUFF类型
+
Format: RM_CAMP_BUFF_BYCLASS*factionID#faction BUFF type.
 
|-
 
|-
 
|RM_ALL_GLOBAL_BUFF
 
|RM_ALL_GLOBAL_BUFF
|'''移除所有的阵营BUFF'''
+
|'''Remove All Faction Buffs'''
用途:为指定的阵营势力移除所有的阵营BUFF
+
 
 +
Function: remove all faction buffs from a specific faction.
  
格式:RM_ALL_GLOBAL_BUFF*阵营ID
+
Format: RM_ALL_GLOBAL_BUFF*faction ID.
 
|-
 
|-
 
|ADD_CAMP_EXTRA_STATU
 
|ADD_CAMP_EXTRA_STATU
|'''增加阵营属性字段值'''
+
|'''Add Faction Attribute Field Value'''
用途:增加阵营势力的某一项动态属性字段
+
 
 +
Function: add a dynamic attribute field to a faction.
  
格式:ADD_CAMP_EXTRA_STATU*阵营ID#动态属性字段表(见阵营表EXCEL势力初始属性格式)
+
Format: ADD_CAMP_EXTRA_STATU*faction ID# dynamic attribute field list (see the format of initial faction attribute in the “阵营表”(excel file)).
 
|-
 
|-
 
|RESET_CAMP_EXTRA_STATU
 
|RESET_CAMP_EXTRA_STATU
|'''重置阵营属性字段值'''
+
|'''Reset Faction Attribute Field Value'''
用途:重置阵营势力的所有动态属性字段值
 
  
格式:RESET_CAMP_EXTRA_STATU*阵营ID
+
Function: reset all values in the dynamic attribute field in a faction.
 +
 
 +
Format: RESET_CAMP_EXTRA_STATU*faction ID.
 
|-
 
|-
 
|WEAPON_DURABILITY_DOWN
 
|WEAPON_DURABILITY_DOWN
|'''武器装备耐久度下降'''
+
|'''Weapon Durability Decrease'''
用途:降低当前装备的武器装备的耐久度,当耐久度为0时自动损毁。如果武器本身耐久为-1(没有耐久度概念),则该语句什么也不会发生
 
  
格式:WEAPON_DURABILITY_DOWN*数值
+
Function: reduce the durability of the current weapon. When the durability is below 0, the weapon is destroyed. If the weapon’s durability is -1 (does not have durability), nothing happens with this directive.
 +
 
 +
Format: WEAPON_DURABILITY_DOWN*value.
 
|-
 
|-
 
|ITEM_DURABILITY_DOWN
 
|ITEM_DURABILITY_DOWN
|'''特定道具耐久度下降'''
+
|'''Specific Item Durability Decrease'''
用途:降低背包中一把符合tag、等级条件(>=要求等级)的道具耐久度【数值】点,如果符合条件的道具耐久不足,将摧毁这件道具
+
 
 +
Function: reduce the durability of an item (with the right tag and meets the level condition(>= the required level) ) in the player’s bag by [value] points. If the item does not have sufficient durability, then it will be destroyed.
  
格式:ITEM_DURABILITY_DOWN*装备tag筛选#装备等级筛选#数值
+
Format: ITEM_DURABILITY_DOWN*weapon tag#weapon level filter#value.
 
|-
 
|-
 
|SET_SYNTH_STATE
 
|SET_SYNTH_STATE
|'''设置合成配方的状态'''
+
|'''Set Status of Recipe'''
用途:设置指定合成配方状态
+
 
 +
Function: set the status of a specific recipe.
  
格式:SET_SYNTH_STATE*配方ID#新状态(0:未习得 1:已习得)
+
Format: SET_SYNTH_STATE*recipe ID#new status (0: Not learned; 1: Learned)
 
|-
 
|-
 
|OPEN_SYNTH_DLG
 
|OPEN_SYNTH_DLG
|'''开启道具合成界面'''
+
|'''Open Item Crafting Dialog'''
用途:开启道具合成界面UI
+
 
 +
Function: open the dialogue UI of item crafting.
  
格式:OPEN_SYNTH_DLG*是否锁定(0:不锁定主分类 1:锁定显示分类)#默认显示的分类页(可为空默认,以“,”分隔多页,默认显示第一页;当锁定主分类时该字段可显示隐藏的分类)#关闭合成面板后执行的story key(可不填)
+
Format: OPEN_SYNTH_DLG*if locked (0: Do not lock the main category; 1: Lock display category)#catagory page shown by default (can be set empty by default; use “,” to separate pages; show the first page by default; this field can show hidden categories when the main category is locked)#story key to execute after closing the crafting dialogue (can be empty).
 
|-
 
|-
 
|OPEN_CARD_SYNTH_DLG
 
|OPEN_CARD_SYNTH_DLG
|'''开启卡牌合成界面'''
+
|'''Open Card Crafting Dialog'''
用途:开启卡牌合成界面UI
+
 
 +
Function: open the dialogue UI of card crafting.
  
格式:OPEN_CARD_SYNTH_DLG*1
+
Format: OPEN_CARD_SYNTH_DLG*1.
 
|-
 
|-
 
|PLAY_EFT
 
|PLAY_EFT
|'''播放特效'''
+
|'''Play Special Effect'''
用途:在当前地图上播放一个特效
+
 
 +
Function: play a special effect on the current map.
  
格式:PLAY_EFT*特效路径(相对Asset目录,例如:Assets\BuildSource\battle_effects\SkillEffects\psLightingHit1.prefab)#地图坐标#初始旋转角度(可为3方向旋转向量或者一个Y轴的旋转角度)#缩放比例(可指定XYZ3轴上的比例向量或者整体的缩放比例)#持续时间(秒,超过此时间后自动移除)#播放延迟时间(默认为0秒)
+
Format: PLAY_EFT*special effect path (relative to Asset directory. E.g., Assets\BuildSource\battle_effects\SkillEffects\psLightingHit1.prefab)#map coordinate#initial rotation degree (can be the rotation vector of the three directions or a spinning degree of the Y-axis)#scale proportion (can use the percentage vector of the X, Y, and Z-axis, or the overall scale proportion)#duration (count by second; the effect will be removed after exceeding this duration)#delay (set 0 by default).
 
|-
 
|-
 
|PLAY_MU_EFT
 
|PLAY_MU_EFT
|'''播放大地图单位跟随特效'''
+
|'''Unit Following Special Effect on Map'''
用途:在指定地图单位身上播放一个跟随该单位的特效
+
 
 +
Function: play a special effect that follows a unit on a specific map.
  
格式:PLAY_MU_EFT*特效路径(相对Asset目录,例如:Assets\BuildSource\battle_effects\HitEffects\psHealEft1.prefab)#地图单位ID#对象范围(0:仅英雄 1:全体)#初始旋转角度(可为3方向旋转向量或者一个Y轴的旋转角度)#缩放比例(可指定XYZ3轴上的比例向量或者整体的缩放比例)#持续时间(秒,超过此时间后自动移除)
+
Format: PLAY_MU_EFT*special effect path (relative to Asset directory. E.g., Assets\BuildSource\battle_effects\HitEffects\psHealEft1.prefab)#map unit ID#object range (0: hero only; 1: all units)#initial rotation degree (can be the rotation vector of the three directions, or a spinning degree of the Y-axis))# scale proportion (can use the percentage vector of the X, Y, and Z-axis, or the overall scale proportion)#duration (count by second; the effect will be removed after exceeding this duration)#delay (set 0 by default).
 
|-
 
|-
 
|OPEN_MAPAREA_SELECTOR
 
|OPEN_MAPAREA_SELECTOR
|'''开启地图区域选择界面'''
+
|'''Open Map Area Selector Panel'''
用途:在当前沙盒地图上开启一个区域选择UI界面,在此界面上可为当前操作的对象在预先定义好的地图区域中选取一个地图位置并返回。result_code返回1标识位置设置成功,为0标识失败。位置信息记录在[$last_selpos$]中。
+
 
 +
Function: open a UI panel of area selector on the current sandbox map. You can select a location for the current object in the predefined area on this panel, and then a result is returned. If the result_code returns 1, the location setting succeeded; if 0, the setting failed. The location info is recorded in [$last_selpos$].
  
格式:OPEN_MAPAREA_SELECTOR*区域标识ID#显示的模型#排他模式(0:不排他、1:排除自定义宝箱)#提示信息
+
Format: OPEN_MAPAREA_SELECTOR*area identification ID# shown model#exclusion mode (0: Non-exclusive; 1: Custom chest excluded)#notice info.
 
|-
 
|-
 
|OPEN_FREEAREA_SELECTOR
 
|OPEN_FREEAREA_SELECTOR
|'''开启自由地图位置选择界面'''
+
|'''Open Free Map Area Selector Panel'''
用途:效果同上,只不过不再限制可供选择的地图区域。
+
 
 +
Function: same as OPEN_MAPAREA_SELECTOR, but is no longer limited regarding provided map areas.
  
格式:OPEN_FREEAREA_SELECTOR*宽(整数)#高(整数)##显示的模型#排他模式(0:不排他、1:排除自定义宝箱)#提示信息。
+
Format: OPEN_FREEAREA_SELECTOR*width (int)#height(integet)#shown model#exclusion mode (0: Non-exclusive; 1: Custom chest excluded)#notice info.
 
|-
 
|-
 
|PLACE_SELECTOR
 
|PLACE_SELECTOR
|'''开启地点选择界面'''
+
|'''Open Location Selector Panel'''
用途:开启一个建议的地点选择界面。选中的结果存在[$tagplace$]里,编号存在[%result_code%]里,如果[%result_code%]为9999则代表玩家取消选择。
+
 
 +
Function: open a suggested location selector panel. Selected result will be stored in [$tagplace$], its number stored in [%result_code%].If [%result_code%] is 9999, player cancels the selection.
  
格式:PLACE_SELECTOR*提示内容#选择条件(传入[%tagplace%]作为判断参数)
+
Format: PLACE_SELECTOR*notice info#selection condition (transmitted to [%tagplace%] as a judgmental parameter).
 
|-
 
|-
 
|SET_LORD
 
|SET_LORD
|'''设置城主'''
+
|'''Set City Ruler'''
用途:为指定地点设置一个城主。
+
 
 +
Function: set a city ruler for a specific location.
  
格式:SET_LORD*角色ID#地点ID
+
Format: SET_LORD*character ID#location ID.
 
|-
 
|-
 
|ADD_CUSTOM_CHEST
 
|ADD_CUSTOM_CHEST
|'''增加自定义宝箱'''
+
|'''Add a Custom Chest'''
用途:根据设置信息在大地图上增加一个自定义宝箱。(宝箱的概念可扩展为所有大地图上有价值的可交互目标。如:材料、遗迹、征兵点等等)
+
 
 +
Function: add a custom chest on the world map according to the setting info (this “chest” can be any interactive object on the world map, such as materials, ruins, and soldier recruitment point).
  
格式:ADD_CUSTOM_CHEST*宝箱ID#对应的宝箱表中ID#位置信息#初始状态(>0表示可以开的次数,-1表示已经开过了)#默认方向(0-360)
+
Format: ADD_CUSTOM_CHEST*chest ID#ID in the according 宝箱表(Chest Table)#position info#initial status (>0: How many times you can open the chest; -1: Chest Opened)#default direction (0-360).
 
|-
 
|-
 
|SET_CHEST
 
|SET_CHEST
|'''设置宝箱状态'''
+
|'''Set Chest Status'''
用途:设置一个地图上可控宝箱的状态
+
 
 +
Function: set the status of a controllable chest on a map.
  
格式:SET_CHEST*地图ID#宝箱ID#状态。状态>0表示可开启次数,状态<=0表示已开启
+
Format: SET_CHEST*map ID#chest ID#status (>0: How many times you can open the chest; <=0: Chest Opened).
 
|-
 
|-
 
|SET_CURCHEST
 
|SET_CURCHEST
|'''设置当前宝箱状态'''
+
|'''Set Current Chest Status'''
用途:设置当前脚本中的对象宝箱的状态
+
 
 +
Function: set the status of the target chest in the current script.
  
格式:SET_CURCHEST*状态(同 SET_CHEST)
+
Format: SET_CURCHEST*statu (same as SET_CHEST).
 
|-
 
|-
 
|CLOSE_SYSTEM_UI
 
|CLOSE_SYSTEM_UI
|'''关闭系统UI'''
+
|'''Turn Off System UI'''
用途:关闭当前打开的系统UI
+
 
 +
Function: turn of the current system UI.
  
格式:CLOSE_SYSTEM_UI*
+
Format: CLOSE_SYSTEM_UI*.
 
|-
 
|-
 
|CLOSE_ITEM_PANEL
 
|CLOSE_ITEM_PANEL
|'''关闭当前背包UI'''
+
|'''Close Bag UI'''
用途:关闭当前打开的'''背包'''UI(如果存在的话)
+
 
 +
Function: close the current UI panel of the player’s bag (if it exists).
  
格式:CLOSE_ITEM_PANEL*
+
Format: CLOSE_ITEM_PANEL*.
 
|-
 
|-
 
|ROLES_SELECTOR
 
|ROLES_SELECTOR
|'''关闭系统UI'''
+
|'''Turn Off Character Selector UI'''
用途:关闭当前打开的系统UI
+
Function: turn off the current system UI of the character selector.
  
格式:ROLES_SELECTOR*选择框标题#选择数量限制(小于0为不限制)#选择范围(0:全局非模板人物 1:主角队伍中 2:指定人物表范围)#筛选条件表达式#参数(当选择范围为指定人物表时该参数为人物列表信息)
+
Format: ROLES_SELECTOR*title of selection list box#number limit of options (<0: No limit)#option range (0: Global non-template character; 1: Player squad character; 2: Character in the Character Table)#conditional expression#parameter (the parameter is the character list when the selection range is the specific Character Table).
  
示例:
+
E.g.,
  ROLES_SELECTOR*选择目标阵营中的人物#1#0#[$tagrole:campid$][=][$player:campid$]&[$tagrole:campid$][<>][$null$]#
+
  ROLES_SELECTOR*select character in the target faction #1#0#[$tagrole:campid$][=][$player:campid$]&[$tagrole:campid$][<>][$null$]#
  ROLES_SELECTOR*几个目标对象中选择一个#1#2##人物1|人物2|人物3|人物4
+
  ROLES_SELECTOR*one of the several target objects #1#2##character 1|character 2|character 3|character 4.
选取后存在[%last_seled_roles%]里。如果只有一个结果,则同时存在[%tagrole%]
+
The result of selection is stored in [%last_seled_roles%]. If there is only one result, it will also be stored in [%tagrole%].
 
|-
 
|-
 
|ASK_ABOUT_SOMEBODY_SELECTOR
 
|ASK_ABOUT_SOMEBODY_SELECTOR
|'''打听人物选择器'''
+
|'''Ask-about Character Selector'''
  
用途:被打听人现在暂没参与逻辑运算,弹出人物选项框,结果存在[%arg_str_val1%]里,选择结果[%result_code%]为9999的时候是玩家取消
+
Function: the character who you ask whereabout of is currently not involved in the logic calculation. The character selection list box pops up, and the result is stored in [%arg_str_val1%]. When the result [%result_code%] is 9999, player cancels the selection.
  
格式:ASK_ABOUT_SOMEBODY_SELECTOR#被打听人ID
+
Format: ASK_ABOUT_SOMEBODY_SELECTOR#character you ask about.
 
|-
 
|-
 
|CARD_SELECTOR
 
|CARD_SELECTOR
|'''卡牌选择器'''
+
|'''Card Selector'''
用途:弹出当前卡牌列表界面供选择
+
 
 +
Function: show the panel of current card list for the player to select.
  
格式:CARD_SELECTOR*选择框标题#选择数量限制(小于0为不限制)#选择范围(0:主角队伍中的卡牌 1:指定单位表范围)#参数(当选择范围为指定单位表时该参数为单位列表信息)#筛选条件表达式(可选)
+
Format: CARD_SELECTOR*title of selection list box#number limit of selection (<0: No limit)#selection range (0: Card in the player squad; 2: Specific unit list) #parameter (optional; the parameter is the unit list when the selection range is the specific Unit Table).
 
|-
 
|-
 
|ASSEMBLE_ARMY
 
|ASSEMBLE_ARMY
|'''集结部队'''
+
|'''Gather Troops'''
用途:集结阵营势力下的部队跟随集结者
+
 
 +
Function: gather all troops and followers of a faction.
  
格式:ASSEMBLE_ARMY#集结者ID#集结角色ID列表(可为空,“|”分割,可以使用ROLES_SELECTOR的结果[%last_seled_roles%]。如果为空,则是默认选定阵营下所有的角色。)
+
Format: ASSEMBLE_ARMY#Gatherer ID#follower ID (can be empty; use “|” to separate; can use [%last_seled_roles%], the result of ROLES_SELECTOR). If the follower ID is empty, all characters under the faction are selected by default.
 
|-
 
|-
 
|RELEASE_ALL_ASSEMBLE_ARMY
 
|RELEASE_ALL_ASSEMBLE_ARMY
|'''解散所有集结部队'''
+
|'''Dismiss All Gathered Troops'''
用途:解散所有当前已进行集结中的部队
+
 
 +
Function: dismiss all troops that have been gathered or gathering.
  
格式:RELEASE_ALL_ASSEMBLE_ARMY#首领角色ID
+
Format: RELEASE_ALL_ASSEMBLE_ARMY#gatherer ID.
 
|-
 
|-
 
|SET_ROLE_IN_PROJECT
 
|SET_ROLE_IN_PROJECT
|'''角色开始执行项目'''
+
|'''Character Starts to Execute Project'''
  
用途:使一个角色开始执行指定项目
+
Function: a character starts to execute a specific project.
  
格式:SET_ROLE_IN_PROJECT*角色ID#项目ID
+
Format: SET_ROLE_IN_PROJECT*character ID#project ID.
 
|-
 
|-
 
|SET_ROLE_FINISH_PROJECT
 
|SET_ROLE_FINISH_PROJECT
|'''角色结束当前执行的项目'''
+
|'''Character Ends Current Project'''
用途:强制指定的角色结束当前进行的项目
+
 
 +
Function: a specific character ends their current project compulsorily.
  
格式:SET_ROLE_FINISH_PROJECT*角色ID1,角色ID2,...
+
Format: SET_ROLE_FINISH_PROJECT*character ID1, character ID2,...
 
|-
 
|-
 
|ROLE_PROJECT_ADMIN
 
|ROLE_PROJECT_ADMIN
|'''打开个人项目界面'''
+
|'''Open Personal Project Panel'''
用途:打开角色个人项目执行界面
+
 
 +
Function: open the personal project execution panel.
  
格式:ROLE_PROJECT_ADMIN*项目ID#绑定地点(可选,默认当前地点)
+
Format: ROLE_PROJECT_ADMIN*project ID#location to bind (optional; set to be the current location by default).
 
|-
 
|-
 
|GROUP_PROJECT_ADMIN
 
|GROUP_PROJECT_ADMIN
|'''打开团体项目界面'''
+
|'''Open Group Project Panel'''
用途:打开团体项目执行界面
+
Function: open the group project execution panel.
  
格式:GROUP_PROJECT_ADMIN*项目标签#界面标题#项目绑定类型#项目绑定对象参数(可选,默认为当前对象)
+
Format: GROUP_PROJECT_ADMIN*project label#title#project binding type#project-bound object parameter (optional; set to be the current object by default).
  目前支持的项目绑定类型有
+
  Currently, supported project binding types are:
  place:地点建筑建设 对象参数为地点ID,如不指定为当前地点
+
  Place: location building construction; object parameter is the location ID; refer to the current location if the ID empty
  world:自定义地点建设 对象参数格式为:自选区域控制ID;所属地点(当所属地点为空时表示建设一个非附属地点)
+
  world: custom building construction; object parameter format: custom area control ID; belong to which base (when this field is empty, the building does not belong to any city).
 
|-
 
|-
 
|SET_REVIVE_POS
 
|SET_REVIVE_POS
|'''设置复活集结地点'''
+
|'''Set Respawn Position'''
用途:设置新的复活集结地点
+
 
 +
Function: set a new respawn position.
  
格式:SET_REVIVE_POS*大地图位置(地图ID:x,y)
+
Format: SET_REVIVE_POS*world map position (map ID:x,y).
 
|-
 
|-
 
|SET_SILENCE_MODE
 
|SET_SILENCE_MODE
|'''设置静默模式'''
+
|'''Set Silence Mode'''
用途:开启或关闭消息静默模式
+
 
 +
Function: enable or disable message silence mode.
  
格式:SET_SILENCE_MODE*静默模式(0:不开启 1:不显示TOAST,仅显示消息,获得物品TOAST信息在消息中显示 2:不显示TOAST及消息)
+
Format: SET_SILENCE_MODE*silence mode (0: Disabled; 1: Do not show TOAST box and deliver messages only; TOAST info of obtaining items is shown in the message; 2: Do not show TOAST and messages).
 
|-
 
|-
 
|START_RAID_PLACE
 
|START_RAID_PLACE
|【已废除】
+
|[Abolished]
 
|-
 
|-
 
|ADD_CUSTOM_PLACE
 
|ADD_CUSTOM_PLACE
|'''增加自定义地点'''
+
|'''Add Custom Location'''
用途:在大地图上的指定位置增加一个自定义地点
+
 
 +
Function: add a custom location on a specific spot on the world map.
  
格式:ADD_CUSTOM_PLACE*自定义地点ID(全局唯一)#附属于地点(可为空,为空表示非附属地点)#地点信息模板ID#位置信息#默认所属势力
+
Format: ADD_CUSTOM_PLACE*custom location ID (globally unique)#belong to the city (can be empty; the location does not belong to any city when this field is empty#location info template ID#location info#default faction of the location.
 
|-
 
|-
 
|SET_PLACE_NAME
 
|SET_PLACE_NAME
|'''修改地点名称'''
+
|'''Change Location Name'''
用途:修改一个指定地点的显示名称
+
 
 +
Function: change the name of a specific location.
  
格式:SET_PLACE_NAME*地点ID#自定义名称
+
Format: SET_PLACE_NAME*location ID#custom name.
 
|-
 
|-
 
|OPEN_PLACE_BUILD_UI
 
|OPEN_PLACE_BUILD_UI
|'''开启地点建筑建设界面'''
+
|'''Open Location Building Construction Panel'''
用途:开启地点建筑建设界面
+
 
 +
Function: open the location building construction panel.
  
格式:OPEN_PLACE_BUILD_UI*地点ID#建设成功后执行的剧本(可选)#建设取消后执行的剧本(可选
+
Format: OPEN_PLACE_BUILD_UI*location ID#script executed after successful construction (optional)# script executed after construction is cancelled (optional).
 
|-
 
|-
 
|ADD_CARD
 
|ADD_CARD
|'''获得新卡牌'''
+
|'''Add New Card'''
用途:加入一张预制的卡牌
+
 
 +
Function: add a premade card.
  
格式:ADD_CARD*卡牌ID#是否免费招募(1免费,0付费招募,默认为0)
+
Format: ADD_CARD*card ID#recruit for free (1: Free; 0: With a cost; set 0 by default).
 
|-
 
|-
 
|ADD_CARD_PIECE
 
|ADD_CARD_PIECE
|'''获得指定耐久的卡牌'''
+
|'''Add Card with Specific Durability'''
用途:加入一张预制的卡牌,最大耐久为指定的残值
+
 
 +
Function: add a premade card, whose durability is a specific number (lower than the durability limit).
  
格式:ADD_CARD_PIECE*卡牌ID#最大耐久#是否免费招募(1免费,0付费招募,默认为0)
+
Format: ADD_CARD_PIECE*card ID#maximum durability#recruit for free (1: Free; 0: With a cost; set 0 by default).
 
|-
 
|-
 
|SET_OBS_AREA
 
|SET_OBS_AREA
|'''设置阻挡区状态'''
+
|'''Set Obstacle Area Status'''
用途:设置地图阻挡区域的状态
+
 
 +
Function: set the status of an obstacle area on a map.
  
格式:SET_OBS_AREA*控制ID#状态(0:启用 -1:禁用)
+
Format: SET_OBS_AREA*control ID#status (0: Enabled; -1: Disabled).
 
|-
 
|-
 
|EXPLORE_AREA
 
|EXPLORE_AREA
|'''点亮地图区域'''
+
|'''Explore Area'''
用途:点亮当前地图某一块区域(去除区域战争迷雾)
+
 
 +
Function: explore an area of the current map (dispel the war fog).
  
格式:EXPLORE_AREA*坐标x,坐标y#点亮半径
+
Format: EXPLORE_AREA*X coordinare,Y coordinate#exploration radius
 
|-
 
|-
 
|EXPLORE_MAP
 
|EXPLORE_MAP
|'''点亮整个地图'''
+
|'''Explore the Whole Map'''
用途:点亮整个地图(去除整张地图的战争迷雾)
+
 
 +
Function: explore the whole map (dispel the war fog of the entire map).
  
格式:EXPLORE_MAP*地图ID
+
Format: EXPLORE_MAP*map ID.
 
|-
 
|-
 
|ADD_INTVAL_WATCHER
 
|ADD_INTVAL_WATCHER
|'''增加自定义变量监视字段'''
+
|'''Add Custom Variable Monitor Field'''
用途:增加自定义变量监视字段,在屏幕指定UI区块显示当前监视的变量字段值
 
  
格式:ADD_INTVAL_WATCHER*变量监视信息格式
+
Function: add a custom variable monitor field to supervise the current value of the variable field on a specific area.
  
(格式如:字段Key1,显示名称1,枚举值1a=枚举名称1a|枚举值1b=枚举名称1b|...|枚举值1N=枚举名称1N,是否战斗中可见([可选,默认0] 0否1是);...;监视字段信息N)
+
Format: ADD_INTVAL_WATCHER*variable monitor info.
 +
 
 +
(Format: field Key1,displayed name1,enumerated value 1a=enumerated name1a|enumerated value 1b=enumerated name1b|...|enumerated value 1N=enumerated name 1N, visibility status in battles([optional,set 0 by default] 0: No; 1: Yes);...; monitor field info N).
 
|-
 
|-
 
|REMOVE_INTVAL_WATCHER
 
|REMOVE_INTVAL_WATCHER
|'''移除自定义变量监视字段'''
+
|'''Remove Custom Variable Monitor Field'''
用途:移除指定的自定义变量监视字段
 
  
格式:REMOVE_INTVAL_WATCHER*字段Key值
+
Function: remove a specific custom variable monitor filed.
 +
 
 +
Format: REMOVE_INTVAL_WATCHER*field KEY.
 
|-
 
|-
 
|CLEAR_ALL_INTVAL_WATCHERS
 
|CLEAR_ALL_INTVAL_WATCHERS
|'''清除所有变量监视字段'''
+
|'''All Variable Monitor Field'''
用途:清除所有变量监视字段
+
 
 +
Function: exact all variable monitor fields.
  
格式:CLEAR_ALL_INTVAL_WATCHERS*
+
Format: CLEAR_ALL_INTVAL_WATCHERS*.
 
|-
 
|-
 
|SET_TIMER
 
|SET_TIMER
|'''设置事件定时器'''
+
|'''Set Event Timer'''
用途:设置一个游戏计时器事件,当时间到达后将执行指定的事件
+
 
 +
Function: set an event timer, and a specific event will be executed when the timer ends.
  
格式:SET_TIMER*计时器ID(当ID重复时将覆盖重复的目标计时器信息)#时间参数(小于0时表示关闭该计时器, 其他当类型为指定时间型时该参数为指定的游戏事件(单位天), 当倒计时型时该参数为倒计时的天数)#计时器类型(0:指定时间触发型 1:倒计时型)#时间到达时执行的事件ID#是否强制更新(1表示强制更新,0表示非强制更新:即不会更改已有的计时器的数据。不填为1)
+
Format: SET_TIMER*timerID (when the ID has been taken, the other timer info will be covered)#time parameter (<0: the timer is closed; when the timer type is Preset, this parameter is the number of days since the beginning of the game; when the timer type is Countdown, the parameter is the number of days)#timer type (0: Preset (triggered when time is reached); 1: Countdown)#Event ID when time reached#compulsory update (1: Compulsory update; 0: Non-compulsory update(will not change the current data of existing timer); set 1 if this field is empty).
 
|-
 
|-
 
|REMOVE_TIMER
 
|REMOVE_TIMER
|'''移除事件定时器'''
+
|'''Remove Event Timer'''
用途:移除一个游戏计时器事件
+
 
 +
Function: remove an event timer.
  
格式:REMOVE_TIMER*计时器ID
+
Format: REMOVE_TIMER*timer ID.
 
|-
 
|-
 
|CHANGE_TIMER_TIME
 
|CHANGE_TIMER_TIME
|'''更改事件定时器'''
+
|'''Change Event Timer'''
用途:增加/缩减一个游戏计时器的时间
+
 
 +
Function: increase/decrease the time of a timer.
  
格式:CHANGE_TIMER_TIME*计时器ID#时间(以天为单位,可正可负,可以为小数)
+
Format: CHANGE_TIMER_TIME*timer ID#time (count by day; can be a negative or decimal number.
 
|-
 
|-
 
|ADD_TIMER_WATCHER
 
|ADD_TIMER_WATCHER
|'''增加自定义事件定时器监视字段'''
+
|'''Add Monitor Field of Custom Event Timer'''
用途:增加自定义计时器监视字段,同自定义变量监视器UI
+
 
 +
Function: add a monitor filed of a custom event timer (same as custom variable monitor UI).
 +
 
 +
Format: ADD_TIMER_WATCHER*timer monitor info (format: timer ID1,displayed time format1,scale parameter1([optional;set 1 by default]
  
格式:ADD_TIMER_WATCHER*计时器监视信息格式(格式如:计时器ID1,显示时间格式1,缩放参数1([可选,默认1]对时间参数(天)进行缩放的系数),是否战斗中可见([可选,默认0] 0否1是)|...|计时器ID N,显示时间格式N,缩放参数N
+
coefficient of the scaling of time parameter), visibility in battles ([optional; set 0 by default]; 0: No; 1: Yes)|...|timer ID N, displayed time format N, scale parameter N.
 
|-
 
|-
 
|REMOVE_TIMER_WATCHER
 
|REMOVE_TIMER_WATCHER
|'''移除自定义事件定时器监视字段'''
+
|'''Remove Monitor Field of Custom Event Timer'''
用途:移除一个自定义计时器监视字段
+
 
 +
Function: remove the monitor field of a custom event timer.
  
格式:REMOVE_TIMER_WATCHER*字段Key值
+
Format: REMOVE_TIMER_WATCHER*field KEY.
 
|-
 
|-
 
|CLEAR_ALL_TIMER_WATCHERS
 
|CLEAR_ALL_TIMER_WATCHERS
|'''清除自定义事件定时器监视字段'''
+
|'''Clear All Monitor Fields of Custom Event Timer'''  
用途:清除所有自定义计时器监视字段
+
 
 +
Function: clear all monitor fields of custom event timer.
  
格式:CLEAR_ALL_TIMER_WATCHERS*
+
Format: CLEAR_ALL_TIMER_WATCHERS*.
 
|-
 
|-
 
|PLAYER_RECRUIT_CARD_IN_PLACE
 
|PLAYER_RECRUIT_CARD_IN_PLACE
|'''打开玩家招募城镇内卡牌的面板'''
+
|'''Open City Recruitment Panel'''
用途:打开玩家招募城镇内卡牌的面板
+
 
 +
Function: open the player’s recruitment panel in a city.
  
格式:PLAYER_RECRUIT_CARD_IN_PLACE*城镇ID#完成招募后执行的事件ID(可选)#取消招募后执行的事件ID(可选)
+
Format: PLAYER_RECRUIT_CARD_IN_PLACE*city ID#ID of the event executed after recruitment (optional)#ID of the event executed after player cancels the recruitment (optional).
 
|-
 
|-
 
|STORY_CARD_START
 
|STORY_CARD_START
第1,453行: 第1,550行:
  
 
STORY_CARD_END
 
STORY_CARD_END
|'''打开剧情卡片界面'''
+
|'''Open Story Card (2D Image)''' '''Panel'''
用途:打开剧情卡片界面。必须要有STORY_CARD_START和STORY_CARD_END,不然会报错。STORY_CARD_LINE为剧情段落,需要加在中间,可以加无数行
+
 
 +
Function: open the story card panel. There must be a STORY_CARD_START and a STORY_CARD_END to avoid errors. STORY_CARD_LINE stands for the story paragraphs that need to be put between the start and the end (no number limit).
  
格式:
+
Format:
  
STORY_CARD_START*卡片文件名
+
STORY_CARD_START*file name of the card.
  
STORY_CARD_LINE*剧情段落1
+
STORY_CARD_LINE*story paragraph 1.
  
STORY_CARD_LINE*剧情段落2
+
STORY_CARD_LINE*story paragraph 2.
  
STORY_CARD_LINE*剧情段落3
+
STORY_CARD_LINE*story paragraph 3.
  
 
...
 
...
  
STORY_CARD_END*
+
STORY_CARD_END*.
 
|-
 
|-
 
|AUTOSAVE
 
|AUTOSAVE
|'''执行自动存档'''
+
|'''AutoSave'''
用途:立即执行自动存档
+
 
 +
Function: execute autosave immediately.
  
格式:AUTOSAVE*1
+
Format: AUTOSAVE*1.
 
|-
 
|-
 
|OPEN_SAVE_DLG
 
|OPEN_SAVE_DLG
|'''打开存档界面'''
+
|'''Open Game Saving Dialog'''
用途:打开存档界面
+
 
 +
Function: open the game-saving dialogue.
  
格式:OPEN_SAVE_DLG*1
+
Format: OPEN_SAVE_DLG*1.
 
|-
 
|-
 
|OPEN_SAVE_DLG
 
|OPEN_SAVE_DLG
|'''打开读取界面'''
+
|'''Open Game Loading Dialog'''
用途:打开读取界面
+
 
 +
Function: open the game loading dialogue.
  
格式:OPEN_LOAD_DLG*1
+
Format: OPEN_LOAD_DLG*1.
 
|-
 
|-
 
|EXCHANGE_CARD
 
|EXCHANGE_CARD
|'''打开卡牌交换界面'''
+
|'''Open Card Exchange Panel'''
用途:打开卡牌交换界面
+
 
 +
Function: open the card exchange panel.
  
格式:EXCHANGE_CARD*对象类型(0:地点 1:队伍)#对象ID([可选,默认为当前地点] 当对象为地点时为地点ID,队伍时为队伍ID)
+
Format: EXCHANGE_CARD*object type (0: Location; 1: Squad)#object ID([optional; set to be the current location by default]; when the object is a location, the ID is the location ID, squad ID for squad object).
 
|-
 
|-
 
|LEVEL_FINISH
 
|LEVEL_FINISH
|'''关卡完成'''
+
|'''Complete Level'''
用途:用于剧本模式描述一关结束
+
 
 +
Function: used in scenarios to indicate the accomplishment of a level.
  
格式:LEVEL_FINISH*
+
Format: LEVEL_FINISH*.
 
|-
 
|-
 
|SET_CAMERA_FILTER
 
|SET_CAMERA_FILTER
|'''设置镜头滤镜'''
+
|'''Set Camera Filter'''
用途:设置镜头滤镜效果
+
 
 +
Function: set a filter for the camera.
 +
 
 +
Format: SET_CAMERA_FILTER*filter parameter (no filter is used if the field is empty; for parameter details, please see Section 6.10).
  
格式:SET_CAMERA_FILTER*滤镜参数(为空为关闭所有滤镜,参数代码见6.10节)测试代码:SET_CAMERA_FILTER*黑白,0|老旧,100|暗角,100
+
Test code: SET_CAMERA_FILTER*black-and-white,0|classic,100|vignetting,100.
 
|-
 
|-
 
|TLACTION
 
|TLACTION
|'''播放Timeline动作'''
+
|'''Timeline Action'''
用途:让大地图上的指定单位播放TIMELINE动作
+
 
 +
Function: specific units on the world map do TIMELINE actions.
  
格式:TLACTION*地图角色ID#Timeline动作文件名#动作时长
+
Format: TLACTION*map character ID#file name of Timeline action#lasting time of action.
 
|-
 
|-
 
|SELECTION_VIEW
 
|SELECTION_VIEW
|'''全屏特殊剧情选择'''
+
|'''Fullscreen Special Story Selection'''
用途:打开一个全屏特殊剧情选择界面
+
 
 +
Function: open a fullscreen selection panel of a special story.
  
格式:SELECTION_VIEW*剧情图片文件名#剧情内容(支持“\n”表示换行)#选择项(参考SELECT*
+
Format: SELECTION_VIEW*file name of the scenario image#story content (can use “\n” to break a line)# selection option (please refer to SELECT*).
 
|-
 
|-
 
|DIALOG_BUBBLE
 
|DIALOG_BUBBLE
|'''地图单位气泡对话框'''
+
|'''Map Unit Chat Bubble'''
用途:在大地图上的单位头上弹出气泡对话框
 
  
格式:DIALOG_BUBBLE*地图角色ID#对话内容#显示时长
+
Function: a chat bubble pops up above a unit on the world map. Format: DIALOG_BUBBLE*map character ID#dialogue content#time of displaying.
 
|-
 
|-
 
|TEXT_EXPLORE_START
 
|TEXT_EXPLORE_START
第1,528行: 第1,635行:
  
 
TEXT_EXPLORE_FORCE_OVER_AND_CD
 
TEXT_EXPLORE_FORCE_OVER_AND_CD
|'''文字探索相关'''
+
|'''Text Adventure Relevant'''
用途:特定的文字探索模式
+
 
 +
Function: a specific text adventure mode.
  
格式:
+
Format:
  
TEXT_EXPLORE_START*文字探索地图ID。开启一场文字冒险
+
TEXT_EXPLORE_START*map ID for text exploration. Start a text adventure.
  
TEXT_EXPLORE_OVER*。结束当前副本
+
TEXT_EXPLORE_OVER*. Ends the current instance.
  
TEXT_EXPLORE_FORCE_OVER_AND_CD*。强制结束当前副本并进入CD
+
TEXT_EXPLORE_FORCE_OVER_AND_CD*. Ends the current instance by force and the instance starts cooling down.
 
|-
 
|-
 
|SHOW_CG
 
|SHOW_CG
|'''显示CG图片'''
+
|'''Show CG Image'''
用途:用来展示一个CG图片界面(注意开了之后需要手动用HIDE_CG*关闭CG,不然会影响玩家操作)
+
 
 +
Function: create an interface for showing CG images (please note: after enabling this function, you need to use HIDE_CG* manually to hide the CG. Otherwise the CG will get to player).
  
格式:SHOW_CG*图片名称(不带后缀,可为空,空就只会显示黑色背景,对应目录为Assets\BuildSource\Backgrounds\,文件格式统一要求为png)
+
Format: SHOW_CG*image name (no suffix; if this field is empty, the background will become black. The relevant directory is: Assets\BuildSource\Backgrounds\. Only .png file accepted).
 
|-
 
|-
 
|HIDE_CG
 
|HIDE_CG
|'''关闭CG图片'''
+
|'''Hide CG Image'''
用途:关闭CG图片界面
+
 
 +
Function: hide the CG interface.
  
格式:HIDE_CG*
+
Format: HIDE_CG*.
 
|-
 
|-
 
|GENERATE_RANDOM_CARD
 
|GENERATE_RANDOM_CARD
|'''随机选取一个卡牌'''
+
|'''Select a Card Randomly'''
用途:随机抽取一张卡牌,并存放在当前变量的tagcard里
+
 
 +
Function: select a card randomly, which will be stored in the tag card of the current variable.
  
格式:GENERATE_RANDOM_CARD#1
+
Format: GENERATE_RANDOM_CARD#1.
 
|-
 
|-
 
|VOICE_OVER
 
|VOICE_OVER
|'''旁白'''
+
|'''Voice Over'''
用途:展现一句旁白界面
+
 
 +
Function: show a voice-over interface.
  
格式:VOICE_OVER*旁白内容
+
Format: VOICE_OVER*voice over the content.
 
|-
 
|-
 
|CREATE_STORYARMY
 
|CREATE_STORYARMY
|'''创建剧情队伍'''
+
|'''Create a Story Squad'''
用途:创建一个用于剧情的队伍
+
 
 +
Function: create a squad only for stories.
  
格式:CREATE_STORYARMY*tagkey#地图位置#所属阵营#人物列表(所有人物会强制离开当前队伍或地点)#卡牌单位列表(卡牌ID1,数量1,等级1|卡牌ID2,数目2,等级2|.......#运动信息(例如:WANDER,2500)
+
Format: CREATE_STORYARMY*tagkey#map position#faction#character list (all selected characters will leave their current squads or locations compulsorily)#card unit list (card ID1,number1,level1|card ID2,number 2,level 2|.......)#movement info (e.g., WANDER,2500).
 
|-
 
|-
 
|REMOVE_STORYARMY
 
|REMOVE_STORYARMY
|'''移除剧情队伍'''
+
|'''Remove Story Squad'''
用途:移除一个剧情队伍
+
 
 +
Function: remove a story squad.
  
格式:REMOVE_STORYARMY*tagkey
+
Format: REMOVE_STORYARMY*tagkey.
 
|-
 
|-
 
|BAZZAR_BUY_ITEM
 
|BAZZAR_BUY_ITEM
|'''集市商人买入操作'''
+
|'''Bazaar Merchant Buy-in'''
用途:进行集市商人买入操作
+
 
 +
Function: bazaar merchants buy items.
  
格式:BAZZAR_BUY_ITEM*集市ID#商人ID#交换用物品的集市ID(可选)#交换用物品的商人ID(可选)
+
Format: BAZZAR_BUY_ITEM*bazaar ID#merchant ID#”交换用物品”(ID) of the bazaar (optional)# “交换用物品”(ID) of the merchant (optional).
 
|-
 
|-
 
|BAZZAR_SELL_ITEM
 
|BAZZAR_SELL_ITEM
|'''集市商人卖出操作'''
+
|'''Bazaar Merchant Sell-out'''
用途:进行集市商人卖出操作
+
 
 +
Function: bazaar merchants sell items.
  
格式:BAZZAR_SELL_ITEM*集市ID#商人ID
+
Format: BAZZAR_SELL_ITEM*bazaar ID#merchant ID.
 
|-
 
|-
 
|SHOWROLE
 
|SHOWROLE
|'''对话显示角色立绘'''
+
|'''Show Character Painting'''
用途:对话时显示角色立绘
+
Function: show character paintings in dialogues.
 +
 
 +
Format: SHOWROLE*character 1 ID@position of character 1 painting (#character 2 ID@position of character 2 painting) (optional)
  
格式:SHOWROLE*角色1ID@角色1立绘显示位置(#角色2ID@角色2立绘显示位置)(可选)
+
<nowiki>*</nowiki>position of character painting: can be both L or R; set to be L by default—L stands for the left side of the text box, R for the right side.
  
<nowiki>*</nowiki>立绘显示位置:可以是L或者R,默认为L,立绘显示在对话框左侧,R则显示在右侧
+
<nowiki>*</nowiki>painting position
 
|-
 
|-
 
|HIDEROLE
 
|HIDEROLE
|'''对话隐藏角色立绘'''
+
|'''Hide Character Painting'''
用途:对话时隐藏角色立绘
+
Function: hide character paintings in dialogues.
  
格式:HIDEROLE*角色1立绘显示位置(#角色2立绘显示位置)(可选)
+
Format: HIDEROLE*position of character 1 painting (#position of character 2 painting) (optional).
  
<nowiki>*</nowiki>立绘显示位置:可以是L或者R,L为隐藏左侧立绘,R为隐藏右侧立绘
+
<nowiki>*</nowiki>position of character painting: can be both L or R; L stands hiding the painting on the left side, R for hiding the painting on the right side.
 
|-
 
|-
 
|SELECT_QUEST_ASK
 
|SELECT_QUEST_ASK
|'''任务询问'''
+
|'''Mission Query'''
用途:在普通的SELECT基础上添加满足条件的任务询问
+
 
 +
Function: add a mission query that meets conditions based on the standard SELECT directive.
  
格式:SELECT_QUEST_ASK*
+
Format: SELECT_QUEST_ASK*.
 
|-
 
|-
 
|SELECT_TEAMROLE
 
|SELECT_TEAMROLE
|'''队伍角色选择'''
+
|'''Select Squad Character'''
用途:选择队伍里的人物角色
 
  
格式:SELECT_TEAMROLE*
+
Function: select a character from a squad.
 +
 
 +
Format: SELECT_TEAMROLE*.
 
|-
 
|-
 
|ROLE_PLAYER_ACTIVE
 
|ROLE_PLAYER_ACTIVE
|'''激活角色信息状态'''
+
|'''Activate Character Indo Status'''
用途:设置角色在“情报”界面中可见,传入角色ID(此方法一般用于剧情中,如酒吧女郎)
 
  
格式:ROLE_PLAYER_ACTIVE*角色ID
+
Function: make a character visible on the “Report” interface and import the character ID (this is usually used in scenarios. E.g., the tavern ladies).
 +
 
 +
Format: ROLE_PLAYER_ACTIVE*character ID.
 
|-
 
|-
 
|ROLE_ORDER
 
|ROLE_ORDER
|'''内置角色指令'''
+
|'''Built-in Character Directive'''
用途:为一个角色下达一些内置指令并立即执行
+
 
 +
Function: give some built-in directives to a character and execute these directives immediately.
 +
 
 +
Format: ROLE_ORDER*character ID [refer to the current target character when this field is empty]#directive code: refer to Directive Parameter Table.
 +
 
 +
The current directive code supports:
  
格式:ROLE_ORDER*角色ID[为空表示当前目标角色]#指令代码:指令参数表
+
*RETURN_JOBCITY: the character goes back to the location they belong to. No parameter. If the character is the squad leader, the squad directive is changed directly; if the character is not a squad leader, they leave the current squad and go back to the original squad; if they are in another location, they create a squad and return.
  
 +
*GOTO_PLACE: the character goes to the target location. The parameter is the target location ID.
  
当前指令代码支持以下内容:
+
*JOIN_PLAYER_TEAM: the character joins the player’s squad directly. No parameter.
  
*RETURN_JOBCITY:角色返回所属地点,无参数,当其为队长时直接变更队伍指令,不是队长时离开当前队伍并返回,在其他地点时则创建队伍并返回
+
*FOLLOW_ME: the character comes to rally and follows the player’s squad. No parameter.
  
*GOTO_PLACE:角色前往目标地点,参数为目标地点ID
+
*EXPEL_FROM_CAMP: expel the character from their faction. No parameter.
*JOIN_PLAYER_TEAM:角色直接加入主角队伍,无参数
 
*FOLLOW_ME:角色集结并跟随主角队伍,无参数
 
*EXPEL_FROM_CAMP:从阵营中驱逐该角色,无参数
 
 
|-
 
|-
 
|ADD_INTERACTIVE_MSG
 
|ADD_INTERACTIVE_MSG
|'''添加可交互消息'''
+
|'''Add Interactive Message'''
用途:添加一条自定义的可交互消息,并在对应的UI中显示
+
Function: add a custom interactive message and show it in the corresponding UI.
 +
 
 +
Format: ADD_INTERACTIVE_MSG*info type#title#info text #parameter text#duration(<=0: Permanent; >0: number of days)#message sender info #TAG parameter.
 +
 
 +
Currently supported message types are:
  
格式:ADD_INTERACTIVE_MSG*消息类型#标题#内容文本#参数文本#持续时间(<=0为永久持续,否则为天数)#发起者信息#TAG参数
+
msg (message); request; finance.
  
 +
When the message type is not financed, the format of the parameter text is:
 +
Parameter Key1: parameter value 1;parameter Key2:parameter value 2;...;parameter Key N:parameter N
 +
Currently, the built-in KEY types of system are:
  
目前支持的消息类型有:msg:消息 request:请求  finance:财务
+
*ask: assign this message to be a request with at most 2 directive options according to the parameter. Format: ask: option 1 text=event ID of option 1 [: option 2 text=event ID of option 2].
  
当消息类型为非财务消息时,参数文本的格式为:
+
E.g., ask: “Yes”=Event1: “No”=Event2.  
参数Key1:参数值1;参数Key2:参数值2;...;参数Key N:参数值 N
 
目前系统内置的参数KEY类型有:
 
  
*ask:指定此消息为一个请求并且根据参数最多带有两个命令选项,格式为: ask:选项1显示文字=选项1执行事件ID[:选项2显示文字=选项2执行事件ID]
+
*items: assign this message to be a message of obtaining the item table. The parameter is the corresponding item list info. E.g., items: money,10000|紫金之刃,1,mf=0-3|黄金之枪,1,mf=0-3|幻刃月光,1,mf=0-3.
 +
*You can define other fields, and use [$tagmsg:arg=parameter KEY$] (in the triggered directive of interactive messages) to query the value of the corresponding parameter field.
  
例如:ask:是=Event1:否=Event2
 
  
*items:指定此消息为一个获取道具表的消息,参数值为对应道具列表信息,如:items:金钱,10000|紫金之刃,1,mf=0-3|黄金之枪,1,mf=0-3|幻刃月光,1,mf=0-3
+
When the message type is finance, the format of the parameter text is:
*其他字段均可自己定义,并通过消息交互中触发的指令中用[$tagmsg:arg=参数KEY$]来查询对应参数字段所包含的值
+
Receipt field 1=receipt detail list (format: resource 1, number 1| resource 2, number 2|…|resource N, number N); receipt field 1= receipt detail list; […]; receipt field N=receipt detail list.
 +
Message sender format: sender type: sender ID.
  
 +
Currently, supported sender types are:
  
当消息类型为财务消息时,参数文本的格式为:
+
*0: system; empty ID.
账单字段1=账单明细表(格式为: 资源1,数目1|资源2,数目2|...|资源N,数目N);账单字段2=账单明细表;[...];账单字段N=账单明细表
 
发起者信息的格式为: 发起者类型代码:发起者ID
 
  
目前支持的发起者类型有:
+
*1: character; ID= character ID.
  
*0:系统  对应ID为空
+
*2: location; ID= location ID.
*1:人物  对应ID为人物ID
 
*2:地点 对应ID为地点ID
 
  
  
TAG参数为任意用来标记用的字符串字段
+
TAG parameter is a random string field TAG used to mark.
 
|-
 
|-
 
|REMOVE_INTERACTIVE_MSG
 
|REMOVE_INTERACTIVE_MSG
|'''移除可交互消息'''
+
|'''Remove Interactive Message'''
用途:移除指定条件的可交互消息
+
 
 +
Function: remove an interactive message that meets specific conditions.
  
格式:REMOVE_INTERACTIVE_MSG*消息类型#发起者信息#TAG参数
+
Format: REMOVE_INTERACTIVE_MSG*message type#sender info#TAG parameter.
  
  
消息类型及TAG参数可填空,表示不限类型或TAG
+
Message type and TAG parameter can be empty (no type or TAG limit).
  
发起者信息格式见 ADD_INTERACTIVE_MSG
+
Format of sender info: ADD_INTERACTIVE_MSG.
 
|-
 
|-
 
|REMOVE_THIS_INTERACTIVE_MSG
 
|REMOVE_THIS_INTERACTIVE_MSG
|'''移除当前可交互消息'''
+
|'''Remove Current Interactive Message'''
用途:移除当前环境变量中的可交互消息
+
 
 +
Function: remove the current interactive message of the existing environment variable.
  
格式:REMOVE_THIS_INTERACTIVE_MSG*1
+
Format: REMOVE_THIS_INTERACTIVE_MSG*1.
 
|-
 
|-
| colspan="2" |'''以下指令适用于游戏版本≥0.7.1.3'''
+
| colspan="2" |'''The following directives are suitable for 0.7.1.3 or above version.'''
 
|-
 
|-
 
|FORCE_CHANGE_HEADAVATA
 
|FORCE_CHANGE_HEADAVATA
|'''强制更换主角立绘'''
+
|'''Change Player Painting Compulsorily'''
  
用途:改变主角立绘
+
Function: change the painting of the player.
  
格式:FORCE_CHANGE_HEADAVATA*立绘代码
+
Format: FORCE_CHANGE_HEADAVATA*character painting ID.
 
|-
 
|-
 
|FORCE_CHANGE_MODEL
 
|FORCE_CHANGE_MODEL
|'''强制更换主角模型'''
+
|'''Change Player Model Compulsorily'''
用途:改变主角模型
+
 
 +
Function: change the model of the player.
  
格式:FORCE_CHANGE_MODEL*模型ID
+
Format: FORCE_CHANGE_MODEL*model ID.
 
|-
 
|-
| colspan="2" |'''以下指令适用于游戏版本≥0.7.2.1'''
+
| colspan="2" |'''The following directives are suitable for 0.7.2.1 or above version.'''
 
|-
 
|-
 
|SHOW_INTVAR_CONFIG
 
|SHOW_INTVAR_CONFIG
|'''显示游戏中可配置的自定义整形字段选项界面'''
+
|'''Show Option Panel of Configurable Custom Int Field'''
用途:打开一个游戏内自定义字段配置界面
+
 
 +
Function: open a custom field configuration panel in the game.
  
格式:SHOW_INTVAR_CONFIG*开启模式(0:创建游戏模式  1:游戏中模式)
+
Format: SHOW_INTVAR_CONFIG*mode(0: Create game mode; 1: In-game mode).
 
|-
 
|-
 
|SET_MAP_MARKER
 
|SET_MAP_MARKER
|'''增加或设置自定义地图标记'''
+
|'''Add or Set Custom Mark on Map'''
用途:在大地图上增加或者设置一个自定义的地图标记,当标记ID已存在时为覆盖此地图标记信息
+
 
 +
Function: add or set a custom mark on the world map. When the mark ID already exists, the older mark info will be covered.
  
格式:SET_MAP_MARKER*标记ID#标题#备注信息#地图位置信息#标记图标文件名(可为空,默认为"map_flag",此图标为位于“\BuildSource\map_res\MinimapMakers\” 资源目录下的一个PNG图片资源)
+
Format: SET_MAP_MARKER*mark ID#title#annotation info #map position info#file name of mark image (this field can be empty; set to be "map_flag" by default; this mark image is a PNG image resource under directory“\BuildSource\map_res\MinimapMakers\”).
 
|-
 
|-
 
|REMOVE_MAP_MARKER
 
|REMOVE_MAP_MARKER
|'''移除一个自定义地图标记'''
+
|'''Remove a Custom Map Mark'''
用途:移除指定ID的自定义地图标记(如果存在的话)
+
 
 +
Function: remove a custom mark on the map with a specific ID.
  
格式:REMOVE_MAP_MARKER*标记ID
+
Format: REMOVE_MAP_MARKER*mark ID
 
|-
 
|-
| colspan="2" |'''以下指令适用于游戏版本≥0.7.3.1'''
+
| colspan="2" |'''The following directives are suitable for 0.7.3.1 or above version.'''
 
|-
 
|-
|<s>RUN_SCRIPT</s>
+
|RUN_SCRIPT_FUNC
|'''<s>运行指定Lua脚本</s>'''
+
|'''Execute Function of Specific Lua Script'''
<s>用途:运行指定的Lua脚本</s>'''(不推荐使用)'''
 
  
<s>格式:RUN_SCRIPT*脚本相对路径文件名(相对于脚本根目录“Asset\BuildSource\LuaScripts\” ,无文件扩展名)</s>
+
Function: execute the standard function of a specific Lua script.
|-
 
|RUN_SCRIPT_FUNC
 
|'''运行指定Lua脚本中的方法'''
 
用途:运行指定的Lua脚本中的标准方法
 
  
格式:RUN_SCRIPT_FUNC*脚本相对路径文件名(同RUN_SCRIPT)#标准方法名称(脚本中的方法名,参数为传入的环境变量)
+
Format: RUN_SCRIPT_FUNC*file name of the relative directory of script (same as RUN_SCRIPT)#standard function name (the function name in the script; the parameter is the imported environment variable).
 
|-
 
|-
 
|OPEN_GUI
 
|OPEN_GUI
|'''打开自定义GUI'''
+
|'''Open Custom GUI Form'''
用途:打开一个自定义的GUI窗口
+
 
 +
Function: open a custom GUI form.
  
格式:OPEN_GUI*GUI包名#窗体组件名#窗体的脚本文件路径(相对于脚本根目录“Asset\BuildSource\LuaScripts\” ,无文件扩展名)#窗体参数(参数格式为json格式,如:{"arg1":"val1","arg2":"val2"})#是否不阻塞指令队列(默认0 阻塞, 当为1时不阻塞)
+
Format: OPEN_GUI*GUI pack name#form component name#script file path of the form (relative script root directory “Asset\BuildSource\LuaScripts\”. No file expansions)#form parameter(format: json format. E.g., {"arg1":"val1","arg2":"val2"})#block directive queue (default 0: Yes; 1: No).
 
|-
 
|-
 
|OPEN_CONTAINER_GUI
 
|OPEN_CONTAINER_GUI
|'''打开容器界面'''
+
|'''Open Container GUI'''
用途:打开一个已定义的容器界面
+
 
 +
Function: open a defined container GUI.
  
格式:OPEN_CONTAINER_GUI*容器ID(实例ID用于标识)#模板信息ID(定义在容器定义表中的信息ID)
+
Format: OPEN_CONTAINER_GUI*container ID (instance ID used to identify)#template info ID (info ID defined in Container Definition Table).
  
当参数表为空或者为"THIS"时,表示直接打开当前环境变量中指定的容器(如果有传入的话),如:OPEN_CONTAINER_GUI*THIS
+
When the parameter list is empty or is “This”, the specific container in the current environment variable (if existed) will be opened. E.g., OPEN_CONTAINER_GUI*THIS.
 
|-
 
|-
 
|CONTAINER_CMD
 
|CONTAINER_CMD
|'''容器指令'''
+
|'''Container Directive'''
用途:为当前环境变量中指定的容器执行特定指令
+
 
 +
Function: execute a specific directive for a particular container in the current environment variable.
  
格式:CONTAINER_CMD*容器指令类型#参数1#参数2#...#参数N
+
Format: CONTAINER_CMD*container directive type#parameter 1#parameter 2#...#parameter N
  
目前支持的集中内置指令类型:
+
Currently supported collective built-in directive types are:
  
add_exp:对容器内所有卡牌增加经验,参数为经验数字
+
add_exp: add EXP to all cards in the container. The parameter is the EXP value.
  
add_items:向容器内添加指定的元素。(如:物品类容器可为 CONTAINER_CMD*add_items#道具1,10|道具2,5 ;卡牌类容器为卡牌的ID表,以"|"分隔)
+
add_items: add a specific element into the container (E.g., the format of the item container is: CONTAINER_CMD*add_items#item 1,10|item 2,5 ;format of the card container is: ID list of cards, separated by “|”).
 
|-
 
|-
 
|PLACE_CONTAINER_CMD
 
|PLACE_CONTAINER_CMD
|'''地点容器指令'''
+
|'''Location Container Directive'''
用途:将地点视为容器对象,执行和容器相同的特定指令
+
 
 +
Function: see a location as a container object and execute the same container directives.
  
格式:PLACE_CONTAINER_CMD*地点ID(为空或者THIS表示当前环境变量所指定的地点)#容器指令列表(同CONTAINER_CMD参数说明)
+
Format: PLACE_CONTAINER_CMD*location ID (when this field is empty or “THIS”, refer to the location assigned by the current environment parameter)#container directive list (same as CONTAINER_CMD parameters).
 
|-
 
|-
 
|SET_MAP
 
|SET_MAP
|'''设置地图的状态'''
+
|'''Set Map Status'''
用途:设置指定地图的可见状态
+
 
 +
Function: set the visibility of a specific map.
  
格式:SET_MAP*地图ID#状态值(0:正常 1:关闭)
+
Format: SET_MAP*map ID#status value (0: Normal; 1: Disabled).
 
|-
 
|-
 
|RESET_LUAENV
 
|RESET_LUAENV
|'''重置当前LUA脚本运行环境'''
+
|'''Reset Current LUA Environment'''
用途:重置当前LUA脚本运行环境并清除缓存,可用于调试LUA脚本时避免重新启动游戏
+
 
 +
Function: reset the current environment of LUA script and clear cache; this directive can be used when you need to debug the LUA script but do not want to restart the game.
  
格式:RESET_LUAENV*1
+
Format: RESET_LUAENV*1.
 
|-
 
|-
| colspan="2" |'''以下指令适用于游戏版本≥0.7.4.1'''
+
| colspan="2" |'''The following directives are suitable for 0.7.4.1 or above version'''
 
|-
 
|-
 
|SET_ARG_INT
 
|SET_ARG_INT
|'''设置当前环境变量中的参数值'''
+
|'''Set Parameter Value in Current Environment Variable'''
用途:设置存储在当前运行脚本环境变量中的整型参数值(对应 [%arg_int_val1%] [%arg_int_val2%] [%arg_int_val3%]
+
 
 +
Function: set the int parameter value stored in the environment variable of the current script (correspond to [%arg_int_val1%] [%arg_int_val2%] [%arg_int_val3%]).
  
格式:SET_ARG_INT*设置新的值#目标参数索引(可选,默认为0。0,1,2分别对应[%arg_int_val1%] ~ [%arg_int_val3%]
+
Format: SET_ARG_INT*new value#target parameter index (optional;set to be 0 by default; 0~2 correspond to [%arg_int_val1%] ~ [%arg_int_val3%] respectively).
 
|-
 
|-
 
|
 
|
第1,793行: 第1,928行:
 
|}
 
|}
  
===全局存档相关的操作指令===
+
===Global Save Directive===
全局存档是用来记录一些所有存档共享的数据记录的存档。记录在全局存档中的数据更改后可以在所有不同的存档中进行访问。
+
Global save is a type of saving used to record some data shared by all saves. Data recorded in the global save can be accessed in all saves after being changed.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!指令
+
|'''Directive'''
!说明
+
|'''Instruction'''
 
|-
 
|-
 
|SET_GLOBAL_INTVAR
 
|SET_GLOBAL_INTVAR
|'''设置全局存档自定义整形变量'''
+
|'''Set Custom Int Variable of Global Save'''  
用途:设置一个全局存档中的自定义整形变量。记录在全局存档中的自定义整形变量可以通过查询指令[%global_int:ID%]来进行查询访问。
+
 
 +
Function: set a custom int variable in the global save. The variable, recorded in the global save, can be accessed via the [%global_int:ID%] directive.
  
格式:SET_GLOBAL_INTVAR*变量ID#当前int值
+
Format: SET_GLOBAL_INTVAR*variable ID#current int value.
 
|-
 
|-
 
|CHANGE_GLOBAL_INTVAR
 
|CHANGE_GLOBAL_INTVAR
|'''修改全局存档自定义整形变量'''
+
|'''Change Custom Int Variable of Global Save'''
用途:修改一个全局存档中的自定义整形变量。
+
 
 +
Function: change a custom int variable in the global.
  
格式:CHANGE_GLOBAL_INTVAR*变量ID#改变值(正负数皆可)#锁定最小值(可选,不填为不限制)#锁定最大值(可选,不填为不限制)
+
Format: CHANGE_GLOBAL_INTVAR*variable ID#value change (can be a negative number)#minimum value (optional; no limit if this field is empty)#maximum value (optional; no limit if this field is empty).
 
|-
 
|-
 
|SET_GLOBAL_STRVAR
 
|SET_GLOBAL_STRVAR
|'''设置全局存档自定义字符串变量'''
+
|'''Set Custom String Variable of Global Save'''
用途:设置自定义字符串变量。记录在全局存档中的自定义字符串变量可以通过查询指令[$global_str:ID$]来进行查询访问。
+
 
 +
Function: set a custom string variable. The variable, recorded in the global save, can be accessed via the [$global_str:ID$] directive.
  
格式:SET_GLOBAL_STRVAR*变量ID#string值
+
Format: SET_GLOBAL_STRVAR*variable ID#string value.
 
|-
 
|-
 
|PUSH_GLOBAL_ROLES
 
|PUSH_GLOBAL_ROLES
|'''存入角色状态至全局存档'''
+
|'''Globally Save Character Status'''
用途:将指定的角色表存入全局角色状态表中
+
 
 +
Function: save specific character list to the global character status list.
  
格式:PUSH_GLOBAL_ROLES*自定义全局存储Key#角色ID(该角色只能为非模板角色)
+
Format: PUSH_GLOBAL_ROLES*custom global save Key#character ID (this character can only be a non-template character).
 
|-
 
|-
 
|PULL_GLOBAL_ROLES
 
|PULL_GLOBAL_ROLES
|'''从全局存档取回角色状态'''
+
|'''Load Character Status from Global Save'''
用途:将指定的角色表的状态从全局角色状态表读入到当前游戏模式中
+
 
 +
Function: load the status of specific character list from the global character status list, and apply it to the current game mode.
  
格式:PULL_GLOBAL_ROLES*自定义全局存储Key(该Key值对应的角色必须为当前游戏模式人物模板表中存在的角色)
+
Format: PULL_GLOBAL_ROLES*custom global save KEY (the character of this KEY must be a character from the character template of the current game mode.
 
|-
 
|-
 
|LOCK_CMD_QUEUE
 
|LOCK_CMD_QUEUE
|'''锁定当前指令队列'''
+
|'''Lock Current Directive Queue'''
用途:锁定当前的指令队列,当锁定后切换游戏存档或者重置游戏模式时不会清空执行的指令队列
+
 
 +
Function: lock the current directive queue. The directive queue will not be cleared after switching from different game saves or resetting the game modes.
  
格式:LOCK_CMD_QUEUE*是否锁定(0否1是)
+
Format: LOCK_CMD_QUEUE*lock queue (0: No;1: Yes).
 
|-
 
|-
 
|SWITCH_GAME_MODE
 
|SWITCH_GAME_MODE
|'''切换游戏模式'''
+
|'''Switch Game Modes'''
用途:切换并载入到目标游戏模式
+
 
 +
Function: switch to the target game mode and load it.
  
格式:SWITCH_GAME_MODE*目标游戏模式的ID
+
Format: SWITCH_GAME_MODE*target game mode ID.
 
|}
 
|}
  
===内置指令列表===
+
===Built-in Directive List===
内置指令是指一些专门用于程序内部实现某些特定功能的指令。一般专门供一些特定脚本使用。
+
Built-in directives are directives used to realize certain functions inside the program, usually for some specific scripts.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!指令
+
|'''Directive'''
!说明
+
|'''Instruction'''
 
|-
 
|-
 
|ENCOUNTER
 
|ENCOUNTER
|'''遭遇野怪UI'''
+
|'''Creep Encountering UI'''
用途:打开遭遇野怪信息面板                                                                                                 
 
  
格式:ENCOUNTER*1
+
Function: open the info panel of the creep encountered.
 +
 
 +
Format: ENCOUNTER*1.
 
|-
 
|-
 
|CHEST_INFO_DLG
 
|CHEST_INFO_DLG
|'''宝箱守卫信息UI'''
+
|'''Chest Guardian Info Dialog'''
用途:打开宝箱守卫信息面板                                                                                       
 
  
格式:CHEST_INFO_DLG*宝箱ID
+
Function: open the info dialogue of the chest guardian.
 +
 
 +
Format: CHEST_INFO_DLG*chest ID.
 
|-
 
|-
 
|CHEST_COST_DLG
 
|CHEST_COST_DLG
|'''宝箱开启代价信息UI'''
+
|'''Price of Chest Opening Dialog'''
用途:打开宝箱开启代价信息面板                                                                         
+
 
 +
Function: open a dialogue to show the price of opening a chest.
  
格式:CHEST_COST_DLG*宝箱ID
+
Format: CHEST_COST_DLG*chest ID.
 
|-
 
|-
 
|CHEST_CALLBACK
 
|CHEST_CALLBACK
|'''宝箱开启逻辑回调'''
+
|'''Logic Callback of Chest Opening'''
用途:开启宝箱逻辑回调命令                                                                       
 
  
格式:CHEST_CALLBACK*回调代码(1:击败守卫 2:完成开启)#目标宝箱ID
+
Function: command a logic callback of chest opening.
|-
 
|EXEC_RECRUIT_CAPS
 
|'''执行招募队伍中的俘虏判定'''
 
用途:执行招募队伍中的俘虏判定                                                             
 
  
格式:EXEC_RECRUIT_CAPS*
+
Format: CHEST_CALLBACK*callback value (1: Defeat the guardian; 2: Opening completed)#target chest ID.
 
|}
 
|}
===脚本预设字段及含义===
+
===Preset Fields of Scripts and Their Meanings===
在脚本编辑中有时会使用一些特定的指令来替代具体的对象,比如CUR_ROLE可以用来替代当前遭遇对象的人物ID,这样就可以实现一些通用脚本编辑的应用场景。
+
Sometimes we use certain directives to refer to specific objects in script editing. For example, we can use CUR_ROLE to replace the ID of the current character player encountered. We can realize some common application scenarios via script editing.
  
目前支持的预设字段有:
+
Currently, supported preset fields are:
  
*CUR_ROLE:当前遭遇人物模板的ID,专门用与对话框及选择框
+
*CUR_ROLE: ID of current character template encounter, used primarily for dialogue and selection list box
*CUR_BATTLE:当前遭遇的大地图刷新单位对应的战斗ID
+
*CUR_BATTLE: ID of the battle between player and refreshed unit encountered on the current map
  
 
<br />
 
<br />
===剧情事件中的结果脚本指令格式===
+
===Format of Script Directive of Results in Scenario Event===
剧情事件中结果脚本指令的格式为(以换行符分割):  
+
The format of script directives of results in a scenario event is (separated by a line break):  
  条件表达式组1:执行命令1
+
  conditional expression group 1: executed command 1
  条件表达式组2:执行命令2
+
  conditional expression group 2: executed command 2
 
  ...
 
  ...
  条件表达式组N:执行命令N
+
  conditional expression group N: executed command N
执行方式为:先判定条件表达式组1,如果成立则执行命令1,否则接着判定条件表达式组2……直到有任意一组成立,或者所有条件均不成立
+
Execute the command: judge conditional expression group 1 first, if the conditions are met, execute command 1. Otherwise, judge conditional expression group 2……judge all listed groups until one group of conditions is met, or all conditions are not met.
 
 
  
===条件表达式组格式===
 
条件表达式组由多个形如" [%CONDITION%][=]1"这样的条件表达式组成,以符号"|"(或) 或 符号”&”(与)进行连接,'''”&”(与)的优先级大于"|"(或)的优先级''',当条件表达式左右值均为整数字符时,将返回其数值大小的比较结果,否则只能执行字符串比较且仅支持[=]和[<>]两种判定。
 
  
例如: 
+
===Format of Conditional Expression Group===
 +
A conditional expression group consists of multiple conditional expression like “[%CONDITION%][=]1”, and the expressions are connected by “|” (Or) or “&” (And). '''The priority of “&” (And) is higher than “|” (Or)'''. When both sides of the expression are integer characters, return the comparison result of the two values. Otherwise, compare the strings, and only [=] and [<>] judgements are supported.
  
  [%result_code%][=]1|[%player_money%][>=]100 表示当结果为1或玩家身上有100金钱时执行
+
For example:  
而[%player:level%][>=]3&[%player_money%][>]100 表示玩家等级大于等于3并且身上的金钱大于100时执行
 
  
'''以下为条件表达式中支持的比较符号'''
+
[%result_code%][=]1|[%player_money%][>=]100 means “execute when the result is 1 or when the player has 100 utars”.
 +
[%player:level%][>=]3&[%player_money%][>]100 means “execute when player’s level is 3 or above, and they have more than 100 utars”.
  
*[=]:等于
+
'''The followings are the comparison symbols in conditional expressions:'''
*[>]:大于
 
*[>=]:大于等于
 
*[<]:小于
 
*[<=]:小于等于
 
*[<>]:不等于
 
  
 +
*[=]: equal
 +
*[>]: larger than
 +
*[>=]: greater than or equal to
 +
*[<]: less than
 +
*[<=]: less than or equal to
 +
*[<>]: not equal to
  
  
<br />
+
===Game Data Calculation Expression System===
===游戏数据中运算值表达式系统说明===
+
We can embed some value expressions like “[&expression&]” in many places in the game (e.g., the status value of the BUFF list)
在游戏中很多地方可以以“[&expression&]”的格式嵌入一些数值公式进去(如BUFF列表的状态值等)
 
  
数值公式中支持一些基本数学运算,目前支持的运算符号如下:
+
In value expression, the basic mathematic calculation is supported. Currently, supported calculation symbols are:
  
*+:加法运算
+
*+: addition
*-:减法运算
+
*-: subtraction
*<nowiki>*:乘法运算</nowiki>
+
*<nowiki>*: multiplication</nowiki>
*/:除法运算
+
*/: division
*%:模运算(取余)
+
*%: modulo (take the remainder)
*^:幂运算
+
*^: exponentiation
*( ):改变运算优先级
+
*( ) : change the priority of calculation
  
  
此外,当数值公式以 @func(expression1,expression2...) 的格式出现时,则调用相关的内置函数返回计算结果。目前支持的内置函数如下(注意:当前此等内置函数只能用于最外层的计算)
+
When the expression takes the @func(expression1, expression2...) format, call the relevant built-in function to return the calculation result. Currently supported built-in functions are (note: these built-in functions are can only be used in the calculation of the most external layer):
  
*@min(a,b):返回a与b中较小的一个值
+
*@min(a,b): return the smaller value between a and b
*@max(a,b):返回a与b中较大的一个值
+
*@max(a,b): return the greater value between a and b
  
比如某段数据中[&1+2*3&]将会被替换为7,[&@max(1+2*3, 8)&]将会被替换为8,[&@min(1+2*3, 8)&]将会被替换为7……
+
E.g., in a specific piece of data, [&1+2*3&] will be replaced by 7, [&@max(1+2*3, 8)&] will be replaced by 8, [&@min(1+2*3, 8)&] will be replaced by 7……
  
'''注意:在战斗中使用的脚本及技能指令中,可以使用“[@expression@]”的格式嵌入一些返回结果为小数的计算公式。'''
+
'''Please note: for scripts and skill directives in battles, you can use the “[@expression@]” format to embed some expressions to return a decimal result.'''
  
 
<br />
 
<br />
===剧情事件中可用的嵌入式查询指令===
+
===Embedded Query Directive in Scenario Event===
目前游戏中很多地方都支持插入嵌入式查询指令,通过这些查询指令,可以很方便的在一些文本或者条件表达式中插入我们想要的数值或者字符串类型的查询结果。所有嵌入式查询指令都是以[%QUERY:arg1:arg2...%]或者[$QUERY:arg1:arg2...$]这样的格式(两者等效)插入到目标位置的。
+
There are many places in the game that support embedded query directives, through which we can insert values or query result of the string type in texts or conditional expressions. All embedded query directives follow the format of [%QUERY:arg1:arg2...%] or [$QUERY:arg1:arg2...$] (these two formats are the same) to insert to the target position.
  
'''注意:目前暂不支持查询中再次嵌入查询指令!'''
+
'''Note: currently you cannot re-embed a query directive in a query.'''
  
目前支持的查询指令列表如下:
+
Currently, supported query directives are:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!查询指令
+
|'''Query Directive'''
!说明
+
|'''Instruction'''
 
|-
 
|-
 
|[%result_code%]
 
|[%result_code%]
|返回当前事件中最后一个有返回结果的命令结果值(比如在剧情事件脚本中代表返回的选择框选项、输入的数值、战斗的结果等)
+
|Return the last directive result that can cause “return” in the current event (E.g., an option that stands for “return” of the selection list box, input value and battle result, in the script of scenario events).
以下为result_code在不同类型命令下返回的含义
+
Following are the different meanings of result_code in various directive types.
  
*当选择框返回时表示其选项ID
+
*It means the option ID when returning from the selection list box.
*当战斗结束返回时 0:战斗胜利  1:战斗失败
+
*When returning after battles:  0: Battle won; 1: Battle failed.
*当整数输入框时为表示输入的数字
+
*It means the input number when returning for an integer input box.
 
|-
 
|-
 
|[%rnd_num%]
 
|[%rnd_num%]
|返回一个0-100的整数
+
|Return an integer. (0~100).
 
|-
 
|-
 
|[%rnd_range:A:B%]
 
|[%rnd_range:A:B%]
|返回一个大于等于A,小于等于B的随机数
+
|Return a random number that is greater than A but smaller than B.
 
|-
 
|-
 
|[%last_rnd%]
 
|[%last_rnd%]
|返回上次产生的随机数
+
|Return the random number that was generated last time.
 
|-
 
|-
 
|[%player_money%]
 
|[%player_money%]
|玩家身上的金钱数
+
|The amount of the player’s money.
 
|-
 
|-
 
|[%player_wood%]
 
|[%player_wood%]
|玩家拥有的木材数
+
|The amount of the player’s wood.
 
|-
 
|-
 
|[%player_iron%]
 
|[%player_iron%]
|玩家拥有的铁矿石数
+
|The amount of player’s ironstone.
 
|-
 
|-
 
|[%player_jade%]
 
|[%player_jade%]
|玩家拥有的玉石数
+
|The amount of player’s jade.
 
|-
 
|-
 
|[%player_food%]
 
|[%player_food%]
|玩家当前的饱食度
+
|Player’s current Hunger.
 
|-
 
|-
 
|[%game_time%]
 
|[%game_time%]
|当前游戏中的天数
+
|Number of in-game days currently.
 
|-
 
|-
 
|[%is_gametime_night%]
 
|[%is_gametime_night%]
|判断当前是否是晚上,如果是,返回1,否则为0
+
|Judge whether it is nighttime now (in-game). If yes, return 1; if no, return 0.
 
|-
 
|-
 
|[%is_gametime_daytime%]
 
|[%is_gametime_daytime%]
|判断当前是否是白天,如果是,返回1,否则为0
+
|Judge whether it is daytime now (in-game). If yes, return 1; if no, return 0.
 
|-
 
|-
 
|[%mod_day:MOD%]
 
|[%mod_day:MOD%]
|当前游戏的天数对MOD取余的值
+
|Number of the in-game day divided by MOD, take the remainder
 
|-
 
|-
 
|[%generate_rob_money%]
 
|[%generate_rob_money%]
|生成当前等级遭抢劫时索取的金额
+
|Generate the amount of money when the player is robbed under the current level.
 
|-
 
|-
 
|[%rob_money%]
 
|[%rob_money%]
|获取上次生成的抢劫索取金额
+
|Generate the amount of money when the player was robbed last time.
 
|-
 
|-
 
|[%get_ts:ID%]
 
|[%get_ts:ID%]
|返回一个触发器当前的状态值 0正常 1关闭
+
|Return the current status of a trigger (0: Normal; 1: Disabled).
 
|-
 
|-
 
|[%get_es:ID%]
 
|[%get_es:ID%]
|返回一个剧情事件当前的状态 -1:未执行 其他:返回Result Code
+
|Return the current status of a scenario event (-1: Not executed; otherwise, return Result Code).
 
|-
 
|-
 
|[%get_es_first_time:ID%]
 
|[%get_es_first_time:ID%]
|返回一个剧情事件的首次完成时间
+
|Return the first completion time of a scenario event.
 
|-
 
|-
 
|[%get_es_time_score:ID:minTime:maxTime:maxScore%]
 
|[%get_es_time_score:ID:minTime:maxTime:maxScore%]
|返回一个剧情事件的首次完成时间得分,minTime是设定的最短完成时间(在此时间前完成均为满分),maxTime是设定的最长完成时间(之后完成均为零分),maxScore为最高得分。
+
|Return the first completion time score of a scenario event. minTime is the shortest completion time (time before the shortest time brings a full score); maxTime is the longest completion time (time before the longest time brings a zero score); maxScore is the highest score.
 
|-
 
|-
 
|[%int_val:ID%]
 
|[%int_val:ID%]
|返回编号为ID的自定义int值
+
|Return the custom int value whose numbering is its ID.
 
|-
 
|-
 
|[%int_val_for_calc:ID%]
 
|[%int_val_for_calc:ID%]
|返回编号为ID的自定义int值用于计算,必定存在计算值,如果ID不存在则值为0
+
|Return the custom int value, whose numbering is its ID, to calculate. There must a result. If the ID does not exist, the result is 0.
 
|-
 
|-
 
|[%str_val:ID%]
 
|[%str_val:ID%]
|返回编号为ID的自定义string值
+
|Return the custom string value whose numbering is its ID.
 
|-
 
|-
 
|[%team_num%]
 
|[%team_num%]
|当前队伍当前数量
+
|The current number of the current squad.
 
|-
 
|-
 
|[%team_max%]
 
|[%team_max%]
|当前队伍最大数量
+
|Maximum number of the current squad.
 
|-
 
|-
 
|[%unit_name:兵种key%]
 
|[%unit_name:兵种key%]
|返回某种兵的名称
+
|Return the name of a certain minion.
 
|-
 
|-
 
|[%item_number:物品key%]
 
|[%item_number:物品key%]
|返回背包中某种物品的数目
+
|Return the number of a certain item in the player’s bag.
 
|-
 
|-
 
|[%item_with_tag:tag%]
 
|[%item_with_tag:tag%]
|返回背包中具有某种tag的物品数目
+
|Return the number of an item with a specific tag in the player’s bag.
 
|-
 
|-
 
|[%item_with_tag_and_level:tag:level%]
 
|[%item_with_tag_and_level:tag:level%]
|返回背包中具有某种tag、且物品等级>=level的物品数目
+
|Return the number of an item, whose item level >= level, with a specific tag in the player’s bag.
 
|-
 
|-
 
|[%item_qualify_as_present:present_desc%]
 
|[%item_qualify_as_present:present_desc%]
|返回背包中满足某种礼物描述字符串要求的道具数目。礼物描述字符串的格式参见人物列表excel中的Tag一列中的“Like”这个Tag的格式写法。
+
|Return the number of a certain item whose gift description string meets requirements in the player’s bag. For the format of gift description string, please see the “Like” format in the Tag column of “人物列表”(Character Table) (Excel).
 
|-
 
|-
 
|[%item_name:物品ID%]
 
|[%item_name:物品ID%]
|返回物品的显示名称
+
|Return the displayed name of an item.
 
|-
 
|-
 
|[%admin_level%]
 
|[%admin_level%]
|返回玩家在当地的管理权限 0:无 1:任职 2:城主 3:阵营领袖
+
|Return the administration status of the player in the current location (0: None; 1: Appointed; 2: City ruler; 3: Faction leader).
 
|-
 
|-
 
|[%gametime_elapse:ID%]
 
|[%gametime_elapse:ID%]
|返回距上次设置的自定义游戏时间点ID过去的游戏时间(整数天数,算法是:(当前时间-ID时间)后取整。
+
|Return the amount of period since the setting of last custom time point ID (integer number of the day; take a rounding integer number after (current time-ID time)).
 
|-
 
|-
 
|[%gametime_elapse_by_day:ID%]
 
|[%gametime_elapse_by_day:ID%]
|返回距上次设置的自定义游戏时间点ID过去的游戏时间(整数天数,算法是:(当前所在的天-ID所在的天)。一般用于一天内只能触发一次的事件。
+
|Return the amount of period since the setting of last custom time point ID (integer number of the day; (current day- the day when the ID is located); this directive is usually used for the event that can only happen once a day.
 
|-
 
|-
 
|[%tag_gametime_elapse%]
 
|[%tag_gametime_elapse%]
|返回预先设置的动态tag的gametime_elapse,如果没有预先设置的动态tag,或者没有该ID,则返回-1。算法是:(当前时间-ID时间)后取整
+
|Return the gametime_elapse of the preset dynamic tag; if there is no such a tag or such an ID, return -1; to gain this result: (current time-ID time) and take the rounding integer number.
 
|-
 
|-
 
|[%tag_gametime_elapse_by_day%]
 
|[%tag_gametime_elapse_by_day%]
|返回预先设置的动态tag的gametime_elapse,如果没有预先设置的动态tag,或者没有该ID,则返回-1。算法是:(当前所在的天-ID所在的天),通常用于一天内只能触发一次的事件判断。
+
|Return the gametime_elapse of the preset dynamic tag; if there is no such a tag or such an ID, return -1; to gain this result: (current day-the day when the ID is located); this directive is usually used for the event that can only happen once a day.
 
|-
 
|-
 
|[%is_custom_cd:ID%]
 
|[%is_custom_cd:ID%]
|返回编号为ID的自定义CD时间是否已就绪(1:是 0:否)
+
|Return the result of whether a custom cooldown (whose numbering is its ID) is ready (1: Yes; 0: No).
 
|-
 
|-
 
|[%has_gametime_elapse_tag:ID%]
 
|[%has_gametime_elapse_tag:ID%]
|查询上述的自定义游戏时间点ID是否存在(存在1,不存在0)
+
|Query whether the custom game time ID mentioned above exists (1: Yes; 0: No).
 
|-
 
|-
 
|[%realtime_elapse:ID%]
 
|[%realtime_elapse:ID%]
|返回距上次设置的自定义现实时间点ID过去的现实时间()
+
|Return the realistic period since the setting of last custom time point ID (count by second).
 
|-
 
|-
 
|[%qs:ID%]
 
|[%qs:ID%]
|返回指定任务ID的状态值0:未领取 1:进行中 2:已完成 3:已终结
+
|Return the status of specific mission ID (0: Unclaimed; 1: Ongoing; 2: Unfinished; 3: Ended).
 
|-
 
|-
 
|[%qs:ID:index%]
 
|[%qs:ID:index%]
|返回指定任务ID的子项值,index为从0开始的子项序号
+
|Return the subevent value of specific mission ID (index is the subevent’s sequence number starting from 0).
 
|-
 
|-
 
|[%get_flag:ID%]
 
|[%get_flag:ID%]
|返回一个完成标记的当前值,没有值则返回-1
+
|Return the current value of a completion mark; return -1 if there is no such a value.
 
|-
 
|-
 
|[%camp_rep:ID%]
 
|[%camp_rep:ID%]
|返回主角对目标阵营ID的声望值
+
|Return player’s Prestige value of the target faction ID.
 
|-
 
|-
 
|[%is_player_triggered_encounter%]
 
|[%is_player_triggered_encounter%]
|一个遭遇对话是否是由玩家主动点击的,0否,1是。(如果玩家是被其他人追上的情况下触发对话,则此值为0)
+
|Check if an encounter chat is started by player manually (0: No; 1: Yes) (if the player is caught up by other units, the value is 0).
 
|-
 
|-
 
|[%place_rep:ID%]
 
|[%place_rep:ID%]
|返回主角对目标地点的声望值
+
|Return player’s Prestige value of the target location.
 
|-
 
|-
 
|[%arg_int_val1%]
 
|[%arg_int_val1%]
第2,094行: 第2,232行:
  
 
[%arg_int_val3%]
 
[%arg_int_val3%]
|当前事件数值参数1、2、3
+
|Value parameter 1, 2, and 3 of the current event.
 
|-
 
|-
 
|[%g_buffs%]
 
|[%g_buffs%]
|返回当前队伍全局BUFF的个数
+
|Return the number of global BUFFs of the current squad.
 
|-
 
|-
 
|[%last_battle_res%]
 
|[%last_battle_res%]
|上一次战斗的战斗结果 0:胜利 1:失败 2:撤退
+
|Return the battle result of last battle (0: Victory; 1: Loss; 2: Retreatment).
 
|-
 
|-
 
|[%last_dungeon_res%]
 
|[%last_dungeon_res%]
|上一次地城的结果 0:退出 1:通过 2:失败
+
|Last dungeon result (0: Exited; 1: Passed; 2: Loss).
 
|-
 
|-
 
|[%g_buff:ID%]
 
|[%g_buff:ID%]
|查询当前队伍是否存在目标ID的全局BUFF,存在返回1
+
|Query whether the current squad has a global BUFF of the target ID. Return 1 if such a BUFF exists.
 
|-
 
|-
 
|[%g_buff_c:CLASS%]
 
|[%g_buff_c:CLASS%]
|查询当前队伍当前类型为CLASS的全局BUFF的个数
+
|Query the number of global BUFFs whose type are CLASS of the current squad.
 
|-
 
|-
 
|[%g_stat:STAT_FILED%]
 
|[%g_stat:STAT_FILED%]
|返回当前队伍状态中字段为STAT_FILED的当前值
+
|Return the current value (whose field is STAT_FILED) of the current squad status.
 
|-
 
|-
 
|[%has_KeyValues:ID%]
 
|[%has_KeyValues:ID%]
|直接对存储中的KV进行查询,存在相应KV为1,不存在为0
+
|Query KV stored directly. If there is a corresponding KV, return 1; otherwise, return 0.
 
|-
 
|-
 
|[%get_KeyValues:ID%]
 
|[%get_KeyValues:ID%]
|直接对存储中的KV进行查询,存在相应KV返回相应值,不存在为空
+
|Query KV stored directly. If there is a corresponding KV, return the relevant value; otherwise, return null.
 
|-
 
|-
 
|[%rnd_place_id:CAMP_ID%]:
 
|[%rnd_place_id:CAMP_ID%]:
|返回一个由一个势力控制的随机地点id,如果没有camp_id则返回主角势力控制的随机地点id
+
|Return the ID of a random location that is controlled by a faction. IF there is no camp_id, return an ID of a location controlled by the player’s faction.
 
|-
 
|-
 
|[%last_rnd_place_id%]
 
|[%last_rnd_place_id%]
|返回上一个生成的随机地点id
+
|Return the ID of the last randomly generated location.
 
|-
 
|-
 
|[%last_rnd_place_name%]
 
|[%last_rnd_place_name%]
|返回上一个生成的随机地点的名称
+
|Return the name of the last randomly generated location.
 
|-
 
|-
 
|[%last_rnd_place_map_name%]
 
|[%last_rnd_place_map_name%]
|返回上一个生成的随机地点的所在地图名称
+
|Return the map name of the last randomly generated location.
 
|-
 
|-
 
|[%last_rnd_place_products%]
 
|[%last_rnd_place_products%]
|返回当前地点的每周期产出列表,符合GETITEMS的物品格式
+
|Return the Production list of the current location (follow the format of GETITEMS).
 
|-
 
|-
 
|[%last_rnd_place_products_name%]
 
|[%last_rnd_place_products_name%]
|返回当前地点的每周期产出描述
+
|Return the Production description of the current location.
 
|-
 
|-
 
|[%last_rnd_place_has_products%]
 
|[%last_rnd_place_has_products%]
|当前地点每周期是否有产出,1为有产出,0无
+
|Check if the current location has production (1: Yes; 0: No).
 
|-
 
|-
 
|[%last_seled_items%]
 
|[%last_seled_items%]
|返回上一次物品选择框命令(ITEMS_SELECTOR)选择的物品列表
+
|Return the item list of the last item selection directive (ITEMS_SELECTOR).
 
|-
 
|-
 
|[%last_seled_roles%]
 
|[%last_seled_roles%]
|<nowiki>返回上一次人物选择框命令(ROLES_SELECTOR)选择的人物列表(注意,此方法不能用在条件表达式组中,因为当多个人物被选中后,其返回值中包含冲突的连接字符"|",可使用[%last_seled_roles_count%]来替代判断)</nowiki>
+
|<nowiki>Return the character list of the last character selection directive (ROLES_SELECTOR) (Note: this method cannot be used in conditional expression groups since the result returned contains “|” when multiple characters are selected; you can use [%last_seled_roles_count%] instead to judge).</nowiki>
 
|-
 
|-
 
|[%last_seled_roles_count%]
 
|[%last_seled_roles_count%]
|返回上一次人物选择框命令(ROLES_SELECTOR)选择的人物列表的数量
+
|Return the number of selected characters of the last character selection directive (ROLES_SELECTOR).
 
|-
 
|-
 
|[%weather:ID%]
 
|[%weather:ID%]
|查询当前地图中指定ID的天气效果的当前值
+
|Query the current value of the specific weather effect (with specific ID) on the current map.
 
|-
 
|-
 
|[%monster_news:X:Y%]
 
|[%monster_news:X:Y%]
|查询当前地图中坐标为(X,Y)附近的野怪信息,X/Y不填则为主角当前队伍所在位置信息
+
|Query the info of creeps near coordinate (X, Y) on the current map. X and Y will be the default position of the player if left empty.
 
|-
 
|-
 
|[%attack_intend_code%]
 
|[%attack_intend_code%]
|查询当前相遇的地图单位对玩家的攻击意图,详情见MuUnitBase.IntendToAttack
+
|Query the attack intension of units encountered on the current map.
 +
 
 +
Please see: MuUnitBase.IntendToAttack
 
|-
 
|-
 
|[%place_randmom_pos%]
 
|[%place_randmom_pos%]
|查询一个地点所在位置附近的随机位置,输出特定的字符串如:沙盒红石城:123,123
+
|Query a random position near a location. Output specific strings. E.g., Sandbox Redstone Keep: 123, 123.
 
|-
 
|-
 
|[%tag_role_with_role_relation%]
 
|[%tag_role_with_role_relation%]
|输入参数和tagrole或place的关系
+
|Relationship between the input parameter and tag character/location.
 
|-
 
|-
 
|[%tag_role_with_city_relation%]
 
|[%tag_role_with_city_relation%]
|tagrole和输入的role的关系
+
|Relationship between Tag character and input character
 
|-
 
|-
 
|[%result_val%]
 
|[%result_val%]
|当前环境变量中的curResultVal值
+
|Query the curResultVal value of the current environment variable.
 
|-
 
|-
 
|[$player:INFO$]
 
|[$player:INFO$]
 
[$tagrole:INFO:ID$]
 
[$tagrole:INFO:ID$]
|查询指定角色 (主角 player / 指定角色 tagrole) 的指定信息字段。当tagrole时,ID字段不存在时则返回当前交互对象的查询结果
+
|Query a specific info field of player/ specific character (tag character) When it is tag character, and ID field does not exist, return the query result of the interactive object.
INFO可为如下内容:
+
INFO can be: 
 +
 
 +
*id: character ID.
  
*id:角色ID
+
*name: character name.
*name:角色名称
 
*level:角色等级
 
*job_type:身份类型 0:百姓 1:阵营成员 2:城主 3:阵营领袖
 
*campid:所属阵营ID
 
*campname:所属阵营名称
 
*campleaderid:所属阵营首领的ID
 
*campleadername:所属阵营首领的名称
 
*campleader:所属阵营首领的称呼
 
*fame_val:个人名望值
 
*maxhp:最大生命
 
*maxmp:最大气力
 
*job_cityid:任职地点ID
 
*job_cityname:任职地点名称
 
*state:当前状态:0:正常 1:被俘 -1:死亡
 
*is_recruitable:是否可招募人物 0:不可 1:可招募
 
*is_leave_team_enable:是否可以离队 0 不可以 1可以
 
*recruit_val:当前可招募标记 0:不可 1:可招募
 
*inteam:是否在玩家队伍中 0:不在 1:在
 
*camp_rl:目标阵营与主角阵营之间的关系 0中立 1交战 2盟友 3己方
 
*player_camp_rep:主角在目标阵营的声望值
 
*player_camp_rep_desc:主角对目标阵营的声望值描述
 
*fv:与玩家的友好度
 
*player_relation_score:与玩家的综合好感评估
 
*weapon_tag=(自定义tag字段):查询装备武器上的指定tag,如果没有武器或者指定tag不存在,都会返回[$null$]
 
*skill_level=(技能ID):查询人物目标技能的当前等级
 
*skill_maxlevel=(技能ID):查询人物目标技能的最大等级
 
*skill_exp=(技能ID):查询人物目标技能的当前经验
 
*skill_upexp=(技能ID):查询人物目标技能当前等级升级到下一级所需经验
 
*statu=(自定义ID):查询人物属性表里的相应ID的值。如果没有则返回[$null$]
 
*statu_int=(自定义ID):查询任务属性表里对应ID的int值,没有返回0
 
*has_girl_friend:【主角专用】是否有女友,1表示有,0表示没有
 
*current_girl_friend_name:【主角专用】女友姓名
 
*girl_friend=角色ID:【主角专用】查询某人是否为主角女友
 
*is_female:是否为女性角色,1表示是,0表示不是
 
*available_quest:可用任务
 
|-
 
|[$called:call1:call2$]
 
|NPC对玩家的称呼(当为男性时返回call1,当为女性时返回call2)
 
|-
 
|[$null$]
 
|替换为空字符串
 
|-
 
|[$trig_tagtype$]
 
|当前执行事件的触发对象类型
 
|-
 
|[$trig_tagid$]
 
|当前执行事件的触发对象ID
 
|-
 
|[$input_str$]
 
|前一个输入框的输入结果
 
|-
 
|[$argvs:INDEX$]
 
|查询当前附加的参数信息,编号从0开始。(当前用于随机事件的参数填充)
 
|-
 
|[$tagplace:INFO:ID$]
 
|查询一个地点的信息,当地点ID字段不存在时为查询当前地点
 
INFO可为如下内容:
 
  
*id:地点ID
+
*level: character level.
*name:地点名称
 
*campid:所属阵营ID
 
*mapid:所属地图ID
 
*campname:所属阵营名称
 
*prosperity:当地繁荣度
 
*defence:当地城防值
 
*rep:当地好感度
 
*security:当地治安值
 
*size:地点规模值
 
*lord_id:城主角色ID
 
*lord_name:城主角色名称
 
*tag=(自定义扩展字段KEY):返回指定的自定义字段值
 
*is_stronghold:是否据点类型(可驻守军队)
 
*is_weekhold:不可驻守军队的【资源点】
 
*is_couldoccupy:当前是否可攻占
 
*is_couldraid:当前是否可掠夺
 
*is_inwar:当前地点是否正在战斗中
 
*is_raided:地点当前是否已被掠夺(处于恢复期)
 
*is_subplace:当前是否附属地点
 
*stat=(状态值字段ID):获取当前地点的指定状态值
 
*building=(指定设施ID):查询地点内指定建筑ID的设施数量(包含建设中的)
 
*building_t=(指定设施类型):查询当地指定类型的设施数量(包含建设中的)
 
*r_building=(指定设施ID):查询地点内指定建筑ID的设施数量(不包含建设中的)
 
*r_building_t=(指定设施类型):查询当地指定类型的设施数量(不包含建设中的)
 
*custom_int=(自定义字段ID):获取当前地点的整形自定义字段值
 
*camp_rl:目标阵营与主角阵营之间的关系 0中立 1交战 2盟友 3己方
 
*func_map=(指定字段KEY):查询对应指令事件映射表映射的字段,如func_map=hirelist
 
*player_rep:玩家在该处的声望
 
*hire_states:查询该处的招募状态
 
*player_dist:玩家当前位置距离该地点的距离,如果不可达,则返回-1.
 
*project_count:当前正在进行中的项目建设数量
 
*project_max:当前进行项目建设的最大数量
 
|-
 
|[$tagmap:INFO:ID$]
 
|查询一个地图区块的信息:
 
  
*id:区块id
+
*job_type: job types (0: Citizen; 1: Faction member; 2: city ruler; 3: Faction leader).
*name:区块名称
 
*dominant_camp:如果存在完全统治的势力,则返回该势力名称,不存在则返回空
 
*dominant_camps=(自定义字段ID):如果仅存在某几个指定id的势力,则返回1,否则返回0,自定义字段格式:势力1#势力2#势力3
 
*camp_place_count=势力ID:返回在该区块某势力的据点数目
 
*ExploreInfo=Info ID:查询某个探索地图信息的值
 
|-
 
|[$tagbuilding:INFO$]
 
|查询当前目标建筑信息
 
  
*id:建筑ID
+
*campid: faction ID.
*name:名称
 
*inner_id:目标建筑的地点内置ID
 
*type:建筑类型
 
*level:建筑等级
 
*tag=(自定义扩展字段KEY):返回指定的自定义字段值
 
*container_id:绑定在此建筑的容器实例ID
 
*container_info:绑定在此建筑的容器信息ID
 
|-
 
|[$tagwb:INFO$]
 
|查询当前遭遇战斗的信息INFO可为如下内容
 
  
*id:战斗ID
+
*campname: faction name.
*camp_a:参战A方的阵营ID
 
*camp_b:参战B方的阵营ID
 
*leader_a:参战A方的领袖人物ID
 
*leader_b:参战B方的领袖人物ID
 
*camp_a_rl:参战A方与主角阵营的关系
 
*camp_b_rl:参战B方与主角阵营的关系
 
*teamname_a:参战A方的阵营及将领名称
 
*teamname_b:参战B方的阵营及将领名称
 
*seige_time:当前战斗攻城战的准备时间,如果它是攻城战的话(单位:天)
 
|-
 
|[$tagteam:INFO(:QUERY_INFO)$]
 
[$playerteam:INFO$]
 
|查询当前遭遇队伍(tagteam)/主角队伍(playerteam)的信息。
 
当查询为tagteam时,可以选择指定队伍查询参数,当指定队伍查询参数指定时,只返回查询目标的信息
 
  
INFO可为如下内容
+
*campleaderid: faction leader ID.
  
*id:队伍ID
+
*campleadername: faction leader name.
*is_active:当前队伍状态是否正常,正常返回1
 
*campid:所属阵营ID
 
*campname:所属阵营名称
 
*state_num:当前队伍的StateNum值
 
*from_id:来自地点的ID
 
*from_name:来自地点的名称
 
*lifetime:队伍自创建以来经历的游戏时间(天数)
 
*camp_rl:目标阵营与主角阵营之间的关系 0中立 1交战 2盟友 3己方
 
*max_attr_lv=属性字段ID: 队伍中所有角色中某属性的最高值
 
*exist_role=角色ID:返回队伍是否存在某人物ID,是返回1否0
 
*role_vacancy:队伍剩余的英雄可用位置
 
*soldier_vacancy:队伍剩余的可用小兵卡牌位置
 
*map_info:当前地图位置信息
 
*tag:返回队伍的TAG标签
 
*is_defeated:是否被击败而解散的 0:否 1:是
 
*defeated_by:被目标势力打败的势力ID
 
  
 +
*campleader: nickname of faction leader.
  
QUERY_INFO格式为: [查询类型]=[查询目标]  如:  leader=ROLE_ID
+
*fame_val: personal prestige.
  
当前支持的查询类型有:
+
*maxhp: max hp.
  
*bind_id:绑定的信息ID,当队伍类型为野怪或假人时为其对应ID,当为其他类型时为队长人物ID
+
*maxmp: max mana.
*leader:队伍的队长ID
 
*tag:队伍的TAG标记(用于CREATE_TEAM指令创建的队伍)
 
  
<br />
+
*job_cityid: job assignment location ID.
|-
 
|[$tagcamp:INFO:ID$]
 
|查询目标阵营信息,当ID不存在时为查询当前阵营。INFO可为如下内容
 
  
*id:势力ID
+
*job_cityname: job assignment location name.
*campname:阵营名称
 
*leaderid:领袖ID
 
*leadercalled:阵营领袖的称呼
 
*lands_count:当前该势力的领地数量
 
*camp_rl:目标阵营与主角阵营之间的关系 0中立 1交战 2盟友 3己方
 
*camp_rl_value :目标阵营与主角阵营之间的好感度具体数值
 
*stat=(状态值字段ID):获取当前阵营的指定状态值
 
*buff=(目标BUFF的ID):查询当前阵营指定BUFF是否存在(1为是)
 
*buff_c=(BUFF类型):查询当前阵营指定类型的BUFF数量
 
*active_state:目标阵营的活跃状态 0:不活跃 1:活跃
 
*is_story_camp:是否剧本阵营 0:否 1:是
 
*player_rep:主角在此阵营的声望值
 
*attitude:阵营对主角的态度 0:正常  -1:通缉  -2:战争
 
*is_fall:阵营是否已灭亡 0:否 1:是
 
|-
 
|[$tagbazzar:INFO$]
 
|查询当前系统传入的集市的信息
 
  
*start_day:集市的开始天数
+
*state: current status (0: Normal; 1: Captured; -1: Dead).
|-
 
|[$tagbazzarItem:INFO:bazzarID:merchantID$]
 
|查询某个集市的某个商人在当前时候买/卖的货物信息
 
  
*item_desc:货物的描述(详细)
+
*is_recruitable: recruitable (0: No; 1: Yes).
*item_desc_short:货物的描述(简略)
 
*item_buy_price:货物的购买价格
 
*item_sell_price:货物的卖出价格
 
|-
 
|[$tagproduct:INFO:ID$]
 
|查询某种特产的信息,ID不填时查询当前传入的特产信息
 
  
*item_name:对应道具的名称
+
*is_leave_team_enable: able to leave squad (0: No; 1: Yes).
*item_id:对应道具的ID
 
*item_level:对应道具的等级
 
*item_price:对应道具的单个公允价
 
*player_dist:该特产的中心位置离玩家当前位置的距离,-1表示该中心位置玩家不可达
 
*place_include=地点ID:返回0表示指定地点没有售卖对应的道具,1表示指定地点在售卖对应的道具
 
*place_include_tagQuestPlace:自动使用当前传入的任务发生地点信息来进
 
|-
 
|[$tagTextExplore:INFO:ID:copyID$]
 
|查询某个文字探索地图的信息,copyID是因为探索地图可能存在多份副本,可以不填(基本上只有系统传入参数才会填这个copyID)。不填就是地图上可见的那种探索地图。
 
  
*finishCount:探索地图完成次数
+
*recruit_val: current recruitable mark (0: No; 1: Yes).
*InCD:0表示没有CD概念或者CD已经ok,1表示正在冷却中
 
|-
 
|[$tagquest:INFO:ID$]
 
|查询任务信息
 
status:0:未领取 1:进行中 2:已完成 3:已超时(等待超时惩罚) 4:已超时(等待自动领取奖励) 5:已终结
 
|-
 
|[$arg_str_val1$]
 
[$arg_str_val2$]
 
  
[$arg_str_val3$]
+
*inteam: if the character is in the player’s squad (0: No; 1: Yes).
|当前事件字符串参数1、2、3
 
|-
 
|[$rnd_enum:PROB_A,RES_A:PROB_B,RES_B:PROB_C,RES_C[:...]$]
 
|随机枚举值,根据所有项的概率分布返回其中一个项的RES值。比如[%rnd_enum:25,A:40,B:35,C%]表示有25%的概率返回”A”,40%的概率返回”B”,35%的概率返回”C”
 
|-
 
|[$tagitem:INFO$]
 
|查询当前物品的信息,INFO可为以下内容
 
  
*id:物品ID
+
*camp_rl: the relationship between target faction and player’s faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally).
*name:物品名称
 
*count:物品数量
 
*group_n:最大堆叠数量
 
*quality:物品品质
 
*level:物品等级
 
*main_type:物品主类型
 
*sub_type:物品子类型
 
*equip_type:装备类别
 
*gendays:生产日期距离今天已有的天数
 
*tag=(自定义扩展字段KEY):返回指定的自定义字段值
 
|-
 
|[$tagproject:INFO:ID$]
 
|查询一个项目的信息,如果不填ID将从SET_TEMP_ID指定的id中读取。
 
  
*id:项目id
+
*player_camp_rep: player’s prestige in the target faction.
*state:项目状态(仅团体项目有效) 0:未开始 1:进行中 2:已完成
 
*showPlaceName:项目执行地点描述
 
*showProjectName:项目名称
 
*roles:当前参与项目的所有角色
 
|-
 
|[$tagunit:INFO$]
 
|查询当前查询目标小兵单位的信息
 
  
*id:单位id
+
*player_camp_rep_desc: player’s prestige description in the target faction.
*name:单位名称
 
*level:单位等级
 
*statu=(自定义ID):查询单位属性表里的相应ID的值
 
|-
 
|[$tagcard:INFO$]
 
|查询指定卡牌的信息
 
  
*id:卡牌绑定的id
+
*fv: friendliness with the player.
*name:卡牌显示名
 
*lv:卡牌等级
 
*recruit_name:卡牌带有招募信息的显示名称
 
*tag=(自定义扩展字段KEY):返回卡牌指定的Tag字段值
 
*has_tag=(自定义扩展字段KEY):查询是否有指定的卡牌Tag字段 1是 0否
 
  
<br />
+
*player_relation_score: assessment on overall favour on the player.
|-
 
|[$save_version$]
 
|返回当前游戏存档创建时的版本号
 
|-
 
|[$version_compare:TAG_VERSION$]
 
|用当前游戏存档创建时的版本号与TAG_VERSION进行比较,如果大于TAG_VERSION返回1,等于TAG_VERSION返回0,小于TAG_VERSION返回-1
 
|-
 
|[$tagmsg:INFO$]
 
|查询当前可交互消息的信息
 
  
*title:标题
+
*weapon_tag= (custom tag field): query the specific tag on equipment and weapons. If there is no such a tag or the weapon does not exist, return [$null$].
*content:消息内容
+
 
*arg=(字段KEY值):查询此消息自定义参数表中字段为KEY的参数值
+
*skill_level= (skill ID): query the current level of the target skill of a character.
 +
 
 +
*skill_maxlevel= (skill ID): query the maximum level of the target skill of a character.
 +
 
 +
*skill_exp= (skill ID): query the current EXP of the target skill of a character.
 +
 
 +
*skill_upexp= (skill ID): query the amount of EXP needed for a character’s target skill to level up.
 +
 
 +
*statu= (custom ID): query the value of the corresponding ID in the Character Attribute Table. If there is no value, return [$null$].
 +
 
 +
*statu_int= (custom ID): 0 query the int value of the corresponding ID in the Character Attribute Table. If there is no value, return 0.
 +
 
 +
*has_girl_friend: [player only] check if the player has a girlfriend (1: Yes; 2: No).
 +
 
 +
*current_girl_friend_name: [player only] girlfriend’s name.
 +
 
 +
*girl_friend=character ID: [player only] check if someone is a player’s girlfriend.
 +
 
 +
*is_female: check if someone is a female character (1: Yes; 0: No).
 +
 
 +
*available_quest: available missions.
 
|-
 
|-
| colspan="2" |以下查询需要游戏版本高于0.7.4.1
+
|[$called:call1:call2$]
 +
|How NPC addresses player (the player’s character is male: call1; female: call2).
 
|-
 
|-
|[$lua_str:KEY$]
+
|[$null$]
|返回定义在游戏核心逻辑脚本中的 GetLuaStringVal 接口的值 KEY为查询参数
+
|Replaced by an empty string.
 
|-
 
|-
|[$lua_int:KEY$]
+
|[$trig_tagtype$]
|返回定义在游戏核心逻辑脚本中的 GetLuaIntVal接口的值 KEY为查询参数
+
|Trigger object type of the current event.
 
|-
 
|-
|[%envoy_enable%]
+
|[$trig_tagid$]
|返回当前玩家自己的势力中的外交信使是否可用
+
|Trigger object ID of the current event.
 
|-
 
|-
|
+
|[$input_str$]
|
+
|The input result of the last input box.
|}
 
 
 
===全局存档查询指令字段===
 
用来查询全局存档中的一些指令
 
{| class="wikitable"
 
|+
 
!查询指令
 
!说明
 
 
|-
 
|-
|[%global_int:ID%]
+
|[$argvs:INDEX$]
|返回全局整形字段ID的值                                         
+
|Query currently additional parameter info, starting from 0 (used to fill in the parameter of a random event).
 
|-
 
|-
|[$global_str:ID$]
+
|[$tagplace:INFO:ID$]
|返回全局字符串字段ID的值
+
|Query info of a location; query the current location if the ID field does not exist.
|-
+
 
|
+
INFO can be:
|
+
 
|}
+
· id: location ID.
 +
 
 +
· name: location name.
 +
 
 +
· campid: faction ID.
 +
 
 +
· mapid: map ID.
 +
 
 +
· campname: faction name.
 +
 
 +
· prosperity: location prosperity.
 +
 
 +
· defence: location defence
 +
 
 +
· rep: location friendliness.
  
 +
· security: location security.
  
===内置全局变量字段===
+
· size: location size.
  
以下是内置的全局变量关键字段:
+
· lord_id: city ruler ID.
{| class="wikitable"
 
|+
 
!字段KEY值
 
!说明
 
|-
 
|save_max_hard_level
 
|已经解锁过的最高难度,默认为0
 
|-
 
|
 
|
 
|-
 
|
 
|
 
|}
 
<br />
 
  
===内置自定义变量字段===
+
· lord_name: city ruler name.
  
可使用SETINTVAR、CHANGEINTVAR等指令进行修改并保存的系统内置自定义变量。一般都具有特定的功能。
+
· tag= (KEY of custom expansion field): return the value of a specific custom field.
{| class="wikitable"
+
 
|+
+
· is_stronghold: if this location is a base (a location for troops to the garrison).
!字段KEY值
+
 
!说明
+
· is_weekhold: a resource point that does not allow the garrison.
|-
+
 
|system_探索地图点数
+
· is_couldoccupy: if this location can be occupied.
|探索地图点数                                        
+
 
|-
+
· is_couldraid: if this location can be raided.
|system_星星
+
 
|星星数目
+
· is_inwar: if this location is being attacked.
 +
 
 +
· is_raided: if this location has been raided (recovering).
 +
 
 +
· is_subplace: if this place has been occupied.
 +
 
 +
· stat= (status field ID): obtain a specific status value of the current location.
 +
 
 +
· building= (specific facility ID): query the number of facilities of a building with specific ID in a location (facilities under construction included).
 +
 
 +
· building_t= (specific facility type): query the number of facilities of a specific type in a location (facilities under construction included).
 +
 
 +
· r_building= (specific facility ID): query the number of facilities of a building with a specific ID (facilities under construction not included).
 +
 
 +
· r_building_t= (specific facility type): query the number of facilities of a specific type in a location (facilities under construction not included).
 +
 
 +
· custom_int= (custom field ID): obtain the int value of the custom field of the current location.
 +
 
 +
· camp_rl: the relationship between the target faction and player’s faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally)
 +
 
 +
· func_map= (specific field KEY): query a field of the corresponding directive event mapping table. E.g., func_map= hire list.
 +
 
 +
· player_rep: player’s prestige in where they are currently staying.
 +
 
 +
· hire_states: query the recruitment status of the current location.
 +
 
 +
· player_dist: the distance between the player’s current position and the target position. If the target is unreachable, return -1.
 +
 
 +
· project_count: the number of projects under construction.
 +
 
 +
· project_max: the maximum number of projects under construction currently.
 
|-
 
|-
|system_敌方角色血量百分比
+
|[$tagmap:INFO:ID$]
|当玩家与敌方角色对战时,对方血量的额外附加倍率
+
|Query tile info on a map:
 +
 
 +
· id: tile id.
 +
 
 +
· name: tile name.
 +
 
 +
· dominant_camp: if there is an overall dominating faction, return the name of the faction; otherwise, return null.
 +
 
 +
· dominant_camps= (custom field ID): if there are only several factions with specific IDs existing, return 1; otherwise, return 0; format of custom field: faction 1#faction 2#faction 3.
 +
 
 +
· camp_place_count= faction ID: return the number of bases owned by a specific faction on this tile.
 +
 
 +
· ExploreInfo= Info ID: query the value of an exploration map info.
 
|-
 
|-
|system_敌方角色攻击百分比
+
|[$tagbuilding:INFO$]
|当玩家与敌方角色对战时,对方攻击力、魔法攻击力的额外附加倍率
+
|Query info of the current target building
|-
+
 
|config_ai_level
+
· id: building ID.
|当前AI强度等级 0:简单  1:普通 2:困难
+
 
 +
· name: name.
 +
 
 +
· inner_id: built-in location ID of the target building.
 +
 
 +
· type: building type.
 +
 
 +
· level: building level.
 +
 
 +
· tag= (KEY of custom expansion field): return value of a specific custom filed.
 +
 
 +
· container_id: scenario ID of the container bound to this building.
 +
 
 +
· container_info: info ID of the container bound to this building.
 
|-
 
|-
|config_roll_limit
+
|[$tagwb:INFO$]
|是否开启战斗中翻滚限制 0:关闭 1:开启 (开启饥翻滚限制在战斗中进行翻滚时将会有CD时间及次数限制)
+
|Query the info of current skirmish.
|-
+
 
|config_hunger_penalty
+
INFO can be:
|是否开启饥饿惩罚 0:关闭 1:开启 (开启饥饿惩罚会在饥饿状态时影响队伍的移动速度)
+
 
|-
+
· id: battle ID.
|config_upgrade_cost_reduce
+
 
|当前升级单位花费的经验及所需材料折扣率(百分比 0~100,默认为0)
+
· camp_a: faction ID of squad A.
|-
+
 
|config_soldier_dead_scale
+
· camp_b: faction ID of squad B.
|当前小兵阵亡概率倍率(百分比,默认100,最终阵亡概率=基础阵亡概率*(config_soldier_dead_scale/100))
+
 
|-
+
· leader_a: leader ID of squad A.
| colspan="2" |以下设置需要游戏版本高于0.7.3.1
+
 
|-
+
· leader_b: leader ID of squad B.
|config_project_concurrent
+
 
|当前地点项目建设最大同时进行的基数
+
· camp_a_rl: the relationship between squad A and the player’s faction
 +
 
 +
· camp_b_rl: the relationship between squad B and the player’s faction.
 +
 
 +
· teamname_a: faction name and hero names of squad A.
 +
 
 +
· teamname_b: faction name and hero names of squad B.
 +
 
 +
· seige_time: current siege preparation time (if it is a siege battle) (count by day).
 
|-
 
|-
|
+
|[$tagteam:INFO(:QUERY_INFO)$]
|
+
[$playerteam:INFO$]
|}<br />
+
|Query info of the current encountered team (tagteam)/player’s team (playerteam).
===初始设定表内置字段说明===
+
 
 +
When querying tag team, you can choose a specific query parameter. If this parameter is set, only info of the query target will be returned.
 +
 
 +
INFO can be:
 +
 
 +
· id: squad ID.
 +
 
 +
· is_active: check if the current squad status is normal; return 1 if it is normal.
 +
 
 +
· campid: faction ID.
 +
 
 +
· campname: faction name.
 +
 
 +
· state_num: StateNum value of the current squad.
 +
 
 +
· from_id: ID of the location where the squad is from.
 +
 
 +
· from_name: name of the location where the squad is from.
 +
 
 +
· lifetime: period since the squad is established (day).
 +
 
 +
· camp_rl: the relationship between the target faction and character faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally).
 +
 
 +
· max_attr_lv=attribute field ID: the highest value of a certain attribute of all characters in the squad.
 +
 
 +
· exist_role= character ID: check if there is a specific character ID in the squad (1: Yes; 0: No).
 +
 
 +
· role_vacancy: available hero slots in squad.
 +
 
 +
· soldier_vacancy: available minion slot in the squad.
 +
 
 +
· map_info: current map info.
 +
 
 +
· tag: return the TAG of the squad.
 +
 
 +
· is_defeated: check if the squad is dismissed because they are defeated (0: No; 1: Yes).
 +
 
 +
· defeated_by: ID of the faction which defeated the squad.
 +
 
 +
QUERY_INFOformat: [query type]=[query target] E.g.,: leader=ROLE_ID.
 +
 
 +
Currently, supported query types are:
 +
 
 +
· bind_id: bound info ID. When the squad type is creep or dummy, the ID is the creep/dummy ID; otherwise, it is the leader ID.
 +
 
 +
· leader: squad leader ID.
  
游戏初始设定表中,可以配置一些具有实际功能的初始字段值。
+
· tag: TAG mark of the squad (used for squad created by the CREATE_TEAM directive).
{| class="wikitable"
+
<br />
|+
 
!字段KEY值
 
!说明
 
!默认值
 
 
|-
 
|-
|init_pos
+
|[$tagcamp:INFO:ID$]
|默认出生点位置信息
+
|Query info of the target faction. When the ID does not exist, query info of the current faction. INFO can be:
|
+
 
 +
· id: faction ID.
 +
 
 +
· campname: faction name.
 +
 
 +
· leaderid: ruler ID.
 +
 
 +
· leadercalled: nickname of faction ruler.
 +
 
 +
· lands_count: number of bases of the current faction.
 +
 
 +
· camp_rl: the relationship between target faction and player’s faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally).
 +
 
 +
· camp_rl_value: the actual number of favour between the target faction and player’s faction.
 +
 
 +
· stat= (status field ID): obtain the specific status value of the current faction.
 +
 
 +
· buff= (Target BUFF ID): query if a specific BUFF of the current faction exists (1: Yes).
 +
 
 +
· buff_c= (BUFF type): query the number of BUFFs of specific types of the current faction.
 +
 
 +
· active_state: project status of target faction (0: Inactive; 1: Active).
 +
 
 +
· is_story_camp: if this is a scenario faction (0: No; 1: Yes).
 +
 
 +
· player_rep: player’s prestige in this faction.
 +
 
 +
· attitude: faction’s attitude towards the player (0: Normal; -1: Wanted; -2: At war).
 +
 
 +
· is_fall: if a faction is eliminated (0: No; 1: Yes).
 
|-
 
|-
|init_statu
+
|[$tagbazzar:INFO$]
|玩家出生时默认的属性状态信息
+
|Query current bazaar info imported by the system.
|
+
 
 +
· start_day: number of days of the beginning of the bazaar.
 
|-
 
|-
|init_money
+
|[$tagbazzarItem:INFO:bazzarID:merchantID$]
|默认的初始财产
+
|Query info of items bought/sold by a merchant in a bazaar.
|0
+
 
 +
· item_desc: item description (detailed).
 +
 
 +
· item_desc_short: item description (simple).
 +
 
 +
· item_buy_price: buy-in price of the item.
 +
 
 +
· item_sell_price: sell-out price of the item.
 
|-
 
|-
|home_place
+
|[$tagproduct:INFO:ID$]
|默认的初始地点ID
+
|Query info of a speciality. Query info of the current speciality if the ID is left empty.
|
+
 
 +
· item_name: item name.
 +
 
 +
· item_id: item id.
 +
 
 +
· item_level: item level.
 +
 
 +
· item_price: single fair value of the item.
 +
 
 +
· player_dist: the distance between the central position of the speciality and the current position of the player (-1: the central position is unreachable).
 +
 
 +
· place_include=location ID: when the item is not sold in the specific location, return 0; if it is being sold, return 1.
 +
 
 +
· place_include_tagQuestPlace: automatically use the currently imported info of mission location.
 
|-
 
|-
|init_skillpages
+
|[$tagquest:INFO:ID$]
|初始点亮的技能页,格式见 SET_SKILLPAGE 指令说明
+
|Query Mission Info
|
+
 
 +
status: 0: Unclaimed; 1: Ongoing; 2: Completed; 3:Time limit exceeded (receive punishment); 4: Time limit exceeded (wait to claim rewards automatically) 5: 已Ended.
 
|-
 
|-
|init_skills
+
|[$arg_str_val1$]
|主角初始拥有的技能表,格式同 GETSKILL 指令
+
[$arg_str_val2$]
|
+
 
 +
[$arg_str_val3$]
 +
|String parameters 1, 2 and 3 of the current event.
 
|-
 
|-
|init_equip
+
|[$rnd_enum:PROB_A,RES_A:PROB_B,RES_B:PROB_C,RES_C[:...]$]
|主角初始的装备表信息
+
|Enumerate numbers randomly and return a RES value according to the probability distribution. E.g., [%rnd_enum:25,A:40,B:35,C%] means there is a 25% chance to return “A”, 40% to return “B” and 35% to return “C”.
|
 
 
|-
 
|-
|init_camp_rl
+
|[$tagitem:INFO$]
|初始阵营关系表,格式为:
+
|Query info of the current item. INFO can be:
阵营A,阵营B,关系状态,友好度(-100~100)|阵营A,阵营C,关系状态,友好度(-100~100)|...|阵营N,阵营N,关系状态,友好度(-100~100)
+
 
|
+
· id: item ID.
 +
 
 +
· name: item name.
 +
 
 +
· count: item number.
 +
 
 +
· group_n: maximum number of stacks.
 +
 
 +
· quality: item quality.
 +
 
 +
· level: item level.
 +
 
 +
· main_type:  main item type.
 +
 
 +
· sub_type: item sub-type.
 +
 
 +
· equip_type: equipment type.
 +
 
 +
· gendays:  period (day) since the production date.
 +
 
 +
· tag= (KEY of custom expansion field): return the value of a specific custom filed.
 
|-
 
|-
|unchanged_diplomatic_relationship
+
|[$tagproject:INFO:ID$]
|是否游戏过程中不可动态改变势力间的外交关系 (0否 1是)
+
|Query project info. Read from the specific ID of SET_TEMP_ID if the ID field is left empty.
|0
+
 
 +
· id: project id.
 +
 
 +
· state: project status (works only in group events) (0: Not started; 1: Ongoing; 2: Completed).
 +
 
 +
· showPlaceName: project location description.
 +
 
 +
· showProjectName: project name.
 +
 
 +
· roles: all characters involved in the current project.
 
|-
 
|-
|gametime_scale
+
|[$tagunit:INFO$]
|当玩家位于大地图上时,游戏时间进行的缩放系数(游戏天/秒)
+
|Query info of the current target minion.
|0.01
+
 
 +
· id: unit id.
 +
 
 +
· name: unit name.
 +
 
 +
· level: unit level.
 +
 
 +
· statu= (custom ID): query the value of the corresponding ID in the Unit Attribute table.
 
|-
 
|-
|battletime_scale
+
|[$tagcard:INFO$]
|当玩家位于大地图上时,游戏时间进行的缩放系数(游戏天/秒) 当此值为0时,遭遇战或攻城战中游戏时间会静止
+
|Query info of a specific card.
|0.005
+
 
 +
· id: bound id of the card.
 +
 
 +
· name: displayed name of the card.
 +
 
 +
· lv: card level.
 +
 
 +
· recruit_name: displayed name with recruitment info of the card.
 +
 
 +
· tag= (KEY of custom expansion field): return the value of a specific Tag field of the card.
 +
 
 +
· has_tag= (KEY of custom expansion field): query if there is a particular Tag field of card (1: Yes; 0: No).
 +
<br />
 
|-
 
|-
|no_card_auto_supply
+
|[$save_version$]
|不可卡牌补给耐久度
+
|Return the version number of when the current game save is created.
|0
 
 
|-
 
|-
|drop_card_when_no_durability
+
|[$version_compare:TAG_VERSION$]
|在此模式下卡牌耐久为0时会消失
+
|Compare the version number of when the current game save is created with TAG_VERSION; if the former version is higher than TAG_VERSION, return 1; when equal, return 0; when lower, return -1.
|0
 
 
|-
 
|-
|enable_card_upgrade
+
|[$tagmsg:INFO$]
|允许卡牌进阶
+
|Query info of the current interactive messages.
|0
+
 
 +
· title: title
 +
 
 +
· content: message content
 +
 
 +
· arg=(field KEY): query the parameter of the KEY in the custom parameter table
 
|-
 
|-
|equipment_loss_durability
+
| colspan="2" |以下查询需要游戏版本高于0.7.4.1
|装备具有耐久度损耗
 
|0
 
 
|-
 
|-
|levelup_exp_scale
+
|[$lua_str:KEY$]
|升级经验倍率
+
|Return the string value defined in the GetLuaStringVal port in the core logic script (KEY is the query parameter).
|1.0
 
 
|-
 
|-
|seige_time
+
|[$lua_int:KEY$]
|基础攻城的准备时间(天) 围城时间 = 基础时间 + 武装度 * 每点武装度提供的准备时间加成(siege_time_per_armvalue字段)
+
|Return the int value defined in the GetLuaStringVal port in the core logic script (KEY is the query parameter).
|0
 
 
|-
 
|-
|siege_time_per_armvalue
+
|[%envoy_enable%]
|每点武装度提供的准备时间加成
+
|Return the status of whether the envoy of the player’s faction is available.
|0
 
 
|-
 
|-
|project_time_scale
+
|
|项目所需时间比例,小于1即为缩短时间,大于1延长时间
+
|
|0.99
+
|}
 +
 
 +
===Directive Field of Global Save Query===
 +
These are used to query some directives in the global save.
 +
{| class="wikitable"
 +
|+
 +
|'''Query Directive'''
 +
|'''Explanation'''
 
|-
 
|-
|dailyIncomeScale
+
|[%global_int:ID%]
|每天城镇资源收入的倍率
+
|Return the value of global int field ID             
|1.0
 
 
|-
 
|-
|recruit_cost_scale
+
|[$global_str:ID$]
|招募/补给/进阶/开宝箱的成本倍率
+
|Return the value of global string field ID
|1.0
 
 
|-
 
|-
|building_cost_scale
+
|
|建造建筑/其他项目的成本倍率
+
|
|1.0
+
|}
 +
 
 +
 
 +
===Built-in Global Variable Field===
 +
 
 +
Following are key fields of a built-in global variable:
 +
{| class="wikitable"
 +
|+
 +
|'''Filed KEY'''
 +
|'''Explanation'''
 +
|-
 +
|save_max_hard_level
 +
|The greatest difficulty has been unlocked. Set to be 0 by default.
 
|-
 
|-
|custom_intval_watcher
+
|
|默认监视自定义变量字段 同 ADD_INTVAL_WATCHER 指令
 
 
|
 
|
 
|-
 
|-
|show_star_info
+
|
|显示声望(星星)
+
|
|0
+
|}
 +
<br />
 +
 
 +
===Built-in Custom Variable Field===
 +
 
 +
You can use directives like SETINTVAR and CHANGEINTVAR to change and save the built-in custom variable of the system. Different variables have a different function.
 +
{| class="wikitable"
 +
|+
 +
|'''KEY Field'''
 +
|'''Explanation'''
 
|-
 
|-
|ai_soldier_add_exp_per_period
+
|system_探索地图点数
|每天AI士兵增加经验基数
+
|Morale.                                        
|0
 
 
|-
 
|-
|team_role_count_base
+
|system_星星
|每个队伍基础携带角色数量
+
|The number of stars.
|3
 
 
|-
 
|-
|team_role_max
+
|system_敌方角色血量百分比
|部队最多携带角色数
+
|When the player is fighting an enemy the extra hp multiplier of the enemy.
|5
 
 
|-
 
|-
|team_card_count_base
+
|system_敌方角色攻击百分比
|每个队伍基础携带部队数量
+
|When the player is fighting an enemy, the extra physical/magic attack multiplier of the enemy.
|6
 
 
|-
 
|-
|team_card_max
+
|config_ai_level
|部队最多携带卡牌数
+
|The intensity level of AI (0: Easy; 1: Normal; 2: Difficult).
|40
 
 
|-
 
|-
|ai_recruit_resource_scale
+
|config_roll_limit
|AI招募的资源倍率
+
|Enable Roll Limit in battles 0: Disabled; 1: Enabled (By enabling the Roll Limit, there will be a CD and limit of rolling times).
|1.0
 
 
|-
 
|-
|ai_build_resource_scale
+
|config_hunger_penalty
|AI建造的资源倍率
+
|Enable Hunger Debuff 0: Disabled 1: Enabled (By enabling the Hunger Debuff, the movement of the player’s squad will be influenced when in hunger).
|1.0
 
 
|-
 
|-
|ai_upgrade_resource_scale
+
|config_upgrade_cost_reduce
|AI升级兵种的资源倍率
+
|EXP and materials needed to upgrade the current unit after discount (0~100 percentage; set to be 0 by default).
|1.0
 
 
|-
 
|-
|ai_highlevel_upgrade_average_days
+
|config_soldier_dead_scale
|AI模拟高等级升级兵时的检测周期期望(天数)
+
|A multiplier of death probability of the current minion (percentage; set to be 100 by default, final death probability = basic death probability *(config_soldier_dead_scale/100)).
此数值越高,AI升级兵种越慢。
 
|20
 
 
|-
 
|-
|ai_auto_balance_resource
+
| colspan="2" |'''The following directives are suitable for 0.7.3.1 or above version.'''
|AI是否会自动平衡各项资源
 
|0
 
 
|-
 
|-
|ai_invade_prob
+
|config_project_concurrent
|AI的进攻偏好系数,范围0~1 ,越接近1概率越高
+
|Maximum cardinal number of concurrent construction of projects in the current location.
|0.8
 
 
|-
 
|-
|invasion_destroy_factor
 
|侵略占领建筑物损毁概率。格式为:
 
摧毁个数1:概率1
 
摧毁个数2:概率2
 
...
 
摧毁个数N:概率N
 
例如:
 
1:50
 
2:30
 
3:10
 
4:5
 
 
|
 
|
 +
|
 +
|}<br />
 +
===Built-in Field in Initial Setting Table===
 +
 +
In the initial setting table, we can configure some initial fields that have actual functions.
 +
{| class="wikitable"
 +
|+
 +
|'''KEY Field'''
 +
|'''Explanation'''
 +
|'''Default Value'''
 
|-
 
|-
|monster_move_speed_random
+
|init_pos
|野怪发射器野怪随机移动速度随机修正范围,最多0.75
+
|Default info of respawning location.
|0
+
|
|-
+
|-
|soldier_battle_killed_prob
+
|init_statu
|士兵的基础战损,每个士兵在战斗结束时如果战败,有多少概率重伤
+
|Default attribute status info when the player respawns.
|0.2
+
|
|-
+
|-
|ai_soldier_battle_killed_prob
+
|init_money
|AI部队战败后阵亡概率
+
|Default initial property.
|1
+
|0
|-
+
|-
|ai_recruit_hero_free
+
|home_place
|AI免费招募英雄
+
|Default initial location ID.
|0
+
|
|-
+
|-
|army_base_move_speed
+
|init_skillpages
|军队基础移动速度
+
|Initially enabled skill page (format: see SET_SKILLPAGE directive).
|240
+
|
|-
+
|-
|monster_min_movespeed
+
|init_skills
|野怪最小的移动速度
+
|Initial skill page of the player (format: see GETSKILL directive).
|150
+
|
|-
+
|-
|caravan_move_speed_range
+
|init_equip
|商队移动速度范围 格式为:  最小速度,最大速度
+
|Initial equipment list info of the player.
|100,100
+
|
|-
+
|-
|farmers_move_speed_range
+
|init_camp_rl
|农民移动速度范围 格式为:  最小速度,最大速度
+
|Initial faction relationship list. Format:
|100,100
+
 
|-
+
Faction A, faction B, relationship, friendliness (-100~100)| faction A, faction C, relationship, friendliness(-100~100)|...|faction N, faction N, relationship, friendliness(-100~100).
|army_base_move_speed_range
+
|
|军队的移动速度范围 格式为:  最小速度,最大速度
+
|-
|100,100
+
|unchanged_diplomatic_relationship
 +
|Unable to change the relationships between factions dynamically? (0: Yes; 1: No).
 +
|0
 +
|-
 +
|gametime_scale
 +
|When the player is on the world map, the scale coefficient of in-game time (in-game day/second).
 +
|0.01
 +
|-
 +
|battletime_scale
 +
|When the player is on the world map, the scale coefficient of in-game time (in-game day/second), when this coefficient is 0, the time in skirmish or siege battles will stop.
 +
|0.005
 +
|-
 +
|no_card_auto_supply
 +
|Card durability cannot restore automatically.
 +
|0
 +
|-
 +
|drop_card_when_no_durability
 +
|When card durability becomes 0 in this mode, the card will disappear.
 +
|0
 +
|-
 +
|enable_card_upgrade
 +
|Enable card upgrading.
 +
|0
 +
|-
 +
|equipment_loss_durability
 +
|The equipment has durability.
 +
|0
 +
|-
 +
|levelup_exp_scale
 +
|Level up EXP multiplier.
 +
|1.0
 +
|-
 +
|seige_time
 +
|Basic preparation time for siege battle (day). Preparation time = basic time + Weapons degree* coefficient of extra time per Weapons degree (the siege_time_per_armvalue feild).
 +
|0
 +
|-
 +
|siege_time_per_armvalue
 +
|The coefficient of extra time per weapon degree when preparing for a siege battle.
 +
|0
 +
|-
 +
|project_time_scale
 +
|The proportion of project time. <1: shorten time; >1: extend time.
 +
|0.99
 +
|-
 +
|dailyIncomeScale
 +
|The multiplier of daily city resource income.
 +
|1.0
 +
|-
 +
|recruit_cost_scale
 +
|The multiplier of the cost of recruitment/supply/upgrade/chest opening.
 +
|1.0
 +
|-
 +
|building_cost_scale
 +
|The multiplier of the cost of building construction/other projects.
 +
|1.0
 +
|-
 +
|custom_intval_watcher
 +
|Default custom variable field of the monitor (same as the ADD_INTVAL_WATCHER directive).
 +
|
 +
|-
 +
|show_star_info
 +
|Show prestige (star).
 +
|0
 +
|-
 +
|ai_soldier_add_exp_per_period
 +
|Cardinal number of daily AI soldier (units from other factions) EXP increase.
 +
|0
 +
|-
 +
|team_role_count_base
 +
|The basic number of character slot each squad.
 +
|3
 +
|-
 +
|team_role_max
 +
|Maximum number of character slot each squad.
 +
|5
 +
|-
 +
|team_card_count_base
 +
|The basic number of minion slot each squad.
 +
|6
 +
|-
 +
|team_card_max
 +
|Maximum number of minion slot each squad.
 +
|40
 +
|-
 +
|ai_recruit_resource_scale
 +
|Resource multiplier of AI recruitment.
 +
|1.0
 +
|-
 +
|ai_build_resource_scale
 +
|Resource multiplier of AI construction.
 +
|1.0
 +
|-
 +
|ai_upgrade_resource_scale
 +
|Resource multiplier of AI minion upgrading.
 +
|1.0
 +
|-
 +
|ai_highlevel_upgrade_average_days
 +
|AI simulation of upgrading minions when the player’s level is high (expected number of days).
 +
 
 +
The higher this value is, the slower AI upgrades a type of minion.
 +
|20
 +
|-
 +
|ai_auto_balance_resource
 +
|If AI will balance each kind of resources automatically.
 +
|0
 +
|-
 +
|ai_invade_prob
 +
|Coefficient of AI invasion probability (0~1) The closer to 1, the more likely AI will invade.
 +
|0.8
 +
|-
 +
|invasion_destroy_factor
 +
|Destruction rate after invasion or occupation. Format:
 +
 
 +
Number of destroyed facility 1: probability 1.
 +
 
 +
Number of destroyed facility 2: probability 2.
 +
 
 +
 
 +
...
 +
 
 +
Number of destroyed facility N: probability N.
 +
 
 +
E.g.,
 +
 
 +
1:50
 +
 
 +
2:30
 +
 
 +
3:10
 +
 
 +
4:5
 +
|
 +
|-
 +
|monster_move_speed_random
 +
|Correction range of random creep movement speed of creep emitter (0.75 at most).
 +
|0
 +
|-
 +
|soldier_battle_killed_prob
 +
|The basic casualty of the soldiers. The probability of soldiers being poorly wounded after losing a battle.
 +
|0.2
 +
|-
 +
|ai_soldier_battle_killed_prob
 +
|Death probability of AI troops after losing a battle.
 +
|1
 +
|-
 +
|ai_recruit_hero_free
 +
|AI recruits heroes for free
 +
|0
 +
|-
 +
|army_base_move_speed
 +
|Basic movement speed of squads.
 +
|240
 +
|-
 +
|monster_min_movespeed
 +
|Minimum movement speed of creeps.
 +
|150
 +
|-
 +
|caravan_move_speed_range
 +
|Range of movement speed of Caravans. Format: min speed, max speed.
 +
|100,100
 +
|-
 +
|farmers_move_speed_range
 +
|Range of movement speed of farmers. Format: min speed, max speed.
 +
|100,100
 +
|-
 +
|army_base_move_speed_range
 +
|Range of movement speed of troops. Format: min speed, max speed.
 +
|100,100
 
|-
 
|-
 
|global_move_speed_range
 
|global_move_speed_range
|全局移动速度范围 格式为:  最小速度,最大速度
+
|Range of global movement speed. Format: min speed, max speed.
该数值影响所有的地图上可移动单位
+
 
 +
This value influences all movable units on all maps.
 
|20,400
 
|20,400
 
|-
 
|-
 
|battle_gain_money_scale
 
|battle_gain_money_scale
|战斗中标准获取金钱的放大系数
+
|Scale coefficient of obtaining money in battles.
 
|1
 
|1
 
|-
 
|-
 
|npc_drop_equipment
 
|npc_drop_equipment
|NPC是否会掉落装备 (0:否  1:是)
+
|If NPC will drop weapons (0: No; 1: Yes).
 
|0
 
|0
 
|-
 
|-
 
|npc_drop_equipment_prob
 
|npc_drop_equipment_prob
|NPC掉落装备概率
+
|Probability of NPC dropping weapon.
 
|0.15
 
|0.15
 
|-
 
|-
 
|loot_food_each_soldier
 
|loot_food_each_soldier
|每组士兵掉落食物的概率
+
|Probability of each group of soldiers dropping food.
 
|0.1
 
|0.1
 
|-
 
|-
 
|loot_food_each_hero
 
|loot_food_each_hero
|每个英雄掉落食物的概率
+
|Probability of each hero dropping food.
 
|1
 
|1
 
|-
 
|-
 
|hungry_fail_days
 
|hungry_fail_days
|饥饿失败天数
+
|Failed after being hungry for a certain number of days.
 
|3
 
|3
 
|-
 
|-
| colspan="3" |以下设置需要游戏版本高于0.7.2.1
+
| colspan="3" |'''The following directives are suitable for version higher than 0.7.2.1.'''
 
|-
 
|-
 
|ai_dailyfight_period
 
|ai_dailyfight_period
|AI势力强制讨伐判定间隔时间天数,<=0为关闭此判定。(此选项为默认AI侵略判定之外的逻辑,0.7.2.1之前版本默认为5)此外,此判定从本版本起将受到AI强度因数影响
+
|The period between each AI compulsory invasion checks <=0: Disable the check (this logic is different from default AI invasion check;the default parameter (in-game day) is 5 before version 0.7.2.1) In addition, this check will be influenced by AI intensity from this version.
 
|0
 
|0
 
|-
 
|-
 
|ai_active_level_default
 
|ai_active_level_default
|默认的AI强度等级,影响 config_ai_level 自定义字段的默认值
+
|Default AI intensity level, which influences the default value of the custom filed of config_ai_level.
 
|
 
|
 
|-
 
|-
 
|def_config_roll_limit
 
|def_config_roll_limit
|默认的是否开启翻滚限制,影响 config_roll_limit 自定义字段的默认值
+
|Whether to enable Roll Limit by default. This influences the default value of the custom field of config_roll_limit.
 
|
 
|
 
|-
 
|-
 
|def_config_hunger_penalty
 
|def_config_hunger_penalty
|默认的是否开启饥饿惩罚,影响 config_hunger_penalty 自定义字段的默认值
+
|Whether to enable Hunger Debuff. This influences the default value of the custom field of config_hunger_penalty.
 
|
 
|
 
|-
 
|-
 
|def_seige_battlemap
 
|def_seige_battlemap
|缺省的攻城战地图ID
+
|Default map ID of siege battle.
 
|
 
|
 
|-
 
|-
| colspan="3" |以下设置需要游戏版本高于0.7.3.1
+
| colspan="3" |'''The following directives are suitable for version higher than 0.7.3.1.'''
 
|-
 
|-
 
|init_inventory_capicity
 
|init_inventory_capicity
|默认初始背包容量基数
+
|Default cardinal number of initial bag capacity.
 
|60
 
|60
 
|-
 
|-
 
|def_project_concurrent
 
|def_project_concurrent
|地点默认同时进行项目建设的数量
+
|Default cardinal number of concurrent construction of projects in the current location.
 
|1
 
|1
 
|-
 
|-
| colspan="3" |以下设置需要游戏版本高于0.7.4.1
+
| colspan="3" |'''The following directives are suitable for version higher than 0.7.4.1.'''
 
|-
 
|-
 
|camp_rep_wanted_val
 
|camp_rep_wanted_val
|个人在阵营声望达到通缉状态的阈值(小于此值但未达到战争状态时野外遭遇不会被攻击,但是进入此阵营地点时会被限制)
+
|Player’s prestige reaches the threshold of “Wanted” of a faction (when player’s prestige is lower than “Wanted” but has not reached the “At War” status, the player will not be attacked by squads of this faction in the wild, but they will not be allowed to enter certain cities).
 
|0
 
|0
 
|-
 
|-
 
|camp_rep_war_val
 
|camp_rep_war_val
|个人在阵营声望达到战争状态的阈值(小于此值野外遭遇会被该阵营的单位攻击)
+
|Player’s prestige reaches the threshold of “At War” of a faction (when player’s prestige is lower than the point, the player will be attacked in the wild by squads of this faction).
 
| -10
 
| -10
 
|-
 
|-
| colspan="2" |以下设置需要游戏版本高于0.8.0.1
+
| colspan="3" |'''The following directives are suitable for version higher than 0.8.0.1'''
|
 
 
|-
 
|-
 
|dg_levelup_skill
 
|dg_levelup_skill
|战斗中升级时播放特效对应的技能ID
+
|Skill ID of level-up special effect in battles.
 
|升级特效
 
|升级特效
 
|-
 
|-
 
|init_items
 
|init_items
|初始道具表
+
|Initial item list.
 
|
 
|
 
|-
 
|-
 
|def_dropitem_model
 
|def_dropitem_model
|战斗中默认道具掉落在地上的模型及特效信息(格式为:大地图单位模型ID#特效信息)
+
|Model and special effect info of items dropped in battles (Format: world map unit model#special effect info).
 
|chest1#psChestFlash1,0,0
 
|chest1#psChestFlash1,0,0
 
|-
 
|-
第2,844行: 第3,145行:
 
|
 
|
 
|
 
|
|}除了以上表中的特定初始设定字段外,初始设定表中还会有一些以 "gui_"开头的UI重置特定字段用来实现对一些游戏内置UI的自定义重置,具体见重置游戏界面相关说明<br />
+
|}Besides specific initial fields above, there are some UI-resetting fields, starting with “gui”, in the initial set list, which are used to do a custom reset on certain built-in UI in the game. For more details, please see instruction on game interface reset. <br />
  
===对话框及一些通用UI中支持的字体颜色指定代码===
+
===Codes of Text Color in Common UI===
在对话框、文字框以及一些常见的UI中,通常可以使用以下格式来为文本中的指定文字更改颜色。
+
In dialogues, text boxes or other common UI, we can follow certain formats to change the colours of texts.
  
例如:这是一段<nowiki>[[imp:红色字体]]</nowiki>,<nowiki>[[red:红色字体]]</nowiki>,<nowiki>[[&ff6699ff:自定义颜色]]</nowiki>的字体
+
E.g., This is a imp:red font text, red:red font text, &ff6699ff:custom color text font.
  
目前可支持的定制颜色如下(自定义颜色需用"&"符号替换"#"):
+
Currently, we support preset colours for the following types (to use custom colours, replace “#” with “&” ).
  
*place:地点名称的统一颜色
+
*place: unified colour for the location name.
*role:人物名称的统一颜色
+
*role: unified colour for the character name.
*camp:阵营名称的统一颜色
+
*camp: unified colour for faction name.
*item:物品名称的统一颜色
+
*item: unified colour for item name.
*imp:重要信息的统一颜色<br />
+
*imp: unified colour for an important message.
  
 
<br />
 
<br />
===人物角色位置指令格式===
+
===Format of Character Position Directive===
人物位置格式为:位置代码:位置参数
+
Format: position code:position parameter.
  
支持的位置代码有 0:未分配  1:地点中  2:队伍中  3:项目中
+
Supported position codes are: 0: Unallocated; 1: In position; 2: In squad; 3: In a project.
  
*当位置代码为1地点中时:格式如下 1:地点ID,设施ID (设施ID为空表示在设施外部)
+
*when the code is 1: Format:  1: location ID, facility ID (if the facility ID is empty, it means the character is outside the facility).
*当位置代码为2队伍中是:格式如下 2:队伍ID
+
*when the code is 2: Format:  2: squad ID.
  
 
<br />
 
<br />
  
===游戏内全局位置指令格式===
+
===Format of In-game Global Position Directive===
当为一个队伍或者大地图上的对象指定位置信息时,就需要一个可以进行全局位置指定的指令格式(如使用TELEPORT指令等)
+
When assigning the position for a squad or object on the world map, we can follow a format of globally position assignment (e.g., the TELEPORT directive).
  
全局位置格式为: 
+
Format of global position: 
  地图ID:坐标X,坐标y
+
  Map ID:coordinate X,coordinate Y
  
  
===特定战斗中的单位限制指令格式===
+
===Format of Unit-Limitation Directive in Specific Battles===
在特定战斗表中,可以在“限制条件”一栏中填入以下格式的指令字段进行单位或者特殊限制。
+
In a specific battle table, you can fill in a directive of the following types in the “Limit” column, to execute unit or special restrictions.
  
格式如下:
+
Format:
  命令1:参数1;命令2:参数2;...命令N:参数N;
+
  Directive 1:parameter 1;directive 2:parameter 2;...directive N:parameter N;
目前支持的限制命令如下:
+
Currently supported types of limitation directives are:
  
*player 重置队伍英雄列表 格式为:人物ID1,重置等级(-1或不填表示不重置)|人物ID2,重置等级|人物ID3,重置等级|...|人物ID N,重置等级
+
*player: reset squad hero list. Format: character ID1,reset level (-1 or left empty: Do not reset)|. character ID2,reset level| character ID3, reset level|...| character ID N,reset level.
*units 重置队伍小兵列表 格式为一般卡牌列表格式
+
*units: reset squad minion list. Format: same as the common minion list.
*add_stat 附加角色属性状态 格式为:目标人物ID#状态表
+
*add_stat: additional character attribute status. Format: target character ID#status list.
  
  
===大地图单位控制指令表===
+
===Directive List of Unit Control on the World Map===
大地图单位(队伍)控制指令是用来对大地图上的单位进行序列行为指定的控制方法。当单位被指定控制指令表后,会按照先后顺序逐步执行每一条指令,直到指令表执行完成。当单位执行动作进行中途保存退出后,读档时会按照之前的指令表继续执行指令。
+
World map unit (squad) control directives are methods used to manage the action order of world map units. When a unit has specific control directive list, it will execute every directive in sequence until the execution is finished. After the game is saved halfway of the execution of the directives and the player exits the game, the execution will continue when the save is loaded.
  
注意:除了假人(包括剧情控制中需要的假人和游戏中的野怪等)外,其他类型的队伍的指令表执行结束后会自动解散队伍。
+
Please note: after the execution of all directives of a squad, the squad will be dismissed. Dummies (creeps and dummies needed for stories included) are an exception.
  
控制指令的格式是由整形数字的命令类型加命令内容组成,多行以“;”进行分隔,每行指令以指令类型代码+”,”开头,后面为指令参数,例如:
+
Control directive consists of int-number directives and directive content, separated by “;”. Directive of each line starts with a directive-type code and “+”, followed by a directive parameter.
1,测试地图:100,100;1,测试地图:100,200;99,0
 
上述代码表示先移动到测试地图的坐标1(100,100),再移动到2(100,200),然后解散队伍;
 
  
目前支持的指令类型代码如下:
+
For example:
 +
1,test map:100,100;1,test map:100,200;99,0
 +
The code above means that the squad will move to coordinate 1 (100,100) first, and then to coordinate 2 (100,200). Finally, the squad will be dismissed.
 +
 
 +
Currently, supported directive-type codes are:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!控制指令代码
+
|'''Control Directive Code'''
!说明
+
|'''Explanation'''
 
|-
 
|-
 
|1
 
|1
|向大地图坐标移动 参数为目标地图坐标(地图坐标格式 地图ID:坐标X,坐标Y)
+
|Move towards a coordinate on the world map. The parameter is the target coordinate (coordinate format: map ID: coordinate X, coordinate Y).
 
|-
 
|-
 
|2
 
|2
|在原地停留 参数为停留时间(单位:游戏内天数)
+
|Stay where you are. The parameter is the time of staying (count by in-game day).
 
|-
 
|-
 
|3
 
|3
|进入地点 参数为目标地点ID
+
|Enter a location. The parameter is the target location ID.
 
|-
 
|-
 
|4
 
|4
|攻打目标地点 参数为目标地点ID,攻占方式(0:占领 1:掠夺)
+
|Attack the target location. The parameter is the target location ID. (invasion type: 0: Occupy; 1: Raid).
 
|-
 
|-
 
|5
 
|5
|在目标地点内停留 参数为目标地点ID,停留时间
+
|Stay in the target location. The parameter is the target location ID, time of staying.
 
|-
 
|-
 
|7
 
|7
|执行一个事件 参数为事件ID
+
|Execute an event. The parameter is the event ID.
 
|-
 
|-
 
|8
 
|8
|更改当前StateNum值 参数为新的StateNum值
+
|Change the current StateNum value. The parameter is the new StateNum value.
说明:StateNum 可以用来标记一些控制队伍的当前状态。例如:命令一个单位去地图某个地方执行一个动作,当它到达之前StateNum为0,到达后将StateNum改为1,这样就可以在脚本中判断该队伍当前处于什么状态了。
+
 
 +
Note: StateNum can be used to mark the current status of some controlled squad. E.g., you can command a unit to a specific location on the map and execute an action. Before the unit reaches the destination, StateNum is 0; after its arrival, StateNum becomes 1. By doing so, we get to know the current status of a squad.
 
|-
 
|-
 
|9
 
|9
|永久执行自定义运动命令,命令格式说明见 [[通用剧情事件指令说明#单位队伍默认运动指令格式|单位队伍默认运动指令格式]]
+
|Execute custom movement directives permanently. (For directive format, see [[Common Scenario Directives#Format of Default Movement Directive of Unit Squad|Format of Default Movement Directive of Unit Squad]]).
 
|-
 
|-
 
|10
 
|10
|加入一个战团 参数为战团的数字ID(系统内置方法,不推荐调用)
+
|Join a Warband. The parameter is the Warband ID (built-in method of the system. We do not suggest calling this).
 
|-
 
|-
 
|11
 
|11
|执行一个动作 参数格式为:动作ID,循环次数(-1无限循环 ≥1有限次循环,当动作自身是循环动画时设置为1即可),单次动作时间(秒为单位,当非无限循环的动作次数播放结束后执行下一条指令),播放对象(0默认全体 1仅领队 2所有追随模型),初始帧区间(0~1之间,1为动画最后一帧。-1为随机取0~1之间的值),播放结束后是否转入下一个指令(默认为0否 1是)
+
|Execute an action. Parameter format: action ID, loop times (-1: Endless; >=1: Limited times; set 1 when the action itself is a looping animation), single-action time (count by second; execute the next directive when the action finishes looping, if it does not loop permanently), object(0: All units by default; 1: Leader only; 2: All followers), initial frame range (0~1; 1: the last frame of the animation; -1: a random number between 0 and 1), whether to execute the next directive after playing the animation (0: No by default; 1: Yes).
模型当前支持的默认动作表:
+
 
 +
Supported default action list of models:
 +
 
 +
· Loop action: standby, move, walk slowly, charge, recharging.
  
*循环动作:待机、移动、慢走、冲锋、蓄力
+
· Single action: being hit, evade, block, attack, shoot, horizontal. slash, vertical slash, release, roar, knock up, jump, celebrate, die.
*单次动作:受击、闪避、格挡、攻击、射击、横劈、顺劈、直击、释放、咆哮、击飞、跳跃、庆祝、死亡
 
|-
 
|12
 
|<s>掠夺一个地点 参数为目标地点ID</s>【已废止】
 
 
|-
 
|-
 
|13
 
|13
|开宝箱 参数为宝箱ID
+
|Open a chest. The parameter ID is the chest ID.
 
|-
 
|-
 
|14
 
|14
|执行一个TimeLine动作 参数格式为:TimeLineID,持续时间(默认-1,始终持续,当>0时播放执行时间后结束)
+
|Execute a TimeLine action. Format: TimeLineID, duration (set -1 by default, permanent; >0: Action ends after the time set).
 
|-
 
|-
 
|15
 
|15
|改变当前队伍对玩家的态度 0:中立  1:敌对
+
|Change the attitude of the current squad towards the player (0: Neutral; 1: Hostile).
 
|-
 
|-
 
|16
 
|16
|改变当前队伍移动速度 参数为目标移动速度
+
|Change the current movement speed of the current squad. The parameter is the target movement speed.
 
|-
 
|-
 
|17
 
|17
|交易成功 参数为交易目标地点ID
+
|Trade succeeded. The parameter is the location ID of the trade.
 
|-
 
|-
 
|18
 
|18
|进行交易 参数为交易目标地点ID
+
|Trade with a merchant. The parameter is the location ID of the trade.
 
|-
 
|-
 
|19
 
|19
|跟随队伍目标 参数为跟随目标的控制ID
+
|Follow a squad target. The parameter is the control ID of the target being followed.
 
|-
 
|-
 
|99
 
|99
|解散当前队伍
+
|Dismiss the current squad.
 
|}<br />
 
|}<br />
  
===单位队伍默认运动指令格式===
+
===Format of Default Movement Directive of Unit Squad===
大地图上的假人、野怪、队伍中会需要设置默认的运行方式或者是通过脚本改变其运动模式。指定运动模式后,单位会按照此指令进行默认的行为动作。
+
Dummies, creeps and squads on the world map will change their movement modes based on the default way of moving or the changes of scripts. After choosing a movement mode, units will perform default actions according to the directive.
  
单位运动指令的格式为:
+
Format of unit movement directive:
  运动方式,参数1[,参数2,...,参数N]
+
  Movement mode,parameter 1[,parameter 2,...,parameter N]
当前可支持的运动方式及参数格式为:
+
Currently supported movement modes and the formats of the parameter are:
  
*范围内游荡:WANDER,运动半径,[中心坐标X,中心坐标Y](如不指定中心坐标则以当前位置为中心)
+
*Wander within range: WANDER, movement radius,[central coordinate X, central coordinate Y](the current position is the centre if the central coordinate is not assigned).
*巡逻运动:PATROL,坐标1X,坐标1Y,坐标2X,坐标2Y,...,坐标NX,坐标NY(当第一个坐标等于最后一个坐标时执行循环运动,否则为往复运动)
+
*Patrol: PATROL, coordinate 1X, coordinate 1Y, coordinate 2X, coordinate 2Y,..., coordinate NX, coordinate NY(when the first coordinate is the same as the final coordinate, the patrol movement loops in a circle; otherwise, the patrolling movement goes back and forth).
*其他为静止不运动
+
*Others: Stay still.
  
  
===物品列表信息格式===
+
===Format of Item List Info===
物品列表信息是最常使用的信息格式之一,各种物品获取相关的指令(GETITEMS等指令)、配置表中都会用到这种信息格式。
+
The item list info is one of the most common info formats. We use this format in the directives of obtaining various items (GETITEMS, etc.) and configuration tables.
  
物品信息的格式如下:
+
Format:
  物品代码1,数量1[,细节信息表]|物品代码2,数量2[,细节信息表]|....|物品代码N,数量N[,细节信息表]
+
  Item code 1,number 1[,detailed info list]|item code 2,number 2[,detailed info list]|....|item code N,number N[,detailed info list].
细节信息表为格式为"key1=val1,key2=val2,..."的字典表,其支持以下信息字段内容:
+
The format of the detailed info list is the dictionary list of "key1=val1,key2=val2,...". Following fields are supported:
  
*【mf】自动匹配创建词缀:mf=最低品质N-最高品质N[-变量数值附加基数]
+
*[mf] auto-match the created affixes: mf=lowest quality; N-highest quality; N[-additional cardinal number of variable value]. E.g., Longsword,1,mf=0-3  Explanation: the “mf” field helps the current weapon to automatically match a quality (0~3) affix (0 means no affix).
  
例:长剑,1,mf=0-3 说明:以mf开头的词缀代码表示自动适配出品质从0-3之间的词缀(0为不附带词缀)。
+
*[cw] create custom affix: cw= affix ID+ additional cardinal number of variable value (0-100). E.g., Longsword,1,cw=Lifesteal Sword+50 Explanation: the variable value of items with the affix of Lifesteal Sword, is between 50 and 100.
  
*【cw】创建制定词缀:cw=词缀ID+变量数值附加基数(0-100)
+
*[w] assign the affix details of items: w=affix ID$ [variable code array]
 +
*[qv] assign the variable array of item attribute: qv= variable code array
 +
*[p] assign the buy-in price of items: p= buy-in price
  
例:长剑,1,cw=吸血剑+50 说明:表示附带吸血剑指定词缀的物品,所有变量数值指定由50-100之间。
 
  
*【w】指定物品词缀详情:w=词缀ID$[变量代码数组]
+
The variable code array consists of two columns of 2-dimensional arrays. Column 1 is enumerated numbers, and column 2 is quality numbers (0~100). The two columns are connected by “/”. If a affix has 3 parts, then its variable array might be: 0/50/0/100/0/100<br />
*【qv】指定物品属性的变量数组:qv=变量代码数组
 
*【p】指定物品的记录买入价格:p=买入价格
 
  
变量代码数组由列数为2的二维数组组成,列1为枚举值,列2为品质数值(0-100),以”/”进行连接。比如一个词缀有3条词条,那么他的变量数组可能为:0/50/0/100/0/100
+
===Format of Weather Effect Info===
 +
When using directives to control weathers, we mainly use directives to control a list weathers, which is separated by “|”.
  
<br />
+
Format of weather effects description:
 +
Weather effect ID1, intensity|weather effect ID2,intensity|...weather effect IDN,intensity
 +
Currently, supported weather effect IDs are:
  
===天气效果信息格式===
+
*雨(Rain): Disabled when the intensity is 0; 1~50: Normal; 50~100: Heavy.
使用指令代码控制天气时多以组合天气效果为主,多个天气效果以"|"进行连接。
 
  
天气效果描述信息格式为:
+
*雪(Snow): Disabled when the intensity is 0; 1~50: Normal; 50~100: Heavy.
天气效果ID1,强度值|天气效果ID2,强度值|...天气效果IDn,强度值
+
*风沙(Sandy): Disabled when the intensity is 0 (1~100).
目前游戏中支持的天气效果ID有:
+
*雷电(Thunder): Disabled when the intensity is 0 (1~100).
 +
*雾(Fog): Disabled when the intensity is 0 (1~100).
 +
*黑暗(Darkness): Disabled when the intensity is 0 (1~100).
 +
*炎热(Hot): Disabled when the intensity is 0 (1~100) (Heat Distortion Effect).
 +
*云(Cloudy): Disabled when the intensity is 0 (1~100) (shadows of cloud in clear days).
  
*雨:强度为0时关闭  1~50为普通 50~100为大雨
 
*雪:强度为0时关闭  1~50为普通 50~100为大雪
 
*风沙:强度为0时关闭  1~100
 
*雷电:强度为0时关闭  1~100
 
*雾:强度为0时关闭  1~100
 
*黑暗:强度为0时关闭  1~100
 
*炎热:强度为0时关闭  1~100(热变形特效)
 
*云:强度为0时关闭 1~100(晴天时地面的云朵阴影)
 
  
地图编辑器及各种配置表中的天气效果信息字段填写格式如下:
+
Format of weather effect field in map editor or config tables:
  概率1,持续时间1:[天气效果描述信息1];概率2,持续时间2:[天气效果描述信息2];概率3,持续时间3:[天气效果描述信息3];[...];概率N,持续时间N:[天气效果描述信息N]
+
  Probability 1,duration 1:[weather effect description 1]; Probability 2,duration 2:[weather effect description 2]; Probability 3,duration 3:[weather effect description 3];[...]; Probability N,duration N:[weather effect description N]
比如:30,1:;50,3:雨,20|雾,10;20,5:风沙,30
+
E.g., 30,1:;50,3:雨,20|雾,10;20,5:风沙,30
  
表示30%的概率持续一天无天气效果,50%的概率持续3天下雨,20%的概率持续5天风沙天气
+
The above code means there is a 30% chance of not having any weather effect for a whole day, 50% chance of raining for 3 consecutive days, and 20% chance of having 5 consecutive sandy days.
  
 
<br />
 
<br />
  
===镜头滤镜效果信息格式===
+
===Format of Camera Filter Effect Info===
当使用SET_CAMERA_FILTER等指令时可以对当前游戏设置镜头滤镜效果。
+
We can use directives like SET_CAMERA_FILTER to set the camera filter of the current game.
  
镜头滤镜效果信息的格式为:
+
Format:
  滤镜效果ID1,强度值|滤镜效果ID2,强度值|...滤镜效果IDn,强度值
+
  Filter effect ID1,intensity|filter effect ID2,intensity|...filter effect IDN,intensity
目前游戏中支持的镜头滤镜效果ID有:
+
Currently, supported filter effect IDs are:
  
*暗角:强度为0时关闭  1~100为镜头边框的暗影程度
+
*暗角 (Vignetting): Disabled when the intensity is 0 (0~100). The degree of darkness of camera’s corners.
*黑白:强度为0时关闭  1~100为同一黑白照片效果
+
*黑白 (Black&white): Disabled when the intensity is 0 (0~100). The black-and-white version of the camera.
*老旧:强度为0时关闭  1~100为老旧(泛黄)照片效果
+
*老旧 (Classic): Disabled when the intensity is 0 (0~100). The yellowing classic style of camera.
  
  
===人物表中具有特殊含义的TAG===
+
===TAGs with Special Meanings in Faction List===
目前一些程序中使用的人物TAG字段
+
The following are the character TAGs used in the program.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!字段
+
|'''Field'''
!说明
+
|'''Explanation'''
 
|-
 
|-
 
|LIKE
 
|LIKE
|标识人物所喜欢的物品类型,影响好感度提升速度
+
|Mark the type of items a specific character likes, which affects the increased speed of favour.
格式:LIKE:类型1|类型2|...
+
 
 +
Format: LIKE:type 1|type 2|...
 
|-
 
|-
 
|DEF_WEAPON_SPEED
 
|DEF_WEAPON_SPEED
|默认的武器速度,有此tag时会在人物不装武器时候以此速度为默认武器速度
+
|Default weapon speed. Characters with this tag will take this speed as the default weapon speed even if they do not have a weapon.
 
|-
 
|-
 
|FVChangeUnit
 
|FVChangeUnit
|通过礼物改变角色好感度的算法单位系数,无此标记为默认值
+
|Change the coefficient of character’s favour via sending gifts. Set to be the default value without this field.
 
|-
 
|-
 
|dg_skill
 
|dg_skill
|替换此人物的地城技能
+
|Replace the dungeon skill of this character.
 
|-
 
|-
 
|attached_script
 
|attached_script
|人物在战斗中挂载的脚本事件ID
+
|ID of script event mounted on characters in battles.
 
|-
 
|-
 
|loot_list
 
|loot_list
|地城战斗中此人物的掉落列表(可用“经验”物品ID作为指定经验获取的来源)
+
|The dropping list of this character in dungeon battles (can use the“EXP” item IDs as a specific source of EXP).
 
|-
 
|-
 
|IsNoExpel
 
|IsNoExpel
|是否不允许驱逐此角色 (不为空生效)
+
|This character is not allowed to be expelled (enabled when this field is not empty)
 
|-
 
|-
 
|IsNoBetray
 
|IsNoBetray
|是否不会背叛或主动离开阵营 (不为空生效)
+
|This character will not betray or leave their faction automatically (enabled when this field is not empty)
 
|-
 
|-
 
|
 
|
第3,074行: 第3,375行:
 
|}
 
|}
  
===地点表中具有特殊含义的TAG===
+
===TAGs with Special Meanings in Location List===
程序中具有实际功能的地点TAG表
+
The following is a TAG list of locations with actual functions in the program.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!字段
+
|'''Field'''
!说明
+
|'''Explanation'''
 
|-
 
|-
|迷你地图显示
+
|Show minimap
|除城镇地图默认显示外,其他地方如果要显示必须此tag=1
+
|City maps are shown by default. If there are other places that need to be shown by default, this tag must be 1.
 
|-
 
|-
|迷你地图不显示
+
|Do not show minimap
|顾名思义
+
|It is what the field means.
 
|-
 
|-
|AI出征关闭
+
|Disable AI invasion
|有此tag的据点不会主动出征、巡逻、占领资源点
+
|Bases with this tag will not invade, patrol or occupy resources automatically.
 
|-
 
|-
 
|SharedPermission
 
|SharedPermission
|共享通商许可地点ID,当此项存在时此地的通商许可与该ID的地点共享。
+
|The ID of the location that shares the trade permission. When this field exists, the trade permission of the current location is shared with the target location with this specific ID.
 
|-
 
|-
 
|
 
|
第3,097行: 第3,398行:
 
|}<br />
 
|}<br />
  
===阵营表中具有特殊含义的TAG===
+
===TAGs with Special Meanings in Faction Table===
程序中具有实际功能的阵营TAG表
+
The following is a TAG list of factions with actual functions in the program.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!字段
+
|'''Field'''
!说明
+
|'''Explanation'''
 
|-
 
|-
 
|NO_CHANGE_DIP
 
|NO_CHANGE_DIP
|游戏过程中不会受动态改变外交关系因素的影响,直接使用脚本指令改变除外
+
|Will not be affected by dynamic diplomatic relations in the game, unless you use script directives to change directly.
 
|-
 
|-
 
|UNFAILED
 
|UNFAILED
|此势力无法通过正常的途径被消灭
+
|This faction cannot be eliminated in a usual way.
 
|-
 
|-
 
|EMBARGO
 
|EMBARGO
|此势力占据的地点不会派出商队,也不会和其他地点通商
+
|Cities occupied by this faction will not send out caravans or trade with other cities.
 
|-
 
|-
 
|NO_FARMER
 
|NO_FARMER
|此势力占据的地点不会有人口流动
+
|There will not be farmer migration in cities occupied by this faction.
 
|-
 
|-
 
|CAMP_COLOR
 
|CAMP_COLOR
|指定的阵营颜色值,示例格式 CAMP_COLOR=FFFFFF
+
|Set a specific colour for a faction. Sample format: CAMP_COLOR=FFFFFF
 
|-
 
|-
 
|HIDE_BY_ACTIVESTATE
 
|HIDE_BY_ACTIVESTATE
|按照当前的ActiveState隐藏相关信息,如果配置表中“是否隐藏”字段为1时此TAG无效
+
|Hide relevant info according to the current ActiveState. If the “是否隐藏” field is set to be 1 in the configuration table, then this TAG is invalidated.
 
|-
 
|-
 
|
 
|
第3,127行: 第3,428行:
  
 
<br />
 
<br />
===物品表中具有特殊含义的TAG===
+
===TAGs with Special Meanings in Item Table===
程序中具有实际功能的TAG字段:
+
The following is a TAG list of items with actual functions in the program.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!字段
+
|'''Field'''
!说明
+
|'''Explanation'''
 
|-
 
|-
 
|IgnoreBagSpace
 
|IgnoreBagSpace
|该道具不会占据道具栏的使用空间,此字段为"1"时开启
+
|This item will not occupy a slot of player’s bag. Function enabled when the field is 1.
 
|-
 
|-
 
|NoSellOrDrop
 
|NoSellOrDrop
|该道具不能被丢弃或者出售,此字段为"1"时开启
+
|This item cannot be discarded or sold. Function enabled when the field is 1.
 
|-
 
|-
 
|BatchUse
 
|BatchUse
|是否支持批量使用,此字段为"1"时开启。 当一个带有此TAG的物品被使用时,其脚本中的 [%arg_int_val1%] 参数为使用时选择的数量值
+
|Weather player can use the item in the batch. Function enabled when the field is 1. When an item with this TAG is used, the [%arg_int_val1%] in its script will be the selected number of the item.
 
|-
 
|-
 
|DoNotCostWhenUse
 
|DoNotCostWhenUse
|使用时不消耗改物品,此字段为"1"时开启
+
|This item will not be consumed when used. Function enabled when the field is 1.
 
|-
 
|-
 
|Present
 
|Present
|<nowiki>礼物的类型标签字段,以"|"分隔</nowiki>
+
|<nowiki>The tag field of gift type, separated by “|”.</nowiki>
 
|-
 
|-
 
|AiNotLoot
 
|AiNotLoot
|AI不可通过正常手段获取到,此字段为"1"时开启
+
|This item cannot be accessed by AI in a normal way. Function enabled when the field is 1.
 
|-
 
|-
 
|Mendable
 
|Mendable
|是否可修复,不可修复的道具耐久度为0后自动损毁,“1”为是
+
|If this item is mendable, unmendable item will self-destroy after the durability becomes 0. (1: Yes ).
 
|-
 
|-
 
|DropModel
 
|DropModel
|战斗中该物品在地上的模型信息(格式为:大地图单位模型ID#特效信息  如为空则以初始设定表中的 def_dropitem_model 字段代替)
+
|The model info of the item when it is on the ground in battles. (format: world map unit model ID#special effect info (replaced by the def_dropitem_model field in the initial set list if the info is left empty)).
 
|-
 
|-
 
|
 
|
第3,163行: 第3,464行:
 
<br />
 
<br />
  
===地图表中探索地图信息字段中特殊字段说明===
+
===Special Ones of Map Exploration Info Fields in Map List===
程序中具有实际功能的信息字段:
+
The following is a list of info fields with actual functions in the program:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
第3,171行: 第3,472行:
 
|-
 
|-
 
|BattleLoseStay
 
|BattleLoseStay
|失败后停留在原地。仅探索地图模式中可用。0:否 1:是
+
|Stay still after losing a battle. Only available in adventure mode (0: No; 1: Yes)
 
|-
 
|-
| colspan="2" |'''以下字段适用于游戏版本≥0.7.2.1'''
+
| colspan="2" |'''The following fields are suitable for version above or higher than 0.7.2.1'''
 
|-
 
|-
 
|RolePlay
 
|RolePlay
|当玩家处于此地图时,角色的模型及名称将以此字段值为ID的人物信息所代替,并且不会显示随从单位的模型,此外背包、队伍等界面功能将被禁用
+
|When the player is on this map, their character model and name will be replaced by the info of character whose ID is filled into this field. The models of the following minions will be hidden too. The bag and squad panels become inaccessible.
 
|-
 
|-
 
|FixedGameTime
 
|FixedGameTime
|当此选项不为空时,游戏时间将被冻结到该字段值所代表的一天中的某个时间(范围0~1.0,例如0.5代表正午12点)。当时间冻结时,世界时间将不会推进,只有当前地图上的单位才可以行动
+
|When this field is not empty, the in-game time will be frozen at a certain point of a day (0~1.0, 0.5 means 12 pm). When the time is frozen, the world will not run on. Only units on the current map can take actions.
 
|-
 
|-
 
|CameraFilter
 
|CameraFilter
|当处于此地图时强制使用此字段值信息作为镜头滤镜效果。效果同SET_CAMERA_FILTER指令
+
|When on this map, use this field compulsorily as a camera filter. The effect is the same as the SET_CAMERA_FILTER directives.
 
|-
 
|-
 
|NoFoodConsume
 
|NoFoodConsume
|当此选项为1时,玩家在此地图中不会有食物消耗,也不会被饿死
+
|When this field is 1, the player will not consume food on this map and will not die because of hunger.
 
|-
 
|-
 
|
 
|
第3,192行: 第3,493行:
  
  
===副本信息表中TAG特殊字段说明===
+
===Special Fields of TAG in Instance Info List===
程序中具有实际功能的信息字段:
+
The following is a list of info fields with actual functions in the program:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!字段
+
|'''Field'''
!说明
+
|'''Explanation'''
 
|-
 
|-
 
|PlayerInitType
 
|PlayerInitType
|玩家角色初始化模式 0:默认模式(以默认的角色模板和副本初始化位置来初始化角色) 1:手动模式(通过LUA接口来实现控制角色初始化)
+
|The initial mode of player’s character (0: Default (use the default character template and initial position in the instance to initialize the character) 1: Manual (initialize the character via the LUA port)).
 
|-
 
|-
 
|ExpMode
 
|ExpMode
|经验分配模式,格式为:分配模式[,半径参数]
+
|EXP allocation mode. Format: allocation mode[,radius parameter].
分配模式有以下几种
+
 
 +
The allocation modes are:
  
*0:补刀模式(默认,击杀者独自获得经验)
+
*0: Killer mode (default; the enemy killer has all EXP).
*1:平均分配模式(参数为分配半径,半径参数≤0时为所有己方玩家平均分配)
+
*1: Average Mode (the parameter is the allocation radius; when the parameter <=0, all allies share EXP).
*2:共享分配模式(半径参数如果大于0则在半径范围内进行经验共享)
+
*2: Share Mode (if the radius parameter >0, share EXP with allies with the radius).
 
|-
 
|-
 
|
 
|
第3,214行: 第3,516行:
 
|}
 
|}
  
===物品道具词条信息格式===
+
===Format of Item Entry Info===
物品道具的词条以“词条类型:{枚举信息1,数值1;枚举信息2,数值2;...}”的格式设置在物品表中,其中词条类型分为以下几种:
+
Entries of items follow the format of “entry type:{enumerated info 1, value 1; enumerated info 2, value 2;… }”, and they are set in the item list. Entries can be sorted as:
  
*a:被动增加角色属性,枚举信息为增加属性的Key
+
*a: increase the character’s attribute passively. Enumerated info is the KEY to the increased attribute.
*skill:增加角色可用技能,枚举信息为技能ID
+
*skill: add new available skills to a character. Enumerated info is the skill ID.
*dg_skill:替换角色当前的地城技能,枚举信息为地城技能ID
+
*dg_skill: replace the current dungeon skill of the character. Enumerated info is the dungeon skill ID.
  
  
===物品掉落信息格式===
+
===Format of Item Dropping Info===
物品掉落信息格式为:
+
Format:
  概率1,物品ID1,最低数量,最高数量[,附带参数表([[通用剧情事件指令说明#物品列表信息格式|物品列表信息格式]] )]|概率2,物品ID2,最低数量,最高数量[,参数表]|...|概率N,物品N,最低数量,最高数量[,参数表]  
+
  Probability 1,item ID1,min number,max number [,additional parameter list(see [[Common Scenario Directives#Format of Item List Info|Format of Item List Info]])]|probability 2,item ID2,min number, max number [,parameter list]|...|probability N,item N,min number,max number[,parameter list].
(如LOOT*100.0,金钱,100,200|50.0,经验,100,200 表示100%的概率获取100~200金钱 50%的概率获取100~200经验)
+
(E.g., “LOOT*100.0, 金钱,100,200|50.0, 经验,100,200” means that there is a 100% chance of obtaining 100~200 utars and a 50% chance to obtain 100~200 EXP).
  
'''其中,物品ID一项可指定特殊ID “QUERY”,表示从全局掉落表中查询一个掉落结果并返回。(见Q全局掉落表.xlsx 中格式)'''
+
'''In Item ID, you can execute a special ID Query, which is to query and return a result of item dropping from the global dropping list (see the format in Q全局掉落表.xlsx).'''
  
QUERY的参数表格式为“参数1=val1,参数2=val2,....”,可支持以下查询参数:
+
The format of the parameter list of QUERY is: “parameter 1=val1, parameter 2=val2,....” Following query parameters are supported:
  
*【id】直接从全局掉落表中取目标ID的结果(此项存在且不为空时将忽略所有其他查询条件)
+
*[id] obtain the result of the target ID from the global dropping list (ignore all the other query conditions when this exists and is not empty).
*【lv】指定的适配等级,当-1时适配所有查询结果 当为0时以主角当前等级进行查询
+
*[lv] specific conational query level(-1:return all query results; 0: query based on the current level of player).
*【t1】查询筛选TAG1
+
*[t1] query TAG 1 (a condition).
*【t2】查询筛选TAG2
+
*[t2] query TAG 2.
*【t3】查询筛选TAG3<br />
+
*[t3] query TAG 3.<br />
  
  
===特效对象事件脚本指令格式===
+
===Format of Script Directive in Special Effect Object Event===
特效对象可以附加 eftEffectEventHelper 脚本为其增加播放事件,每个事件的输入格式为: 事件时间点(start后的秒数):指令类型,参数1, 参数2,....,参数N
+
You can attach the eftEffectEventHelper script to a special effect object to add a new play-effect event. Format of every event: event time point (number of seconds after the start), parameter 1, parameter 2,, parameter N.
  
目前支持的指令类型有:
+
Currently, supported directive types are:
  
shake_cam:晃动屏幕 参数1为晃动时间 参数2为强度
+
shake_cam: screen shake. Parameter 1 is the duration of screen shake, and parameter 2 is the intensity.
  
play_sound:播放一个声音 参数1为声音ID
+
play_sound: play audio. Parameter 1 is the audio ID.

2020年9月22日 (二) 16:08的最新版本

Please pay special attention: when editing scripts, you must use half-size punctuations!!! Meanwhile, in scenarios and all configuration tables, please avoid using strings that contain special characters. Otherwise, there might be errors when scripts are injected.

Scenario Event

A scenario event is a basic element used to realize scenario scripts in the game. All scenario events in the game are called by emitters or executors and put into the directive queue. These scenario events will be run by the GameWorldManager one by one according to the in-game time. An integrate scenario event consists of the following parts:

1. Scenario Event ID: a unique label of a scenario event;

2. Directive Content: directives that will be executed after a scenario event is triggered;

3. Result: return a result according to the last directive, check conditions and jump to another possible line.

Scenario Event Trigger

Currently, all stories and events are established according to the mechanics of the scenario event trigger. The mechanics of a trigger is: event ports are set at different positions in advanced, and when the program accesses a position, it will call the port and import the current environment variables. The program will then traverse all defined triggers in the port event and return the trigger with the highest priority or all triggers that meet the conditions (to return one or all triggers is decided by the type of a port). Finally, a scenario event is executed. Triggers’ calling events is not executed immediately. Relevant events are put into the execution queue and get carried out procedurally until all events in the queue are executed.

Following is the list of scenario events defined in the game (port types in bold indicate that they execute all trigger events that meet the conditions instead of executing the one of the highest priority):

Port Type Explanation Object Type Object ID
passive Triggered passively;

usually used on triggers in the map editor or triggers that use the TRIGGER directive to execute directly.

talk Triggered when interacting with NPC.
first_in Triggered when the player enters the game for the first time.
encounter Triggered when interacting with units on the sandbox map. Control ID of the target Unit.
before_enter_map Triggered when entering the target map (if any mission trigger responds, the action of entering the map will be interrupted). Target map ID.
enter_map Triggered when entering a map. Target map ID.
before_leave_map Triggered when leaving the target map (if any mission trigger responds, the action of entering will be interrupted). Target map ID.
leave_map Triggered when leaving a map. Current map ID.
enter_place Triggered when entering the target location. Target location ID.
reach_place Triggered before entering a location on the world map (if any trigger responds, the action of entering the locaction will be interrupted) Target location ID.
leave_place Triggered when leaving the current location. Current location ID.
before_leave_place Triggered before leaving the current location (if any trigger responds, the action of leaving the location will be interrupted). Current location ID.
enter_building Triggered when entering the target building Target building ID.
reach_building Triggered before entering the target building (if any trigger responds, the action of entering the building will be interrupted). Target building ID.
leave_building Triggered when leaving the target building. Target building ID.
before_leave_building Triggered when leaving the target building (if any trigger responds, the action of leaving the building will be interrupted). Target building ID.
battle_start Triggered at the start of a battle.
battle_over Triggered at the end of a battle.
set_lord Triggered when AI appoints player as the ruler of a city.
job_cmd Triggered when the player is given a working order.
see_warband Triggered when encountering another squad and battle.
curplace_inwar Triggered when the location where the player is currently settling in is attacked.
quest_done Triggered when all conditions of a mission are met (mission incomplete). Mission ID.
on_end_work Triggered when completing a mission of a location.
occupy_place Triggered when the player occupied a location. Target location ID.
new_day Triggered when starting a new day. The target number of days.
reward_follower Triggered when the player rewards their followers.
reward_player Triggered when the player is rewarded.
dip_event Triggered when the player’s faction meets diplomatic affairs. Affair types:

1: Ransom Hostage 2: Friendly 3: Declare War 4: Alliance 5: Alliance Dismissed 6: Armistice.

Target Faction ID.
dip_ret_success Triggered when the player’s diplomatic request is met. Same as above. Same as above.
dip_ret_fail The diplomatic request is not met. Same as above. Same as above.
player_failed Triggered when the player failed in a skirmish. 
reinforce_request Triggered when reinforcement related to player happens.
is_fall Triggered when a faction collapsed. Faction ID.
is_to_fall Triggered when a faction loses all bases and is about to collapse. Same as above.
before_cash_present Triggered before being rewarded (action of rewarding is interrupted).
before_present Triggered before sending a gift (action of sending the gift is interrupted).
on_present Triggered when sending a gift.
encounter_role Triggered before the common dialogue that happens when the player encounters a character. Target Character ID.
helped_camp Triggered when the player encounters a conflict between two sides and helped one side. The faction of the leadrole of target’s squad.
on_place_rep_up Triggered when area tribute increased; the latest tribute value is stored in arg_int_val1.
on_place_rep_down Triggered when area tribute decreased; the latest tribute value is stored in arg_int_val1.
team_dismiss Triggered when a squad is dismissed. Squad Type:

0: character squad 1: squad created by scripts 2: caravan 3: dummy 4: peasant.

team_into_place Triggered when a squad enters a location. Squad Type: same as above. Target location ID.

Script Directive List

Script directives in the game usually follow the format of directive type*parameter 1#parameter2#...#parameter N, and uses line break to separate multiple lines of directives.

Currently, supported script directives are:

Directive Instruction
(null) Character Text Box

Function: show a dialogue with the typewriter effect and character painting.

Format: *Character ID(@position of character painting)#paragraph 1#paragraph 2#paragraph 3#...#paragraph N.

Annotation:

When certain paragraph needs to be bound with audios, add <voice:audio ID> in the front of the paragraph to show the according to the audio file for the words. The audio will be turned off when you skip the paragraph.
You can separate multiple paragraphs by “|” so that one of these paragraphs will be returned randomly.
When the paragraph begins with “inner:...”, a special piece of information is used;
The built-in special information IDs and meanings are as follow:  
inner:set_player_job: object’s words when they give orders to player
inner:set_player_lord: text when the player is appointed as a ruler
inner:self_introduce: self-introduction of a character 
inner:cur_doing: the content of what the current character has been doing
inner:cur_team_intent: intension of the current squad
*position of character painting: can be both L or R; set to be L by default—L stands for the left side of the text box, R for the right side. 
EVENT Jump-to Event

Function: Jump to and execute another specific scenario event ID.

Format: EVENT*scenario event ID#jump to the index value of the target event's subcommand line (starts from 0).

SUB_EVENT Jump-to Subevent

Function: jump to and execute another specific subevent and is able to jump back via the SUB_EVENT_RETURN directive.

Format: SUB_EVENT*scenario event ID.

SUB_EVENT_RETURN Return to Subevent

Function: jump back to the last subevent from the current subevent.

Format: SUB_EVENT_RETURN*

SELECT Dialogue Selection List Box

Function: Based on the text box, after the dialogue content is printed, a selection list box pops up, lets the player choose an option, and returns the result (the according [%result_code%] of the result command in the event).

Format: SELECT*character ID#dialogue content#1:option 1*condition group 1;2:option 2*condition group 2;…:N:option N*condition group N (only when a set of conditions are met or the group is empty will the option shows up; otherwise, it will be hidden).

Annotation:

when the KEY of an option begins with "+", the text box will not disappear after the player selects an option. 
SELECT_TALK Plugin Dialogue Option

Function: a selection list box that can present new options via a trigger list.

Format: SELECT_TALK*character ID#dialogue content#[ADDON_SELECT];[fixed option(e.g., 0: cancel)]#filter tag (separated by "|"; set to be "any" by default)

Annotation:

the first two parameters are the same as SELECT; the fourth parameter is the trigger type (set to be "any" by default if nothing is filled in), but certain options (whose trigger type is SELECT and meet conditions) will be selected from the trigger and be added as new options; the text shown is bound in the trigger, and the content of the triggered event is decided by the trigger event ID.
Please note: when using this directive, you need to add "[%result_code%][>]99:EVENTPOJO_EVENT* " to the result
In the trigger list, you can add a prefix "SUB_EVENT." to a trigger event ID to mark it as a subevent.
CMD_SELECT System Selection List Box

Function: a text box with a "confirm" button pops up.

Format: CMD_SELECT*select text info#option group (same as SELECT directive).

CONFIRM Text Confirmation Box

Function: a text box with a "confirm" button pops up.

Format: CONFIRM*text to confirm

TOAST Message on Screen

Function: a message pops up on the screen, which disappears after a short while.

Format: TOAST*message content

BB Character Icon Pop-up

Function: a character text box pops up at the specific position, without disturbing the current game. The player does not need to perform actions. The text box will disappear in a while.

Format: BB*character ID#dialogue content#extra existing time (counts by second; based on the original existing time of the dialogue, which is measured by the length of text).

GAME_MSG In-game News

Function: show a text in the UI message box, which can be reviewed in the News Log.

Format: GAME_MSG*news content#new type (0: Normal; 1: Warning; 2: System).

INPUT Input Text Box

Function: a text box pops up, and you can restore what you input in the queriable variable ([%input_str%]).

Format: INPUT*notice text#Len number limit of digit#default text.

DELAY Delay

Function: delay the current situation for a while (counts by seconds in the real world; the player cannot perform any action during the delay).

Format: DELAY*waiting time (second).)

SCREEN Fullscreen Subtitle

Function: show a subtitle in fullscreen (default background colour is black; transparency is adjustable).

Format: SCREEN*subtitle#resource name of background image#transparency (optional; default: 1).

BLACK_SCREEN Screen Curtain

Function: cover the UI layer of the screen with a black curtain. Only UI objects like fullscreen subtitles can be shown on the curtain.

Format: BLACK_SCREEN*turn on or not(0: Disabled; 1:Enabled).

SHAKE_SCREEN Screen Shake

Function: execute a screen shake effect.

Format: SHAKE_SCREEN*Time(second)#intensity (e.g., SHAKE_SCREEN*0.3#3).

SET_WEATHER Set Weather

Function: Set and replace the current weather in the game.

Format: SET_WEATHER*weather effect directive.

Annotation:

Format of weather effect directives: weather effect ID1, intensity|weather effect ID2, intensity|…weather effect IDN, intensity.
E.g., 雪,60|雾,20
Intensity Range:0~100; when the intensity is 0, the weather effect is disabled
For weather effect ID, please refer to Format of Weather Effect Info
BATTLE Start Battle

Function: start a skirmish or a battle defined in a specific battle table.

Format: BATTLE*battle ID (if you do not fill in a specific battle ID or fill in “ENCOUNTER”, you start a skirmish)#BGM (optional; if there is a BGM in a particular battle).

BATTLE_WITH Fight with Specific Unit

Function: start a custom fight with a specific target.

Format: BATTLE_WITH*target character info (optional)#minion info of the target (optional)#battle map info (optional)#battle location info (optional)#battlefield weather (optional)#BGM (optional).

BATTLE_WITH_TAGROLE Fight with Target Character

Function: start a specific fight with the target character immediately.

Format: BATTLE_WITH_TAGROLE*battle ID (battle ID is used to trigger scenario event only)#specific BGM (optional; if there is a BGM for a specific battle).

CHANGE_BGM Change Current BGM of the Game

Function: change the current BGM of the game based on the need of stories.

Format: CHANGE_BGM*parameter 1#paramter 2

Parameter 1: AudioID of the target BGM (switch back to the default BGM of the current map if this is empty; when the remaining field of this ID is “MUTE”, which means no BGM is played currently).
Parameter 2: validation type (0: invalidated when switching scenes; 1: always validated even when you save the game and come back unless you recall the CHANGE_BGM directive and define an empty AudioID).
PLAY_SOUND Sound Effect

Function: play a sound effect in the game.

Format: PLAY_SOUND*sound effect ID#delay time(set 0 by default).

PLAY_ROLE_VOICE Play Character Voice-over

Function: play an audio file that is defined in “Voice” of the character’s tags.

Format: PLAY_ROLE_VOICE*character ID, the setting of “Voice” of the relevant character’s tags.

DUNGEON [Unavailable]
NUMSEL Input Value Text Box

Function: a text box pops up, and you can restore what you input in the queriable variable ([%result_code%]).

Format: NUMSEL*text of input box#min value#max value#default value#item price#price message(when the item price is 0, system does not show the price message. Otherwise, the message needs to follow the format of “{0} Utar(s) for each unit, {1} Utar(s) in total”).

CHANGE_MONEY Change Player’s Money in Hand

Function: change the amount of money the player is holding according to the change value (the value can go lower than 0).

Format: CHANGE_MONEY*change value.

ROLE_CHANGE_MONEY Change a Specific Hero’s Money in Hand

Function: change the amount of money the player is holding according to the change value (the value can go lower than 0).

Format: ROLE_CHANGE_MONEY*Hero ID#change value.

GETITEMS Player Gets Items or Resources

Function: player’s character gains a list of items (please note: money, exp, and resources in the game can all be gained this way, as long as you have the correct mapping IDs).

Format: GETITEMS*item list info (e.g., GETITEMS*Tea of Merchant’s Guild, 3| Bread,1).

AI_CAMP_GETITEMS All Factions Get Items or Resources

Function: Same as the GETITEMS Directive. All factions get items or resources after calling the current directive.

Format: AI_CAMP_GETITEMS*item list info.

TRANSFER_ITEMS Convert Item

Function: convert a specific item in the current item list into a new item proportionally.

Format: TRANSFER_ITEMS*original item ID#new item ID#number of original item# number of new item#conversion time.

E.g., “TRANSFER_ITEMS*小麦#小麦粉#1#1#10” means converting wheat(小麦) into wheat powder(小麦粉) at a 1:1 proportion. If during the conversion, the original item becomes insufficient, the conversion stops.

GET_RND_ITEM Select a Type of Item Randomly

Function: select a type of item randomly among several items.

Format: GET_RND_ITEM*object item list (e.g., GET_RND_ITEMS*茶叶(Tea), 3|面包(Bread), 1|牛奶(Milk), 2. This means that you will get one type of the three.)

REMOVE_ITEMS Remove Specific Item or Resource

Function: remove a certain number of items from the item list of the player.

Format: REMOVE_ITEMS*item list.

REMOVE_SELECT_ITEMS Remove the Selected Item

Function: remove a certain number of items after creating the UI Selection Item List according to the ITEMS_SELECTOR directive.

Format: REMOVE_SELECT_ITEMS*maximum number of selected groups (choose object groups in the front from the selected targets)#number of removal(optional; set -1 by default. When the number is lower than 0 or higher than the number of the object’s stacks, remove the whole group. Otherwise, draw a specific number of all selected targets).

REMOVE_PRESENT Remove Specific Gift Item That Meet Requirement

Function: remove a gift item from the item list based on a specific gift tag.

Format: REMOVE_PRESENT*gift description. For the format of gift description, please refer to the format of the tag of "Like" in the mission list.

ITEMS_SELECTOR Open Item Selection Text Box

Function: an item selection text box pops up. You can restore your choice in a queriable variable ([%last_seled_items%],[%last_seled_item_id%], etc).

Format: ITEMS_SELECTOR*title of text box#number limit (no limit when below 0)#conditional expression filter.

LOOT Execute Drop Check

Function: execute a check according to the loot list (please refer to the: Format of Item Dropping Info).

Format: LOOT*Loot list

TEAM_GAINEXP Player’s Squad Gains EXP

Function: members in the player’s squad gain average EXP.

Format: TEAM_GAINEXP*exp gained (every unit gains the same amount of EXP).

TEST_ADD_ROLE_EXP Specific Hero Gains EXP

Function: a specific hero gains EXP.

Format: TEST_ADD_ROLE_EXP*hero ID#exp.

CHANGE_ROLE_LV Change Character Level

Function: change the level of a specific character.

Format: CHANGE_ROLE_LV*hero ID#expected level.

PLAYER_GUARDS_LEVELUP All Defending Heroes Level Up

Function: all heroes in a specific location increase their level by 1.

Format: PLAYER_GUARDS_LEVELUP*location ID.

PLAYER_TEAM_LEVELUP All Heroes in Player’s Squad Level UP

Function: all heroes in the player’s squad level up directly.

Format: PLAYER_TEAM_LEVELUP*.

SETTRIGG Set Trigger Switch

Function: turn on or turn off a trigger directly.

Format: SETTRIGG*trigger ID#status value (0: On; 1: Off)

TRIGGER Execute Trigger

Function: execute a specific trigger directly.

Format: TRIGGER*trigger ID

SET_ES Manually Set Scenario Event Status

Function: set the execution status of a scenario event manually (after the logics have been executed, the result will be marked with ResultCode of the current event).

Format: SET_ES*scenario event ID*status value (-1: Unexecuted; other values are the ResultCode of this event).

SETINTVAR Set Custom Int Variable

Function: set a custom int variable (recorded by saves). Some variable fields will be connected the in-game logic parameter (for custom int variable that are defined inside the program, please see the“Built-in Custom Variable Field”) and can be queried via built-in query parameter ([%int_val:ID%]).

Format: SETINTVAR*parameter ID#current int value

CHANGEINTVAR Change Custom Int Variable

Function: change the value of the current custom int variable.

Format: CHANGEINTVAR*parameter ID#value change (can be a negative number)#[optional: forceZero] After filling in forceZero, the value will not go below zero.

SET_TEMP_ID Set Temporary ID Variable

Function: set a temporary ID, which will not be recorded in saves and needs to be accessed in a unique way.

Format: SET_TEMP_ID*ID.

SETSTRVAR Set Custom String Variable

Function: set a string variable that can be recorded in saves. You can query this via built-in query parameter ([%str_val%]).

Format: SETSTRVAR*Variable ID#string value.

SETGAMETIMETAG Tag a Custom Crucial Time Point

Function: tag and record the current in-game time point with an ID. You can use [%tag_gametime_elapse%] to load the time span since the time point you record.

Please note: this directive is only used to transfer temporary variables in a series of stories, and the tag will not be stored in saves. Do not use this for scenes that need permanent data.

Format: SETGAMETIMETAG*time point ID.

SETGAMETIME Tag a Custom In-game Time Point

Function: tag and record the current in-game time point with an ID. You can query the relevant info of this time point via query parameter (see[%gametime_elapse%] and [%gametime_elapse_by_day%], etc.).

Format: SETGAMETIME*time point ID.

SET_CUSTOM_CD Set a Custom Cooldown Time

Function: set a custom cooldown timer and see whether the current cooldown is in use by checking if [%is_custom_cd:ID%] is 1 or not.

Format: SET_CUSTOM_CD*custom ID#Cooldown time(≤0: the cooldown is disabled;>0: set a specific time (count by day)).

GET_QUEST Claim a Mission

Function: claim a specific mission.

Format: GET_QUEST*mission ID.

ADD_QS Add Mission Subitem Counter

Function: add a subitem counter of missions manually.

Format: ADD_QS*mission ID#subitem index (starts from 0)#number of counter.

SETQUESTIEM Set Value of Mission Subitem

Function: set the value of the subitem of missions.

Format: SETQUESTIEM*mission ID#subitem index#value

DONE_QUEST Complete a Mission

Function: mark and complete a specific mission.

Format: DONE_QUEST*mission ID#reward or not(1: Yes).

SHOW_IMG Show a Character Painting Frame

Function: [not suggested; recommend using the SHOW_CG direcitve].

Format: SHOW_IMG*name of image*preset special effect 0*duration (second).

Format: SHOW_IMG*image resource name*preset special effect 0 *existing time (second).

CLOSE_IMG Disable Character Painting Frame

Function: disable the current character painting frame.

Format: CLOSE_IMG*preset special effect 0.

JOIN_ROLE Force Character to Join

Function: force a character to join your squad. If your team is full, this character will be placed in the Manage panel.

Format: JOIN_ROLE*character ID.

QUIT_ROLE Force Character to Leave

Function: force a character to leave your squad.

Format: QUIT_ROLE*character ID.

SET_PLACE Change Location Status

Function: set the current status of a location.

Format: SET_PLACE*location ID#status value (0: Normal; 1: Destroyed; -1: Hidden).

SET_ROLEPOS Set Character Position

Function: set a character’s position compulsorily (for character position info format, see the Character Position Directive).

Format: SET_ROLEPOS*character ID#position info

LEAVE_PLACE [Unavailable]
TELEPORT Teleport Player to Specific Position

Function: teleport player’s squad to a specific position in the world.

Format: TELEPORT*world position info.

TELEPORT_TO_PLACE Teleport Player to Specific Location

Function: teleport player’s squad to a specific location.

Format: TELEPORT_TO_PLACE*location ID.

TELEPORT_TO_ROLE Teleport Player to Target Character

Function: teleport player’s squad to where the target character is currently staying (this only works when the target is in a squad or a location).

Format: TELEPORT_TO_ROLE*character ID.

MAP_CMD Exclusive Directive Group for Unit Control on Sandbox Map

Function: control various units to execute specific directives on a sandbox map.

Format: MAP_CMD*directive content

Move to the target coordinate: MOVETO#target ID# X, Y of target coordinate X, Y#waiting for callback (1: No; 0: Yes).
Chase a specific target: CHASE#object ID#target ID#waiting for callback (1: No; 0: Yes).
Player enters a specific location: ENTER_PLACE#target location ID#method (0: Normal; 1: Stealth)#block enter_place events (0: No; 1: Yes).
Show a battle mark: SHOW_BATTLE_MARK#X, Y of the target coordinate.
Hide current battle mark: HIDE_BATTLE_MARK#1.
RESTORE Player’s Squad Get Recovered

Function: all units in the player’s squad are recovered.

Format: RESTORE*parameter (<=0: squad fully recovered; >0: squad recovered by a specific point).

TIME_ELAPSE Time Acceleration

Function: use this directive to accelerate in-game time. During the acceleration, a time bar will show up.

Format: TIME_ELAPSE*in-game time#time multiplier#frame message#can be canceled (0: Yes(default); 1: No)#show time bar (0: No(default); 1: Yes)#operation icon(icon name under Assets\BuildSource\Icons)#UI follows player’s squad (0: No; 1: Yes).

WAIT_EXEC Wait and Execute a Script Event

Function: show a timer and wait for some time (in-game). A scripted event will be executed when the timer ends.

Format: WAIT_EXEC* in-game time#time multiplier#frame message#can be canceled (0: Yes(default); 1: No)#script event ID #operation icon(icon name under Assets\BuildSource\Icons)#UI follows player’s squad (0: No; 1: Yes).

OPENSEIGE Open Siege Management Panel

Function: show a siege management panel and operate reinforcement squads based on the preset (this should work with a proper directive triggering environment. E.g., city-entering trigger). Format: OPENSEIGE*panel mode(0: attack city; 1: defend city)#target location ID (optional; set to be the target location of the current environment variable by default).

OCCUPY Execute City Occupation

Function: execute city occupation check based on the current environment (this should work with a proper directive triggering environment. E.g., city-entering trigger).

Format: OCCUPY*0.

JOIN_WARBAND Join Warband

Function: joined an existed warband(a group of fighting squads from two different sides) (use [$tagwb:id$] to obtain the Warband info of the current skirmish).

Format: JOIN_WARBAND*warband ID.

CHANGE_CAMP Change Character Faction

Function: change the faction of a target character directly.

Format: CHANGE_CAMP*faction ID#target character ID#recruiter ID(if this field is player then the character will join the player’s squad directly).

CREATE_OWN_CAMP Player Creates Their Faction

Function: player creates and activates their own faction. Player’s faction has a fixed default ID: Self-built Faction. This faction exists since the beginning of the game, but it is inactivated. Calling this directive will activate the player’s faction, making player and their followers join this faction.

Format: CREATE_OWN_CAMP*name of self-built faction.

SET_CAMP_ACTIVE Change Faction Project Status

Function: change the project status of a faction. When a faction is inactive, it will not execute any strategy or faction behaviour.

Format: SET_CAMP_ACTIVE*faction ID#status value (0: Inactive; 1: Active).

SET_CAMP_RL Change Faction Relationship

Function: change diplomatic relationship or friendliness between factions.

Format: SET_CAMP_RL*faction A#faction B#relationship (-1: Remain the same; 0: Neutral; 1: Hostile; 2: Friendly)#friendliness value change#expected friendliness value (if this field exists).

CHG_CAMP_REP Change Player’s Prestige (Tribute) towards Faction

Function: change player’s prestige (Tribute) towards a faction.

Format: CHG_CAMP_REP*target faction ID#value change#expected value (this works when the value is not empty). The faction refers to the player’s current faction if the faction ID is empty.

CHG_PLACE_REP Change Player’s Prestige (Friendliness) towards Faction

Faction: change the player’s prestige (Friendliness) towards a faction.

Format: CHG_PLACE_REP*locationID#value change# expected value (this works when the value is not empty).

FAME Change Player’s Global Prestige

Function: change the player’s current global prestige.

Format: FAME*value change.

CHANGE_FAME Change Character’s Global Prestige

Function: change a specific character’s current global prestige.

Format: CHANGE_FAME*target character ID#value change.

CHG_PERSON_FV Change Favor between the Player and a Character

Function: change favor between the player and another character.

Format: CHG_PERSON_FV*target character ID#value change#expected value (this works when the value is not empty).

SET_ROLE_ACTIVE Change Character Project Status

Function: change the project status of a character (not controlled by the player). When this character is inactive, they will not be refreshed in Taverns or execute AI actions like moving.

Format: SET_ROLE_ACTIVE*character ID#status value (-1: Inactive; 0: Active).

CHG_PROSP_BY_CAMP Change Prosperity of All Bases of Faction

Function: change the prosperity of all bases of a specific faction proportionally.

Format: CHG_PROSP_BY_CAMP*faction ID#percentage(>=100).

CHG_PLACE_PROSPERITY Change Location Prosperity

Function: change the Prosperity of a specific location by a fixed value.

Format: CHG_PLACE_PROSPERITY*location ID#value change#expected value (this works when the value is not empty; cannot exceed the maximum Prosperity of the location).

CHG_PLACE_PROSPERITY_BY_PCT Change Location Prosperity by Percentage

Function: change the Prosperity of a specific location by percentage.

Format: CHG_PLACE_PROSPERITY_BY_PCT*location ID#percentage change (>=100).

CHG_PLACE_DEF Change Location Defense

Function: change the Defense of a location by a fixed value.

Format: CHG_PLACE_DEF*location ID#value change#expected value(this works when the value is not empty; cannot exceed the maximum Defense of the location).

CHG_PLACE_DEF_BY_PCT Change Location Defense by Percentage

Function: change the defense of a location by percentage.

Format: CHG_PLACE_DEF_BY_PCT*location ID#percentage change.

CHG_PLACE_SECURITY Change Location Security

Function: change the security of a location by a fixed value.

Format: CHG_PLACE_SECURITY*location ID#value change#expected value (0-100).

PLACE_CUSTOM_INT Custom Field Value of Location

Function: a custom int field value of a specific location.

Format: PLACE_CUSTOM_INT*location ID#mark ID#int mark value.

CHG_PLACE_CUSTOM_INT Change Custom Field Value of Location

Function: change the custom int value of a specific location.

Format: CHG_PLACE_CUSTOM_INT*location ID#field KEY#value change#target value.

PLACE_ADD_BUILDING Add Custom Facility

Function: add a custom facility to a location.

Format: PLACE_ADD_BUILDING*location ID#facility ID (invalidated when the target location already has this facility).

PLACE_REMOVE_BUILDING Remove Custom Facility from Location

Function: remove a specific custom facility from a location.

Format: PLACE_REMOVE_BUILDING*location ID#facility ID.

CREATE_CARAVAN Create Caravan

Function: create a caravan in a specific location.

Format: CREATE_CARAVAN*set-off city ID#destination city ID#TAG (TAG used to mark squad).

CREATE_TEAM Create Squad

Function: create a squad, which takes actions according to specific directives.

Format: CREATE_TEAM*position on the map#faction#character list (characters included will leave their current squads or locations compulsorily)#minion card list (card ID#level, number |card ID2#level 2, number 2|.......)#directive method (see below)#directive parameter#squad TAG(used to search for specific squads).

Currently, supported directive methods are:

· 0: custom directive: the parameter of the custom directive is the directive for the squad (format: directive type 1, parameter 1; directive type 2, parameter 2;……; directive type N, parameter N) For detailed directive format, please see the Squad Preset Directive.

· 1: premade directive of invading city: the parameter is the ID of the target city, invasion method (set 0 by default).

· 2: premade directive of invading faction: the parameter is the ID of the target faction, priority of target (0: Distance first; 1: Defense first), invasion method (set 0 by default).

DISMISS_TEAM Dismiss Squad

Function: dismiss a specific squad.

Format: DISMISS_TEAM*map unit identification ID

TEAM_ORDER Change Squad Directive

Function: change the current directive list of the squad.

Format: TEAM_ORDER*map unit identification ID#new directive (for the detailed directive format, please see the Squad Preset Directive).

INVASION_PLACE Attack Location

Function: assign one location to attack another location. These two locations must belong to two opposite factions and have battle units inside.

Format: INVASION_PLACE*attacker (location) ID#target location ID#attack method (set 0 by default).

INVASION_CAMP Attack Faction

Function: assign one faction to attack another faction immediately. Please note: these two factions must be hostile towards each other or both stand neutral. If the attacker does not have sufficient military power, the attack might not happen.

Format: IVASION_CAMP*attacker (faction) ID#target faction ID#priority of target(0: Distance first; 1: Defense first)#invasion type (0: Occupation; 1:Raid)#number of bases involved (0: All; >0: bases that are close)#invasion intensity (0: Maintain strength; 1: All out (use all resources)).

OPENSTORE Open Trade Panel

Function: open the trade panel with a specific merchant.

Format: OPENSTORE*merchant ID (execute an auto query based on the location and the current NPC if this ID is empty).

RESET_STORE Refresh Merchant’s Items

Function: refresh a merchant’s item based on the configuration.

Format: RESET_STORE*merchant ID

ADD_LOCAL_PRODUCT Add Map Specialty

Function: add specialities to a specific map. Nearby merchants will refresh their speciality offerings after adding.

Format: ADD_LOCAL_PRODUCT*specialty ID#map ID#central coordinate X#central coordinate Y.

TRADE_PERMISSION Set Trade Permission

Function: set trade permission for a location.

Format: TRADE_PERMISSION*location ID*can trade or not (0: No; 1: Yes).

TROOPS_ALLOC Garrison Panel

Function: open the garrison panel of a location.

Format: TROOPS_ALLOC*location ID (refer to the current location if the ID is empty).

GETSKILL Learn Skill

Function: add a new skill to a character.

Format: GETSKILL*character ID#skill list (format of single skill: skillID, level(optional); use “|” to separate multiple skills).

LEARN_SKILL Consume Skill Point to Learn Skill

Function: select a character in a squad and make them learn a new skill. If they do not have enough skill point, they cannot learn the skill.

Format: LEARN_SKILL*skill ID#skill point needed (can be empty; set 1 by default).

REMOVESKILL Forget Skill

Function: remove a skill from a specific target.

Format: REMOVESKILL*character ID#skill list (use “|” to separate multiple skills)

RESET_SP Reset Skill Point

Function: reset the skill points of a character.

Format: RESET_SP*character ID

ADD_UNUSEDSP Change Available Skill Point

Function: add a new skill point to a player and allocate the skill point.

Format: ADD_UNUSEDSP*number of skill point.

SET_SKILLPAGE Activate or Remove Player’s Skill Page

Function: activate or remove a skill page of the player.

Format: SET_SKILLPAGE*skill page ID table (separate with “,”)#status (1: Activate; 0: Remove)#target character ID (optional; set to be player by default).

SHOW_TEAMINFO Show Info of Current Squad

Function: show the information on the current squad that you encounter.

Format: SHOW_TEAMINFO*1.

SET_FLAG Set Complete Mark

Function: set a mark to indicate accomplishment, which is usually used at the critical turning point of the story.

Format: SET_FLAG*name of the mark#mark value.

UPDATE_MARKS Mark Update

Function: update marks on the map.

Format: UPDATE_MARKS*1.

SET_DUMMY Set Dummy or Creep Status

Function: set the status of dummies or creeps on the map. When taking control of creeps, the dummy ID is the creep ID.

Format: SET_DUMMY*dummy ID#status (0: Displayed; -1: Hidden).

SET_CAMERA Set Camera Mode on Sandbox Map

Function: control the camera mode on the sandbox map.

Format: SET_CAMERA*camera mode#parameter

and meanings of the parameters:

0: follows the player’s character. No parameter (default).

1: follows a specific target. The parameter is the particular map unit identification ID.

2: focuses on a position. The parameter is the coordinate (map ID: X, Y)#camera movement speed.

SET_PLACE_CAMP Set Faction-exclusive Location

Function: change the faction of a location.

Format: SET_PLACE_CAMP*target location ID#target faction ID#occupy by invasion (1: Yes; 0: No).

SET_MAP_CAMP Set Faction-exclusive Map

Function: change the faction of all cities on a map.

Format: SET_MAP_CAMP*target map ID#from faction ID#to faction ID#occupy by invasion or not (1: Yes; 0: No).

TRY_RECRUIT_FREE_ROLE Try Neutral Hero Recruitment

Function: try to execute a neutral hero recruitment check (Return 1: successful; return 0: Internal error; return 2: squad full).

Format: TRY_RECRUIT_FREE_ROLE*character ID.

CHK_RECRUIT_CAPTIVE [Unavailable]
RELEASE_CAP [Unavailable]
SEND_ENVOY Send Diplomatic Envoy

Function: send a diplomatic envoy for specific diplomatic missions.

Format: SEND_ENVOY*faction ID (refer to player’s faction when empty)#diplomatic behaviour (1: Ransom; 2:Friendly; 3: War; 4: Alliance; 5: Alliance broke; 6: Armistice)#target ID (when you ransomed a character, it is the character ID; otherwise it is the target faction ID)#additional parameter(usually it is the required amount of money)#envoy arrival (1: No waiting time; 0: Need to wait).

DIP_DECIDE Execute Diplomatic Event Check

Function: have a check on the current diplomatic event (used only in a specific trigger environment of the diplomatic event).

Format: DIP_DECIDE*result code (1: Agreement; 0: Decline).

EXPEL_ROLE Expel Character

Function: expel a character out of a faction.

Format: EXPEL_ROLE*faction ID#character ID.

TRY_REWARD_ROLE Try to Reward a Follower

Function: try to reward a follower.

Format: TRY_REWARD_ROLE*character ID (refer to the current object if the ID is empty).

ADD_GLOBAL_BUFF BUFF Add Global Buff to Squad

Function: add a global buff to the current squad.

Format: ADD_GLOBAL_BUFF*buffID#duration (in-game days)#number of stacks (set 1 by default)#upper limit of stacks (set -1 by default, no limit).

RM_GLOBAL_BUFF BUFF Remove Global Buff of Squad

Function: remove a global buff of the current squad.

Format: RM_GLOBAL_BUFF*buffID

RM_GLOBAL_BUFF_BYCLASS BUFF Remove Global Buff of Squad by Buff Type

Function: remove a global buff of the current squad by buff type.

Format: RM_GLOBAL_BUFF_BYCLASS*Global BUFF type.

RM_ALL_GLOBAL_BUFF BUFF Remove All Global Buffs of Squad

Function: remove all global buffs of the current squad.

Format: RM_ALL_GLOBAL_BUFF*1.

PLAYER_FAILED Game Failed

Function: a common result of the player failing their game.

Format: PLAYER_FAILED*1.

LOSE_INVENTORY Player Loses Common Items

Function: the player loses their items once (only goods and money).

Format: LOSE_INVENTORY*proportion(the proportion is an int, which stands for percentage).

SET_TAGROLE Change Object Character of Current Script

Function: set a default object character of the environment variable of the current script.

Format: SET_TAGROLE*character ID.

SET_TAGPLACE Change Object Location of Current Script

Function: set a default object location of the environment variable of the current script.

Format: SET_TAGPLACE*location ID.

SURRENDER Faction Surrenders

Function: assign one faction to surrender to another faction (all bases are occupied; the degree of royalty will randomly decide whether followers will surrender).

Format: SURRENDER*ID of the faction who surrender#ID of the surrender accepter

GEN_RND_PLACE Select Random Location to Query

Function: generate a random location, which can be queried via the [%last_rnd_place_XX%] directives.

Format: GEN_RND_PLACE*faction ID (if this ID is empty, then the location will belong to player’s faction)

HERO_UPGRADE Hero Enhancement

Function: enhance an attribute permanently of a specific character.

Format: HERO_UPGRADE*hero ID#attribute ID#value increase#limit of increase (must fill in a number; -1 means that there is no limit).

HERO_SET_STATU Set Character Attribute Field

Function: set a value of an attribute field for a specific character.

Format: HERO_SET_STATU*character ID#attribute ID#new value(refer to player when character ID is emptyID).

ADD_CAMP_BUFF BUFF Add Faction Buff

Function: add a faction buff to a specific faction.

Format: ADD_CAMP_BUFF*faction ID#buff ID#duration (in-game days; when this value is lower than 0, the buff becomes permanent unless it is removed compulsorily).

RM_CAMP_BUFF Remove Faction Buff

Function: remove a faction buff from a specific faction.

Format: RM_CAMP_BUFF*faction ID#buff ID.

RM_CAMP_BUFF_BYCLASS Remove Faction Buff by Buff Type

Function: remove a faction buff from a specific faction by buff type.

Format: RM_CAMP_BUFF_BYCLASS*factionID#faction BUFF type.

RM_ALL_GLOBAL_BUFF Remove All Faction Buffs

Function: remove all faction buffs from a specific faction.

Format: RM_ALL_GLOBAL_BUFF*faction ID.

ADD_CAMP_EXTRA_STATU Add Faction Attribute Field Value

Function: add a dynamic attribute field to a faction.

Format: ADD_CAMP_EXTRA_STATU*faction ID# dynamic attribute field list (see the format of initial faction attribute in the “阵营表”(excel file)).

RESET_CAMP_EXTRA_STATU Reset Faction Attribute Field Value

Function: reset all values in the dynamic attribute field in a faction.

Format: RESET_CAMP_EXTRA_STATU*faction ID.

WEAPON_DURABILITY_DOWN Weapon Durability Decrease

Function: reduce the durability of the current weapon. When the durability is below 0, the weapon is destroyed. If the weapon’s durability is -1 (does not have durability), nothing happens with this directive.

Format: WEAPON_DURABILITY_DOWN*value.

ITEM_DURABILITY_DOWN Specific Item Durability Decrease

Function: reduce the durability of an item (with the right tag and meets the level condition(>= the required level) ) in the player’s bag by [value] points. If the item does not have sufficient durability, then it will be destroyed.

Format: ITEM_DURABILITY_DOWN*weapon tag#weapon level filter#value.

SET_SYNTH_STATE Set Status of Recipe

Function: set the status of a specific recipe.

Format: SET_SYNTH_STATE*recipe ID#new status (0: Not learned; 1: Learned)

OPEN_SYNTH_DLG Open Item Crafting Dialog

Function: open the dialogue UI of item crafting.

Format: OPEN_SYNTH_DLG*if locked (0: Do not lock the main category; 1: Lock display category)#catagory page shown by default (can be set empty by default; use “,” to separate pages; show the first page by default; this field can show hidden categories when the main category is locked)#story key to execute after closing the crafting dialogue (can be empty).

OPEN_CARD_SYNTH_DLG Open Card Crafting Dialog

Function: open the dialogue UI of card crafting.

Format: OPEN_CARD_SYNTH_DLG*1.

PLAY_EFT Play Special Effect

Function: play a special effect on the current map.

Format: PLAY_EFT*special effect path (relative to Asset directory. E.g., Assets\BuildSource\battle_effects\SkillEffects\psLightingHit1.prefab)#map coordinate#initial rotation degree (can be the rotation vector of the three directions or a spinning degree of the Y-axis)#scale proportion (can use the percentage vector of the X, Y, and Z-axis, or the overall scale proportion)#duration (count by second; the effect will be removed after exceeding this duration)#delay (set 0 by default).

PLAY_MU_EFT Unit Following Special Effect on Map

Function: play a special effect that follows a unit on a specific map.

Format: PLAY_MU_EFT*special effect path (relative to Asset directory. E.g., Assets\BuildSource\battle_effects\HitEffects\psHealEft1.prefab)#map unit ID#object range (0: hero only; 1: all units)#initial rotation degree (can be the rotation vector of the three directions, or a spinning degree of the Y-axis))# scale proportion (can use the percentage vector of the X, Y, and Z-axis, or the overall scale proportion)#duration (count by second; the effect will be removed after exceeding this duration)#delay (set 0 by default).

OPEN_MAPAREA_SELECTOR Open Map Area Selector Panel

Function: open a UI panel of area selector on the current sandbox map. You can select a location for the current object in the predefined area on this panel, and then a result is returned. If the result_code returns 1, the location setting succeeded; if 0, the setting failed. The location info is recorded in [$last_selpos$].

Format: OPEN_MAPAREA_SELECTOR*area identification ID# shown model#exclusion mode (0: Non-exclusive; 1: Custom chest excluded)#notice info.

OPEN_FREEAREA_SELECTOR Open Free Map Area Selector Panel

Function: same as OPEN_MAPAREA_SELECTOR, but is no longer limited regarding provided map areas.

Format: OPEN_FREEAREA_SELECTOR*width (int)#height(integet)#shown model#exclusion mode (0: Non-exclusive; 1: Custom chest excluded)#notice info.

PLACE_SELECTOR Open Location Selector Panel

Function: open a suggested location selector panel. Selected result will be stored in [$tagplace$], its number stored in [%result_code%].If [%result_code%] is 9999, player cancels the selection.

Format: PLACE_SELECTOR*notice info#selection condition (transmitted to [%tagplace%] as a judgmental parameter).

SET_LORD Set City Ruler

Function: set a city ruler for a specific location.

Format: SET_LORD*character ID#location ID.

ADD_CUSTOM_CHEST Add a Custom Chest

Function: add a custom chest on the world map according to the setting info (this “chest” can be any interactive object on the world map, such as materials, ruins, and soldier recruitment point).

Format: ADD_CUSTOM_CHEST*chest ID#ID in the according 宝箱表(Chest Table)#position info#initial status (>0: How many times you can open the chest; -1: Chest Opened)#default direction (0-360).

SET_CHEST Set Chest Status

Function: set the status of a controllable chest on a map.

Format: SET_CHEST*map ID#chest ID#status (>0: How many times you can open the chest; <=0: Chest Opened).

SET_CURCHEST Set Current Chest Status

Function: set the status of the target chest in the current script.

Format: SET_CURCHEST*statu (same as SET_CHEST).

CLOSE_SYSTEM_UI Turn Off System UI

Function: turn of the current system UI.

Format: CLOSE_SYSTEM_UI*.

CLOSE_ITEM_PANEL Close Bag UI

Function: close the current UI panel of the player’s bag (if it exists).

Format: CLOSE_ITEM_PANEL*.

ROLES_SELECTOR Turn Off Character Selector UI

Function: turn off the current system UI of the character selector.

Format: ROLES_SELECTOR*title of selection list box#number limit of options (<0: No limit)#option range (0: Global non-template character; 1: Player squad character; 2: Character in the Character Table)#conditional expression#parameter (the parameter is the character list when the selection range is the specific Character Table).

E.g.,

ROLES_SELECTOR*select character in the target faction #1#0#[$tagrole:campid$][=][$player:campid$]&[$tagrole:campid$][<>][$null$]#
ROLES_SELECTOR*one of the several target objects #1#2##character 1|character 2|character 3|character 4.

The result of selection is stored in [%last_seled_roles%]. If there is only one result, it will also be stored in [%tagrole%].

ASK_ABOUT_SOMEBODY_SELECTOR Ask-about Character Selector

Function: the character who you ask whereabout of is currently not involved in the logic calculation. The character selection list box pops up, and the result is stored in [%arg_str_val1%]. When the result [%result_code%] is 9999, player cancels the selection.

Format: ASK_ABOUT_SOMEBODY_SELECTOR#character you ask about.

CARD_SELECTOR Card Selector

Function: show the panel of current card list for the player to select.

Format: CARD_SELECTOR*title of selection list box#number limit of selection (<0: No limit)#selection range (0: Card in the player squad; 2: Specific unit list) #parameter (optional; the parameter is the unit list when the selection range is the specific Unit Table).

ASSEMBLE_ARMY Gather Troops

Function: gather all troops and followers of a faction.

Format: ASSEMBLE_ARMY#Gatherer ID#follower ID (can be empty; use “|” to separate; can use [%last_seled_roles%], the result of ROLES_SELECTOR). If the follower ID is empty, all characters under the faction are selected by default.

RELEASE_ALL_ASSEMBLE_ARMY Dismiss All Gathered Troops

Function: dismiss all troops that have been gathered or gathering.

Format: RELEASE_ALL_ASSEMBLE_ARMY#gatherer ID.

SET_ROLE_IN_PROJECT Character Starts to Execute Project

Function: a character starts to execute a specific project.

Format: SET_ROLE_IN_PROJECT*character ID#project ID.

SET_ROLE_FINISH_PROJECT Character Ends Current Project

Function: a specific character ends their current project compulsorily.

Format: SET_ROLE_FINISH_PROJECT*character ID1, character ID2,...

ROLE_PROJECT_ADMIN Open Personal Project Panel

Function: open the personal project execution panel.

Format: ROLE_PROJECT_ADMIN*project ID#location to bind (optional; set to be the current location by default).

GROUP_PROJECT_ADMIN Open Group Project Panel

Function: open the group project execution panel.

Format: GROUP_PROJECT_ADMIN*project label#title#project binding type#project-bound object parameter (optional; set to be the current object by default).

Currently, supported project binding types are:
Place: location building construction; object parameter is the location ID; refer to the current location if the ID empty
world: custom building construction; object parameter format: custom area control ID; belong to which base (when this field is empty, the building does not belong to any city).
SET_REVIVE_POS Set Respawn Position

Function: set a new respawn position.

Format: SET_REVIVE_POS*world map position (map ID:x,y).

SET_SILENCE_MODE Set Silence Mode

Function: enable or disable message silence mode.

Format: SET_SILENCE_MODE*silence mode (0: Disabled; 1: Do not show TOAST box and deliver messages only; TOAST info of obtaining items is shown in the message; 2: Do not show TOAST and messages).

START_RAID_PLACE [Abolished]
ADD_CUSTOM_PLACE Add Custom Location

Function: add a custom location on a specific spot on the world map.

Format: ADD_CUSTOM_PLACE*custom location ID (globally unique)#belong to the city (can be empty; the location does not belong to any city when this field is empty#location info template ID#location info#default faction of the location.

SET_PLACE_NAME Change Location Name

Function: change the name of a specific location.

Format: SET_PLACE_NAME*location ID#custom name.

OPEN_PLACE_BUILD_UI Open Location Building Construction Panel

Function: open the location building construction panel.

Format: OPEN_PLACE_BUILD_UI*location ID#script executed after successful construction (optional)# script executed after construction is cancelled (optional).

ADD_CARD Add New Card

Function: add a premade card.

Format: ADD_CARD*card ID#recruit for free (1: Free; 0: With a cost; set 0 by default).

ADD_CARD_PIECE Add Card with Specific Durability

Function: add a premade card, whose durability is a specific number (lower than the durability limit).

Format: ADD_CARD_PIECE*card ID#maximum durability#recruit for free (1: Free; 0: With a cost; set 0 by default).

SET_OBS_AREA Set Obstacle Area Status

Function: set the status of an obstacle area on a map.

Format: SET_OBS_AREA*control ID#status (0: Enabled; -1: Disabled).

EXPLORE_AREA Explore Area

Function: explore an area of the current map (dispel the war fog).

Format: EXPLORE_AREA*X coordinare,Y coordinate#exploration radius

EXPLORE_MAP Explore the Whole Map

Function: explore the whole map (dispel the war fog of the entire map).

Format: EXPLORE_MAP*map ID.

ADD_INTVAL_WATCHER Add Custom Variable Monitor Field

Function: add a custom variable monitor field to supervise the current value of the variable field on a specific area.

Format: ADD_INTVAL_WATCHER*variable monitor info.

(Format: field Key1,displayed name1,enumerated value 1a=enumerated name1a|enumerated value 1b=enumerated name1b|...|enumerated value 1N=enumerated name 1N, visibility status in battles([optional,set 0 by default] 0: No; 1: Yes);...; monitor field info N).

REMOVE_INTVAL_WATCHER Remove Custom Variable Monitor Field

Function: remove a specific custom variable monitor filed.

Format: REMOVE_INTVAL_WATCHER*field KEY.

CLEAR_ALL_INTVAL_WATCHERS All Variable Monitor Field

Function: exact all variable monitor fields.

Format: CLEAR_ALL_INTVAL_WATCHERS*.

SET_TIMER Set Event Timer

Function: set an event timer, and a specific event will be executed when the timer ends.

Format: SET_TIMER*timerID (when the ID has been taken, the other timer info will be covered)#time parameter (<0: the timer is closed; when the timer type is Preset, this parameter is the number of days since the beginning of the game; when the timer type is Countdown, the parameter is the number of days)#timer type (0: Preset (triggered when time is reached); 1: Countdown)#Event ID when time reached#compulsory update (1: Compulsory update; 0: Non-compulsory update(will not change the current data of existing timer); set 1 if this field is empty).

REMOVE_TIMER Remove Event Timer

Function: remove an event timer.

Format: REMOVE_TIMER*timer ID.

CHANGE_TIMER_TIME Change Event Timer

Function: increase/decrease the time of a timer.

Format: CHANGE_TIMER_TIME*timer ID#time (count by day; can be a negative or decimal number.

ADD_TIMER_WATCHER Add Monitor Field of Custom Event Timer

Function: add a monitor filed of a custom event timer (same as custom variable monitor UI).

Format: ADD_TIMER_WATCHER*timer monitor info (format: timer ID1,displayed time format1,scale parameter1([optional;set 1 by default]

coefficient of the scaling of time parameter), visibility in battles ([optional; set 0 by default]; 0: No; 1: Yes)|...|timer ID N, displayed time format N, scale parameter N.

REMOVE_TIMER_WATCHER Remove Monitor Field of Custom Event Timer

Function: remove the monitor field of a custom event timer.

Format: REMOVE_TIMER_WATCHER*field KEY.

CLEAR_ALL_TIMER_WATCHERS Clear All Monitor Fields of Custom Event Timer

Function: clear all monitor fields of custom event timer.

Format: CLEAR_ALL_TIMER_WATCHERS*.

PLAYER_RECRUIT_CARD_IN_PLACE Open City Recruitment Panel

Function: open the player’s recruitment panel in a city.

Format: PLAYER_RECRUIT_CARD_IN_PLACE*city ID#ID of the event executed after recruitment (optional)#ID of the event executed after player cancels the recruitment (optional).

STORY_CARD_START

STORY_CARD_LINE

STORY_CARD_END

Open Story Card (2D Image) Panel

Function: open the story card panel. There must be a STORY_CARD_START and a STORY_CARD_END to avoid errors. STORY_CARD_LINE stands for the story paragraphs that need to be put between the start and the end (no number limit).

Format:

STORY_CARD_START*file name of the card.

STORY_CARD_LINE*story paragraph 1.

STORY_CARD_LINE*story paragraph 2.

STORY_CARD_LINE*story paragraph 3.

...

STORY_CARD_END*.

AUTOSAVE AutoSave

Function: execute autosave immediately.

Format: AUTOSAVE*1.

OPEN_SAVE_DLG Open Game Saving Dialog

Function: open the game-saving dialogue.

Format: OPEN_SAVE_DLG*1.

OPEN_SAVE_DLG Open Game Loading Dialog

Function: open the game loading dialogue.

Format: OPEN_LOAD_DLG*1.

EXCHANGE_CARD Open Card Exchange Panel

Function: open the card exchange panel.

Format: EXCHANGE_CARD*object type (0: Location; 1: Squad)#object ID([optional; set to be the current location by default]; when the object is a location, the ID is the location ID, squad ID for squad object).

LEVEL_FINISH Complete Level

Function: used in scenarios to indicate the accomplishment of a level.

Format: LEVEL_FINISH*.

SET_CAMERA_FILTER Set Camera Filter

Function: set a filter for the camera.

Format: SET_CAMERA_FILTER*filter parameter (no filter is used if the field is empty; for parameter details, please see Section 6.10).

Test code: SET_CAMERA_FILTER*black-and-white,0|classic,100|vignetting,100.

TLACTION Timeline Action

Function: specific units on the world map do TIMELINE actions.

Format: TLACTION*map character ID#file name of Timeline action#lasting time of action.

SELECTION_VIEW Fullscreen Special Story Selection

Function: open a fullscreen selection panel of a special story.

Format: SELECTION_VIEW*file name of the scenario image#story content (can use “\n” to break a line)# selection option (please refer to SELECT*).

DIALOG_BUBBLE Map Unit Chat Bubble

Function: a chat bubble pops up above a unit on the world map. Format: DIALOG_BUBBLE*map character ID#dialogue content#time of displaying.

TEXT_EXPLORE_START

TEXT_EXPLORE_OVER

TEXT_EXPLORE_FORCE_OVER_AND_CD

Text Adventure Relevant

Function: a specific text adventure mode.

Format:

TEXT_EXPLORE_START*map ID for text exploration. Start a text adventure.

TEXT_EXPLORE_OVER*. Ends the current instance.

TEXT_EXPLORE_FORCE_OVER_AND_CD*. Ends the current instance by force and the instance starts cooling down.

SHOW_CG Show CG Image

Function: create an interface for showing CG images (please note: after enabling this function, you need to use HIDE_CG* manually to hide the CG. Otherwise the CG will get to player).

Format: SHOW_CG*image name (no suffix; if this field is empty, the background will become black. The relevant directory is: Assets\BuildSource\Backgrounds\. Only .png file accepted).

HIDE_CG Hide CG Image

Function: hide the CG interface.

Format: HIDE_CG*.

GENERATE_RANDOM_CARD Select a Card Randomly

Function: select a card randomly, which will be stored in the tag card of the current variable.

Format: GENERATE_RANDOM_CARD#1.

VOICE_OVER Voice Over

Function: show a voice-over interface.

Format: VOICE_OVER*voice over the content.

CREATE_STORYARMY Create a Story Squad

Function: create a squad only for stories.

Format: CREATE_STORYARMY*tagkey#map position#faction#character list (all selected characters will leave their current squads or locations compulsorily)#card unit list (card ID1,number1,level1|card ID2,number 2,level 2|.......)#movement info (e.g., WANDER,2500).

REMOVE_STORYARMY Remove Story Squad

Function: remove a story squad.

Format: REMOVE_STORYARMY*tagkey.

BAZZAR_BUY_ITEM Bazaar Merchant Buy-in

Function: bazaar merchants buy items.

Format: BAZZAR_BUY_ITEM*bazaar ID#merchant ID#”交换用物品”(ID) of the bazaar (optional)# “交换用物品”(ID) of the merchant (optional).

BAZZAR_SELL_ITEM Bazaar Merchant Sell-out

Function: bazaar merchants sell items.

Format: BAZZAR_SELL_ITEM*bazaar ID#merchant ID.

SHOWROLE Show Character Painting

Function: show character paintings in dialogues.

Format: SHOWROLE*character 1 ID@position of character 1 painting (#character 2 ID@position of character 2 painting) (optional)

*position of character painting: can be both L or R; set to be L by default—L stands for the left side of the text box, R for the right side.

*painting position

HIDEROLE Hide Character Painting

Function: hide character paintings in dialogues.

Format: HIDEROLE*position of character 1 painting (#position of character 2 painting) (optional).

*position of character painting: can be both L or R; L stands hiding the painting on the left side, R for hiding the painting on the right side.
SELECT_QUEST_ASK Mission Query

Function: add a mission query that meets conditions based on the standard SELECT directive.

Format: SELECT_QUEST_ASK*.

SELECT_TEAMROLE Select Squad Character

Function: select a character from a squad.

Format: SELECT_TEAMROLE*.

ROLE_PLAYER_ACTIVE Activate Character Indo Status

Function: make a character visible on the “Report” interface and import the character ID (this is usually used in scenarios. E.g., the tavern ladies).

Format: ROLE_PLAYER_ACTIVE*character ID.

ROLE_ORDER Built-in Character Directive

Function: give some built-in directives to a character and execute these directives immediately.

Format: ROLE_ORDER*character ID [refer to the current target character when this field is empty]#directive code: refer to Directive Parameter Table.

The current directive code supports:

  • RETURN_JOBCITY: the character goes back to the location they belong to. No parameter. If the character is the squad leader, the squad directive is changed directly; if the character is not a squad leader, they leave the current squad and go back to the original squad; if they are in another location, they create a squad and return.
  • GOTO_PLACE: the character goes to the target location. The parameter is the target location ID.
  • JOIN_PLAYER_TEAM: the character joins the player’s squad directly. No parameter.
  • FOLLOW_ME: the character comes to rally and follows the player’s squad. No parameter.
  • EXPEL_FROM_CAMP: expel the character from their faction. No parameter.
ADD_INTERACTIVE_MSG Add Interactive Message

Function: add a custom interactive message and show it in the corresponding UI.

Format: ADD_INTERACTIVE_MSG*info type#title#info text #parameter text#duration(<=0: Permanent; >0: number of days)#message sender info #TAG parameter.

Currently supported message types are:

msg (message); request; finance.

When the message type is not financed, the format of the parameter text is:

Parameter Key1: parameter value 1;parameter Key2:parameter value 2;...;parameter Key N:parameter N

Currently, the built-in KEY types of system are:

  • ask: assign this message to be a request with at most 2 directive options according to the parameter. Format: ask: option 1 text=event ID of option 1 [: option 2 text=event ID of option 2].

E.g., ask: “Yes”=Event1: “No”=Event2.

  • items: assign this message to be a message of obtaining the item table. The parameter is the corresponding item list info. E.g., items: money,10000|紫金之刃,1,mf=0-3|黄金之枪,1,mf=0-3|幻刃月光,1,mf=0-3.
  • You can define other fields, and use [$tagmsg:arg=parameter KEY$] (in the triggered directive of interactive messages) to query the value of the corresponding parameter field.


When the message type is finance, the format of the parameter text is:

Receipt field 1=receipt detail list (format: resource 1, number 1| resource 2, number 2|…|resource N, number N); receipt field 1= receipt detail list; […]; receipt field N=receipt detail list.

Message sender format: sender type: sender ID.

Currently, supported sender types are:

  • 0: system; empty ID.
  • 1: character; ID= character ID.
  • 2: location; ID= location ID.


TAG parameter is a random string field TAG used to mark.

REMOVE_INTERACTIVE_MSG Remove Interactive Message

Function: remove an interactive message that meets specific conditions.

Format: REMOVE_INTERACTIVE_MSG*message type#sender info#TAG parameter.


Message type and TAG parameter can be empty (no type or TAG limit).

Format of sender info: ADD_INTERACTIVE_MSG.

REMOVE_THIS_INTERACTIVE_MSG Remove Current Interactive Message

Function: remove the current interactive message of the existing environment variable.

Format: REMOVE_THIS_INTERACTIVE_MSG*1.

The following directives are suitable for 0.7.1.3 or above version.
FORCE_CHANGE_HEADAVATA Change Player Painting Compulsorily

Function: change the painting of the player.

Format: FORCE_CHANGE_HEADAVATA*character painting ID.

FORCE_CHANGE_MODEL Change Player Model Compulsorily

Function: change the model of the player.

Format: FORCE_CHANGE_MODEL*model ID.

The following directives are suitable for 0.7.2.1 or above version.
SHOW_INTVAR_CONFIG Show Option Panel of Configurable Custom Int Field

Function: open a custom field configuration panel in the game.

Format: SHOW_INTVAR_CONFIG*mode(0: Create game mode; 1: In-game mode).

SET_MAP_MARKER Add or Set Custom Mark on Map

Function: add or set a custom mark on the world map. When the mark ID already exists, the older mark info will be covered.

Format: SET_MAP_MARKER*mark ID#title#annotation info #map position info#file name of mark image (this field can be empty; set to be "map_flag" by default; this mark image is a PNG image resource under directory“\BuildSource\map_res\MinimapMakers\”).

REMOVE_MAP_MARKER Remove a Custom Map Mark

Function: remove a custom mark on the map with a specific ID.

Format: REMOVE_MAP_MARKER*mark ID

The following directives are suitable for 0.7.3.1 or above version.
RUN_SCRIPT_FUNC Execute Function of Specific Lua Script

Function: execute the standard function of a specific Lua script.

Format: RUN_SCRIPT_FUNC*file name of the relative directory of script (same as RUN_SCRIPT)#standard function name (the function name in the script; the parameter is the imported environment variable).

OPEN_GUI Open Custom GUI Form

Function: open a custom GUI form.

Format: OPEN_GUI*GUI pack name#form component name#script file path of the form (relative script root directory “Asset\BuildSource\LuaScripts\”. No file expansions)#form parameter(format: json format. E.g., {"arg1":"val1","arg2":"val2"})#block directive queue (default 0: Yes; 1: No).

OPEN_CONTAINER_GUI Open Container GUI

Function: open a defined container GUI.

Format: OPEN_CONTAINER_GUI*container ID (instance ID used to identify)#template info ID (info ID defined in Container Definition Table).

When the parameter list is empty or is “This”, the specific container in the current environment variable (if existed) will be opened. E.g., OPEN_CONTAINER_GUI*THIS.

CONTAINER_CMD Container Directive

Function: execute a specific directive for a particular container in the current environment variable.

Format: CONTAINER_CMD*container directive type#parameter 1#parameter 2#...#parameter N

Currently supported collective built-in directive types are:

add_exp: add EXP to all cards in the container. The parameter is the EXP value.

add_items: add a specific element into the container (E.g., the format of the item container is: CONTAINER_CMD*add_items#item 1,10|item 2,5 ;format of the card container is: ID list of cards, separated by “|”).

PLACE_CONTAINER_CMD Location Container Directive

Function: see a location as a container object and execute the same container directives.

Format: PLACE_CONTAINER_CMD*location ID (when this field is empty or “THIS”, refer to the location assigned by the current environment parameter)#container directive list (same as CONTAINER_CMD parameters).

SET_MAP Set Map Status

Function: set the visibility of a specific map.

Format: SET_MAP*map ID#status value (0: Normal; 1: Disabled).

RESET_LUAENV Reset Current LUA Environment

Function: reset the current environment of LUA script and clear cache; this directive can be used when you need to debug the LUA script but do not want to restart the game.

Format: RESET_LUAENV*1.

The following directives are suitable for 0.7.4.1 or above version
SET_ARG_INT Set Parameter Value in Current Environment Variable

Function: set the int parameter value stored in the environment variable of the current script (correspond to [%arg_int_val1%] [%arg_int_val2%] [%arg_int_val3%]).

Format: SET_ARG_INT*new value#target parameter index (optional;set to be 0 by default; 0~2 correspond to [%arg_int_val1%] ~ [%arg_int_val3%] respectively).

Global Save Directive

Global save is a type of saving used to record some data shared by all saves. Data recorded in the global save can be accessed in all saves after being changed.

Directive Instruction
SET_GLOBAL_INTVAR Set Custom Int Variable of Global Save

Function: set a custom int variable in the global save. The variable, recorded in the global save, can be accessed via the [%global_int:ID%] directive.

Format: SET_GLOBAL_INTVAR*variable ID#current int value.

CHANGE_GLOBAL_INTVAR Change Custom Int Variable of Global Save

Function: change a custom int variable in the global.

Format: CHANGE_GLOBAL_INTVAR*variable ID#value change (can be a negative number)#minimum value (optional; no limit if this field is empty)#maximum value (optional; no limit if this field is empty).

SET_GLOBAL_STRVAR Set Custom String Variable of Global Save

Function: set a custom string variable. The variable, recorded in the global save, can be accessed via the [$global_str:ID$] directive.

Format: SET_GLOBAL_STRVAR*variable ID#string value.

PUSH_GLOBAL_ROLES Globally Save Character Status

Function: save specific character list to the global character status list.

Format: PUSH_GLOBAL_ROLES*custom global save Key#character ID (this character can only be a non-template character).

PULL_GLOBAL_ROLES Load Character Status from Global Save

Function: load the status of specific character list from the global character status list, and apply it to the current game mode.

Format: PULL_GLOBAL_ROLES*custom global save KEY (the character of this KEY must be a character from the character template of the current game mode.

LOCK_CMD_QUEUE Lock Current Directive Queue

Function: lock the current directive queue. The directive queue will not be cleared after switching from different game saves or resetting the game modes.

Format: LOCK_CMD_QUEUE*lock queue (0: No;1: Yes).

SWITCH_GAME_MODE Switch Game Modes

Function: switch to the target game mode and load it.

Format: SWITCH_GAME_MODE*target game mode ID.

Built-in Directive List

Built-in directives are directives used to realize certain functions inside the program, usually for some specific scripts.

Directive Instruction
ENCOUNTER Creep Encountering UI

Function: open the info panel of the creep encountered.

Format: ENCOUNTER*1.

CHEST_INFO_DLG Chest Guardian Info Dialog

Function: open the info dialogue of the chest guardian.

Format: CHEST_INFO_DLG*chest ID.

CHEST_COST_DLG Price of Chest Opening Dialog

Function: open a dialogue to show the price of opening a chest.

Format: CHEST_COST_DLG*chest ID.

CHEST_CALLBACK Logic Callback of Chest Opening

Function: command a logic callback of chest opening.

Format: CHEST_CALLBACK*callback value (1: Defeat the guardian; 2: Opening completed)#target chest ID.

Preset Fields of Scripts and Their Meanings

Sometimes we use certain directives to refer to specific objects in script editing. For example, we can use CUR_ROLE to replace the ID of the current character player encountered. We can realize some common application scenarios via script editing.

Currently, supported preset fields are:

  • CUR_ROLE: ID of current character template encounter, used primarily for dialogue and selection list box
  • CUR_BATTLE: ID of the battle between player and refreshed unit encountered on the current map


Format of Script Directive of Results in Scenario Event

The format of script directives of results in a scenario event is (separated by a line break):

conditional expression group 1: executed command 1
conditional expression group 2: executed command 2
...
conditional expression group N: executed command N

Execute the command: judge conditional expression group 1 first, if the conditions are met, execute command 1. Otherwise, judge conditional expression group 2……judge all listed groups until one group of conditions is met, or all conditions are not met.


Format of Conditional Expression Group

A conditional expression group consists of multiple conditional expression like “[%CONDITION%][=]1”, and the expressions are connected by “|” (Or) or “&” (And). The priority of “&” (And) is higher than “|” (Or). When both sides of the expression are integer characters, return the comparison result of the two values. Otherwise, compare the strings, and only [=] and [<>] judgements are supported.

For example:

[%result_code%][=]1|[%player_money%][>=]100 means “execute when the result is 1 or when the player has 100 utars”.
[%player:level%][>=]3&[%player_money%][>]100 means “execute when player’s level is 3 or above, and they have more than 100 utars”.

The followings are the comparison symbols in conditional expressions:

  • [=]: equal
  • [>]: larger than
  • [>=]: greater than or equal to
  • [<]: less than
  • [<=]: less than or equal to
  • [<>]: not equal to


Game Data Calculation Expression System

We can embed some value expressions like “[&expression&]” in many places in the game (e.g., the status value of the BUFF list)

In value expression, the basic mathematic calculation is supported. Currently, supported calculation symbols are:

  • +: addition
  • -: subtraction
  • *: multiplication
  • /: division
  • %: modulo (take the remainder)
  • ^: exponentiation
  • ( ) : change the priority of calculation


When the expression takes the @func(expression1, expression2...) format, call the relevant built-in function to return the calculation result. Currently supported built-in functions are (note: these built-in functions are can only be used in the calculation of the most external layer):

  • @min(a,b): return the smaller value between a and b
  • @max(a,b): return the greater value between a and b

E.g., in a specific piece of data, [&1+2*3&] will be replaced by 7, [&@max(1+2*3, 8)&] will be replaced by 8, [&@min(1+2*3, 8)&] will be replaced by 7……

Please note: for scripts and skill directives in battles, you can use the “[@expression@]” format to embed some expressions to return a decimal result.


Embedded Query Directive in Scenario Event

There are many places in the game that support embedded query directives, through which we can insert values or query result of the string type in texts or conditional expressions. All embedded query directives follow the format of [%QUERY:arg1:arg2...%] or [$QUERY:arg1:arg2...$] (these two formats are the same) to insert to the target position.

Note: currently you cannot re-embed a query directive in a query.

Currently, supported query directives are:

Query Directive Instruction
[%result_code%] Return the last directive result that can cause “return” in the current event (E.g., an option that stands for “return” of the selection list box, input value and battle result, in the script of scenario events).

Following are the different meanings of result_code in various directive types.

  • It means the option ID when returning from the selection list box.
  • When returning after battles:  0: Battle won; 1: Battle failed.
  • It means the input number when returning for an integer input box.
[%rnd_num%] Return an integer. (0~100).
[%rnd_range:A:B%] Return a random number that is greater than A but smaller than B.
[%last_rnd%] Return the random number that was generated last time.
[%player_money%] The amount of the player’s money.
[%player_wood%] The amount of the player’s wood.
[%player_iron%] The amount of player’s ironstone.
[%player_jade%] The amount of player’s jade.
[%player_food%] Player’s current Hunger.
[%game_time%] Number of in-game days currently.
[%is_gametime_night%] Judge whether it is nighttime now (in-game). If yes, return 1; if no, return 0.
[%is_gametime_daytime%] Judge whether it is daytime now (in-game). If yes, return 1; if no, return 0.
[%mod_day:MOD%] Number of the in-game day divided by MOD, take the remainder
[%generate_rob_money%] Generate the amount of money when the player is robbed under the current level.
[%rob_money%] Generate the amount of money when the player was robbed last time.
[%get_ts:ID%] Return the current status of a trigger (0: Normal; 1: Disabled).
[%get_es:ID%] Return the current status of a scenario event (-1: Not executed; otherwise, return Result Code).
[%get_es_first_time:ID%] Return the first completion time of a scenario event.
[%get_es_time_score:ID:minTime:maxTime:maxScore%] Return the first completion time score of a scenario event. minTime is the shortest completion time (time before the shortest time brings a full score); maxTime is the longest completion time (time before the longest time brings a zero score); maxScore is the highest score.
[%int_val:ID%] Return the custom int value whose numbering is its ID.
[%int_val_for_calc:ID%] Return the custom int value, whose numbering is its ID, to calculate. There must a result. If the ID does not exist, the result is 0.
[%str_val:ID%] Return the custom string value whose numbering is its ID.
[%team_num%] The current number of the current squad.
[%team_max%] Maximum number of the current squad.
[%unit_name:兵种key%] Return the name of a certain minion.
[%item_number:物品key%] Return the number of a certain item in the player’s bag.
[%item_with_tag:tag%] Return the number of an item with a specific tag in the player’s bag.
[%item_with_tag_and_level:tag:level%] Return the number of an item, whose item level >= level, with a specific tag in the player’s bag.
[%item_qualify_as_present:present_desc%] Return the number of a certain item whose gift description string meets requirements in the player’s bag. For the format of gift description string, please see the “Like” format in the Tag column of “人物列表”(Character Table) (Excel).
[%item_name:物品ID%] Return the displayed name of an item.
[%admin_level%] Return the administration status of the player in the current location (0: None; 1: Appointed; 2: City ruler; 3: Faction leader).
[%gametime_elapse:ID%] Return the amount of period since the setting of last custom time point ID (integer number of the day; take a rounding integer number after (current time-ID time)).
[%gametime_elapse_by_day:ID%] Return the amount of period since the setting of last custom time point ID (integer number of the day; (current day- the day when the ID is located); this directive is usually used for the event that can only happen once a day.
[%tag_gametime_elapse%] Return the gametime_elapse of the preset dynamic tag; if there is no such a tag or such an ID, return -1; to gain this result: (current time-ID time) and take the rounding integer number.
[%tag_gametime_elapse_by_day%] Return the gametime_elapse of the preset dynamic tag; if there is no such a tag or such an ID, return -1; to gain this result: (current day-the day when the ID is located); this directive is usually used for the event that can only happen once a day.
[%is_custom_cd:ID%] Return the result of whether a custom cooldown (whose numbering is its ID) is ready (1: Yes; 0: No).
[%has_gametime_elapse_tag:ID%] Query whether the custom game time ID mentioned above exists (1: Yes; 0: No).
[%realtime_elapse:ID%] Return the realistic period since the setting of last custom time point ID (count by second).
[%qs:ID%] Return the status of specific mission ID (0: Unclaimed; 1: Ongoing; 2: Unfinished; 3: Ended).
[%qs:ID:index%] Return the subevent value of specific mission ID (index is the subevent’s sequence number starting from 0).
[%get_flag:ID%] Return the current value of a completion mark; return -1 if there is no such a value.
[%camp_rep:ID%] Return player’s Prestige value of the target faction ID.
[%is_player_triggered_encounter%] Check if an encounter chat is started by player manually (0: No; 1: Yes) (if the player is caught up by other units, the value is 0).
[%place_rep:ID%] Return player’s Prestige value of the target location.
[%arg_int_val1%]

[%arg_int_val2%]

[%arg_int_val3%]

Value parameter 1, 2, and 3 of the current event.
[%g_buffs%] Return the number of global BUFFs of the current squad.
[%last_battle_res%] Return the battle result of last battle (0: Victory; 1: Loss; 2: Retreatment).
[%last_dungeon_res%] Last dungeon result (0: Exited; 1: Passed; 2: Loss).
[%g_buff:ID%] Query whether the current squad has a global BUFF of the target ID. Return 1 if such a BUFF exists.
[%g_buff_c:CLASS%] Query the number of global BUFFs whose type are CLASS of the current squad.
[%g_stat:STAT_FILED%] Return the current value (whose field is STAT_FILED) of the current squad status.
[%has_KeyValues:ID%] Query KV stored directly. If there is a corresponding KV, return 1; otherwise, return 0.
[%get_KeyValues:ID%] Query KV stored directly. If there is a corresponding KV, return the relevant value; otherwise, return null.
[%rnd_place_id:CAMP_ID%]: Return the ID of a random location that is controlled by a faction. IF there is no camp_id, return an ID of a location controlled by the player’s faction.
[%last_rnd_place_id%] Return the ID of the last randomly generated location.
[%last_rnd_place_name%] Return the name of the last randomly generated location.
[%last_rnd_place_map_name%] Return the map name of the last randomly generated location.
[%last_rnd_place_products%] Return the Production list of the current location (follow the format of GETITEMS).
[%last_rnd_place_products_name%] Return the Production description of the current location.
[%last_rnd_place_has_products%] Check if the current location has production (1: Yes; 0: No).
[%last_seled_items%] Return the item list of the last item selection directive (ITEMS_SELECTOR).
[%last_seled_roles%] Return the character list of the last character selection directive (ROLES_SELECTOR) (Note: this method cannot be used in conditional expression groups since the result returned contains “|” when multiple characters are selected; you can use [%last_seled_roles_count%] instead to judge).
[%last_seled_roles_count%] Return the number of selected characters of the last character selection directive (ROLES_SELECTOR).
[%weather:ID%] Query the current value of the specific weather effect (with specific ID) on the current map.
[%monster_news:X:Y%] Query the info of creeps near coordinate (X, Y) on the current map. X and Y will be the default position of the player if left empty.
[%attack_intend_code%] Query the attack intension of units encountered on the current map.

Please see: MuUnitBase.IntendToAttack

[%place_randmom_pos%] Query a random position near a location. Output specific strings. E.g., Sandbox Redstone Keep: 123, 123.
[%tag_role_with_role_relation%] Relationship between the input parameter and tag character/location.
[%tag_role_with_city_relation%] Relationship between Tag character and input character
[%result_val%] Query the curResultVal value of the current environment variable.
[$player:INFO$]

[$tagrole:INFO:ID$]

Query a specific info field of player/ specific character (tag character) When it is tag character, and ID field does not exist, return the query result of the interactive object.

INFO can be:

  • id: character ID.
  • name: character name.
  • level: character level.
  • job_type: job types (0: Citizen; 1: Faction member; 2: city ruler; 3: Faction leader).
  • campid: faction ID.
  • campname: faction name.
  • campleaderid: faction leader ID.
  • campleadername: faction leader name.
  • campleader: nickname of faction leader.
  • fame_val: personal prestige.
  • maxhp: max hp.
  • maxmp: max mana.
  • job_cityid: job assignment location ID.
  • job_cityname: job assignment location name.
  • state: current status (0: Normal; 1: Captured; -1: Dead).
  • is_recruitable: recruitable (0: No; 1: Yes).
  • is_leave_team_enable: able to leave squad (0: No; 1: Yes).
  • recruit_val: current recruitable mark (0: No; 1: Yes).
  • inteam: if the character is in the player’s squad (0: No; 1: Yes).
  • camp_rl: the relationship between target faction and player’s faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally).
  • player_camp_rep: player’s prestige in the target faction.
  • player_camp_rep_desc: player’s prestige description in the target faction.
  • fv: friendliness with the player.
  • player_relation_score: assessment on overall favour on the player.
  • weapon_tag= (custom tag field): query the specific tag on equipment and weapons. If there is no such a tag or the weapon does not exist, return [$null$].
  • skill_level= (skill ID): query the current level of the target skill of a character.
  • skill_maxlevel= (skill ID): query the maximum level of the target skill of a character.
  • skill_exp= (skill ID): query the current EXP of the target skill of a character.
  • skill_upexp= (skill ID): query the amount of EXP needed for a character’s target skill to level up.
  • statu= (custom ID): query the value of the corresponding ID in the Character Attribute Table. If there is no value, return [$null$].
  • statu_int= (custom ID): 0 query the int value of the corresponding ID in the Character Attribute Table. If there is no value, return 0.
  • has_girl_friend: [player only] check if the player has a girlfriend (1: Yes; 2: No).
  • current_girl_friend_name: [player only] girlfriend’s name.
  • girl_friend=character ID: [player only] check if someone is a player’s girlfriend.
  • is_female: check if someone is a female character (1: Yes; 0: No).
  • available_quest: available missions.
[$called:call1:call2$] How NPC addresses player (the player’s character is male: call1; female: call2).
[$null$] Replaced by an empty string.
[$trig_tagtype$] Trigger object type of the current event.
[$trig_tagid$] Trigger object ID of the current event.
[$input_str$] The input result of the last input box.
[$argvs:INDEX$] Query currently additional parameter info, starting from 0 (used to fill in the parameter of a random event).
[$tagplace:INFO:ID$] Query info of a location; query the current location if the ID field does not exist.

INFO can be:

· id: location ID.

· name: location name.

· campid: faction ID.

· mapid: map ID.

· campname: faction name.

· prosperity: location prosperity.

· defence: location defence

· rep: location friendliness.

· security: location security.

· size: location size.

· lord_id: city ruler ID.

· lord_name: city ruler name.

· tag= (KEY of custom expansion field): return the value of a specific custom field.

· is_stronghold: if this location is a base (a location for troops to the garrison).

· is_weekhold: a resource point that does not allow the garrison.

· is_couldoccupy: if this location can be occupied.

· is_couldraid: if this location can be raided.

· is_inwar: if this location is being attacked.

· is_raided: if this location has been raided (recovering).

· is_subplace: if this place has been occupied.

· stat= (status field ID): obtain a specific status value of the current location.

· building= (specific facility ID): query the number of facilities of a building with specific ID in a location (facilities under construction included).

· building_t= (specific facility type): query the number of facilities of a specific type in a location (facilities under construction included).

· r_building= (specific facility ID): query the number of facilities of a building with a specific ID (facilities under construction not included).

· r_building_t= (specific facility type): query the number of facilities of a specific type in a location (facilities under construction not included).

· custom_int= (custom field ID): obtain the int value of the custom field of the current location.

· camp_rl: the relationship between the target faction and player’s faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally)

· func_map= (specific field KEY): query a field of the corresponding directive event mapping table. E.g., func_map= hire list.

· player_rep: player’s prestige in where they are currently staying.

· hire_states: query the recruitment status of the current location.

· player_dist: the distance between the player’s current position and the target position. If the target is unreachable, return -1.

· project_count: the number of projects under construction.

· project_max: the maximum number of projects under construction currently.

[$tagmap:INFO:ID$] Query tile info on a map:

· id: tile id.

· name: tile name.

· dominant_camp: if there is an overall dominating faction, return the name of the faction; otherwise, return null.

· dominant_camps= (custom field ID): if there are only several factions with specific IDs existing, return 1; otherwise, return 0; format of custom field: faction 1#faction 2#faction 3.

· camp_place_count= faction ID: return the number of bases owned by a specific faction on this tile.

· ExploreInfo= Info ID: query the value of an exploration map info.

[$tagbuilding:INFO$] Query info of the current target building

· id: building ID.

· name: name.

· inner_id: built-in location ID of the target building.

· type: building type.

· level: building level.

· tag= (KEY of custom expansion field): return value of a specific custom filed.

· container_id: scenario ID of the container bound to this building.

· container_info: info ID of the container bound to this building.

[$tagwb:INFO$] Query the info of current skirmish.

INFO can be:

· id: battle ID.

· camp_a: faction ID of squad A.

· camp_b: faction ID of squad B.

· leader_a: leader ID of squad A.

· leader_b: leader ID of squad B.

· camp_a_rl: the relationship between squad A and the player’s faction

· camp_b_rl: the relationship between squad B and the player’s faction.

· teamname_a: faction name and hero names of squad A.

· teamname_b: faction name and hero names of squad B.

· seige_time: current siege preparation time (if it is a siege battle) (count by day).

[$tagteam:INFO(:QUERY_INFO)$]

[$playerteam:INFO$]

Query info of the current encountered team (tagteam)/player’s team (playerteam).

When querying tag team, you can choose a specific query parameter. If this parameter is set, only info of the query target will be returned.

INFO can be:

· id: squad ID.

· is_active: check if the current squad status is normal; return 1 if it is normal.

· campid: faction ID.

· campname: faction name.

· state_num: StateNum value of the current squad.

· from_id: ID of the location where the squad is from.

· from_name: name of the location where the squad is from.

· lifetime: period since the squad is established (day).

· camp_rl: the relationship between the target faction and character faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally).

· max_attr_lv=attribute field ID: the highest value of a certain attribute of all characters in the squad.

· exist_role= character ID: check if there is a specific character ID in the squad (1: Yes; 0: No).

· role_vacancy: available hero slots in squad.

· soldier_vacancy: available minion slot in the squad.

· map_info: current map info.

· tag: return the TAG of the squad.

· is_defeated: check if the squad is dismissed because they are defeated (0: No; 1: Yes).

· defeated_by: ID of the faction which defeated the squad.

QUERY_INFOformat: [query type]=[query target] E.g.,: leader=ROLE_ID.

Currently, supported query types are:

· bind_id: bound info ID. When the squad type is creep or dummy, the ID is the creep/dummy ID; otherwise, it is the leader ID.

· leader: squad leader ID.

· tag: TAG mark of the squad (used for squad created by the CREATE_TEAM directive).

[$tagcamp:INFO:ID$] Query info of the target faction. When the ID does not exist, query info of the current faction. INFO can be:

· id: faction ID.

· campname: faction name.

· leaderid: ruler ID.

· leadercalled: nickname of faction ruler.

· lands_count: number of bases of the current faction.

· camp_rl: the relationship between target faction and player’s faction (0: Neutral; 1: At war; 2: Alliance; 3: Ally).

· camp_rl_value: the actual number of favour between the target faction and player’s faction.

· stat= (status field ID): obtain the specific status value of the current faction.

· buff= (Target BUFF ID): query if a specific BUFF of the current faction exists (1: Yes).

· buff_c= (BUFF type): query the number of BUFFs of specific types of the current faction.

· active_state: project status of target faction (0: Inactive; 1: Active).

· is_story_camp: if this is a scenario faction (0: No; 1: Yes).

· player_rep: player’s prestige in this faction.

· attitude: faction’s attitude towards the player (0: Normal; -1: Wanted; -2: At war).

· is_fall: if a faction is eliminated (0: No; 1: Yes).

[$tagbazzar:INFO$] Query current bazaar info imported by the system.

· start_day: number of days of the beginning of the bazaar.

[$tagbazzarItem:INFO:bazzarID:merchantID$] Query info of items bought/sold by a merchant in a bazaar.

· item_desc: item description (detailed).

· item_desc_short: item description (simple).

· item_buy_price: buy-in price of the item.

· item_sell_price: sell-out price of the item.

[$tagproduct:INFO:ID$] Query info of a speciality. Query info of the current speciality if the ID is left empty.

· item_name: item name.

· item_id: item id.

· item_level: item level.

· item_price: single fair value of the item.

· player_dist: the distance between the central position of the speciality and the current position of the player (-1: the central position is unreachable).

· place_include=location ID: when the item is not sold in the specific location, return 0; if it is being sold, return 1.

· place_include_tagQuestPlace: automatically use the currently imported info of mission location.

[$tagquest:INFO:ID$] Query Mission Info

status: 0: Unclaimed; 1: Ongoing; 2: Completed; 3:Time limit exceeded (receive punishment); 4: Time limit exceeded (wait to claim rewards automatically) 5: 已Ended.

[$arg_str_val1$]

[$arg_str_val2$]

[$arg_str_val3$]

String parameters 1, 2 and 3 of the current event.
[$rnd_enum:PROB_A,RES_A:PROB_B,RES_B:PROB_C,RES_C[:...]$] Enumerate numbers randomly and return a RES value according to the probability distribution. E.g., [%rnd_enum:25,A:40,B:35,C%] means there is a 25% chance to return “A”, 40% to return “B” and 35% to return “C”.
[$tagitem:INFO$] Query info of the current item. INFO can be:

· id: item ID.

· name: item name.

· count: item number.

· group_n: maximum number of stacks.

· quality: item quality.

· level: item level.

· main_type:  main item type.

· sub_type: item sub-type.

· equip_type: equipment type.

· gendays:  period (day) since the production date.

· tag= (KEY of custom expansion field): return the value of a specific custom filed.

[$tagproject:INFO:ID$] Query project info. Read from the specific ID of SET_TEMP_ID if the ID field is left empty.

· id: project id.

· state: project status (works only in group events) (0: Not started; 1: Ongoing; 2: Completed).

· showPlaceName: project location description.

· showProjectName: project name.

· roles: all characters involved in the current project.

[$tagunit:INFO$] Query info of the current target minion.

· id: unit id.

· name: unit name.

· level: unit level.

· statu= (custom ID): query the value of the corresponding ID in the Unit Attribute table.

[$tagcard:INFO$] Query info of a specific card.

· id: bound id of the card.

· name: displayed name of the card.

· lv: card level.

· recruit_name: displayed name with recruitment info of the card.

· tag= (KEY of custom expansion field): return the value of a specific Tag field of the card.

· has_tag= (KEY of custom expansion field): query if there is a particular Tag field of card (1: Yes; 0: No).

[$save_version$] Return the version number of when the current game save is created.
[$version_compare:TAG_VERSION$] Compare the version number of when the current game save is created with TAG_VERSION; if the former version is higher than TAG_VERSION, return 1; when equal, return 0; when lower, return -1.
[$tagmsg:INFO$] Query info of the current interactive messages.

· title: title

· content: message content

· arg=(field KEY): query the parameter of the KEY in the custom parameter table

以下查询需要游戏版本高于0.7.4.1
[$lua_str:KEY$] Return the string value defined in the GetLuaStringVal port in the core logic script (KEY is the query parameter).
[$lua_int:KEY$] Return the int value defined in the GetLuaStringVal port in the core logic script (KEY is the query parameter).
[%envoy_enable%] Return the status of whether the envoy of the player’s faction is available.

Directive Field of Global Save Query

These are used to query some directives in the global save.

Query Directive Explanation
[%global_int:ID%] Return the value of global int field ID             
[$global_str:ID$] Return the value of global string field ID


Built-in Global Variable Field

Following are key fields of a built-in global variable:

Filed KEY Explanation
save_max_hard_level The greatest difficulty has been unlocked. Set to be 0 by default.


Built-in Custom Variable Field

You can use directives like SETINTVAR and CHANGEINTVAR to change and save the built-in custom variable of the system. Different variables have a different function.

KEY Field Explanation
system_探索地图点数 Morale.                                        
system_星星 The number of stars.
system_敌方角色血量百分比 When the player is fighting an enemy the extra hp multiplier of the enemy.
system_敌方角色攻击百分比 When the player is fighting an enemy, the extra physical/magic attack multiplier of the enemy.
config_ai_level The intensity level of AI (0: Easy; 1: Normal; 2: Difficult).
config_roll_limit Enable Roll Limit in battles 0: Disabled; 1: Enabled (By enabling the Roll Limit, there will be a CD and limit of rolling times).
config_hunger_penalty Enable Hunger Debuff 0: Disabled 1: Enabled (By enabling the Hunger Debuff, the movement of the player’s squad will be influenced when in hunger).
config_upgrade_cost_reduce EXP and materials needed to upgrade the current unit after discount (0~100 percentage; set to be 0 by default).
config_soldier_dead_scale A multiplier of death probability of the current minion (percentage; set to be 100 by default, final death probability = basic death probability *(config_soldier_dead_scale/100)).
The following directives are suitable for 0.7.3.1 or above version.
config_project_concurrent Maximum cardinal number of concurrent construction of projects in the current location.


Built-in Field in Initial Setting Table

In the initial setting table, we can configure some initial fields that have actual functions.

KEY Field Explanation Default Value
init_pos Default info of respawning location.
init_statu Default attribute status info when the player respawns.
init_money Default initial property. 0
home_place Default initial location ID.
init_skillpages Initially enabled skill page (format: see SET_SKILLPAGE directive).
init_skills Initial skill page of the player (format: see GETSKILL directive).
init_equip Initial equipment list info of the player.
init_camp_rl Initial faction relationship list. Format:

Faction A, faction B, relationship, friendliness (-100~100)| faction A, faction C, relationship, friendliness(-100~100)|...|faction N, faction N, relationship, friendliness(-100~100).

unchanged_diplomatic_relationship Unable to change the relationships between factions dynamically? (0: Yes; 1: No). 0
gametime_scale When the player is on the world map, the scale coefficient of in-game time (in-game day/second). 0.01
battletime_scale When the player is on the world map, the scale coefficient of in-game time (in-game day/second), when this coefficient is 0, the time in skirmish or siege battles will stop. 0.005
no_card_auto_supply Card durability cannot restore automatically. 0
drop_card_when_no_durability When card durability becomes 0 in this mode, the card will disappear. 0
enable_card_upgrade Enable card upgrading. 0
equipment_loss_durability The equipment has durability. 0
levelup_exp_scale Level up EXP multiplier. 1.0
seige_time Basic preparation time for siege battle (day). Preparation time = basic time + Weapons degree* coefficient of extra time per Weapons degree (the siege_time_per_armvalue feild). 0
siege_time_per_armvalue The coefficient of extra time per weapon degree when preparing for a siege battle. 0
project_time_scale The proportion of project time. <1: shorten time; >1: extend time. 0.99
dailyIncomeScale The multiplier of daily city resource income. 1.0
recruit_cost_scale The multiplier of the cost of recruitment/supply/upgrade/chest opening. 1.0
building_cost_scale The multiplier of the cost of building construction/other projects. 1.0
custom_intval_watcher Default custom variable field of the monitor (same as the ADD_INTVAL_WATCHER directive).
show_star_info Show prestige (star). 0
ai_soldier_add_exp_per_period Cardinal number of daily AI soldier (units from other factions) EXP increase. 0
team_role_count_base The basic number of character slot each squad. 3
team_role_max Maximum number of character slot each squad. 5
team_card_count_base The basic number of minion slot each squad. 6
team_card_max Maximum number of minion slot each squad. 40
ai_recruit_resource_scale Resource multiplier of AI recruitment. 1.0
ai_build_resource_scale Resource multiplier of AI construction. 1.0
ai_upgrade_resource_scale Resource multiplier of AI minion upgrading. 1.0
ai_highlevel_upgrade_average_days AI simulation of upgrading minions when the player’s level is high (expected number of days).

The higher this value is, the slower AI upgrades a type of minion.

20
ai_auto_balance_resource If AI will balance each kind of resources automatically. 0
ai_invade_prob Coefficient of AI invasion probability (0~1) The closer to 1, the more likely AI will invade. 0.8
invasion_destroy_factor Destruction rate after invasion or occupation. Format:

Number of destroyed facility 1: probability 1.

Number of destroyed facility 2: probability 2.


...

Number of destroyed facility N: probability N.

E.g.,

1:50

2:30

3:10

4:5

monster_move_speed_random Correction range of random creep movement speed of creep emitter (0.75 at most). 0
soldier_battle_killed_prob The basic casualty of the soldiers. The probability of soldiers being poorly wounded after losing a battle. 0.2
ai_soldier_battle_killed_prob Death probability of AI troops after losing a battle. 1
ai_recruit_hero_free AI recruits heroes for free 0
army_base_move_speed Basic movement speed of squads. 240
monster_min_movespeed Minimum movement speed of creeps. 150
caravan_move_speed_range Range of movement speed of Caravans. Format: min speed, max speed. 100,100
farmers_move_speed_range Range of movement speed of farmers. Format: min speed, max speed. 100,100
army_base_move_speed_range Range of movement speed of troops. Format: min speed, max speed. 100,100
global_move_speed_range Range of global movement speed. Format: min speed, max speed.

This value influences all movable units on all maps.

20,400
battle_gain_money_scale Scale coefficient of obtaining money in battles. 1
npc_drop_equipment If NPC will drop weapons (0: No; 1: Yes). 0
npc_drop_equipment_prob Probability of NPC dropping weapon. 0.15
loot_food_each_soldier Probability of each group of soldiers dropping food. 0.1
loot_food_each_hero Probability of each hero dropping food. 1
hungry_fail_days Failed after being hungry for a certain number of days. 3
The following directives are suitable for version higher than 0.7.2.1.
ai_dailyfight_period The period between each AI compulsory invasion checks <=0: Disable the check (this logic is different from default AI invasion check;the default parameter (in-game day) is 5 before version 0.7.2.1) In addition, this check will be influenced by AI intensity from this version. 0
ai_active_level_default Default AI intensity level, which influences the default value of the custom filed of config_ai_level.
def_config_roll_limit Whether to enable Roll Limit by default. This influences the default value of the custom field of config_roll_limit.
def_config_hunger_penalty Whether to enable Hunger Debuff. This influences the default value of the custom field of config_hunger_penalty.
def_seige_battlemap Default map ID of siege battle.
The following directives are suitable for version higher than 0.7.3.1.
init_inventory_capicity Default cardinal number of initial bag capacity. 60
def_project_concurrent Default cardinal number of concurrent construction of projects in the current location. 1
The following directives are suitable for version higher than 0.7.4.1.
camp_rep_wanted_val Player’s prestige reaches the threshold of “Wanted” of a faction (when player’s prestige is lower than “Wanted” but has not reached the “At War” status, the player will not be attacked by squads of this faction in the wild, but they will not be allowed to enter certain cities). 0
camp_rep_war_val Player’s prestige reaches the threshold of “At War” of a faction (when player’s prestige is lower than the point, the player will be attacked in the wild by squads of this faction). -10
The following directives are suitable for version higher than 0.8.0.1
dg_levelup_skill Skill ID of level-up special effect in battles. 升级特效
init_items Initial item list.
def_dropitem_model Model and special effect info of items dropped in battles (Format: world map unit model#special effect info). chest1#psChestFlash1,0,0

Besides specific initial fields above, there are some UI-resetting fields, starting with “gui”, in the initial set list, which are used to do a custom reset on certain built-in UI in the game. For more details, please see instruction on game interface reset.

Codes of Text Color in Common UI

In dialogues, text boxes or other common UI, we can follow certain formats to change the colours of texts.

E.g., This is a imp:red font text, red:red font text, &ff6699ff:custom color text font.

Currently, we support preset colours for the following types (to use custom colours, replace “#” with “&” ).

  • place: unified colour for the location name.
  • role: unified colour for the character name.
  • camp: unified colour for faction name.
  • item: unified colour for item name.
  • imp: unified colour for an important message.


Format of Character Position Directive

Format: position code:position parameter.

Supported position codes are: 0: Unallocated; 1: In position; 2: In squad; 3: In a project.

  • when the code is 1: Format:  1: location ID, facility ID (if the facility ID is empty, it means the character is outside the facility).
  • when the code is 2: Format:  2: squad ID.


Format of In-game Global Position Directive

When assigning the position for a squad or object on the world map, we can follow a format of globally position assignment (e.g., the TELEPORT directive).

Format of global position:

Map ID:coordinate X,coordinate Y


Format of Unit-Limitation Directive in Specific Battles

In a specific battle table, you can fill in a directive of the following types in the “Limit” column, to execute unit or special restrictions.

Format:

Directive 1:parameter 1;directive 2:parameter 2;...directive N:parameter N;

Currently supported types of limitation directives are:

  • player: reset squad hero list. Format: character ID1,reset level (-1 or left empty: Do not reset)|. character ID2,reset level| character ID3, reset level|...| character ID N,reset level.
  • units: reset squad minion list. Format: same as the common minion list.
  • add_stat: additional character attribute status. Format: target character ID#status list.


Directive List of Unit Control on the World Map

World map unit (squad) control directives are methods used to manage the action order of world map units. When a unit has specific control directive list, it will execute every directive in sequence until the execution is finished. After the game is saved halfway of the execution of the directives and the player exits the game, the execution will continue when the save is loaded.

Please note: after the execution of all directives of a squad, the squad will be dismissed. Dummies (creeps and dummies needed for stories included) are an exception.

Control directive consists of int-number directives and directive content, separated by “;”. Directive of each line starts with a directive-type code and “+”, followed by a directive parameter.

For example:

1,test map:100,100;1,test map:100,200;99,0

The code above means that the squad will move to coordinate 1 (100,100) first, and then to coordinate 2 (100,200). Finally, the squad will be dismissed.

Currently, supported directive-type codes are:

Control Directive Code Explanation
1 Move towards a coordinate on the world map. The parameter is the target coordinate (coordinate format: map ID: coordinate X, coordinate Y).
2 Stay where you are. The parameter is the time of staying (count by in-game day).
3 Enter a location. The parameter is the target location ID.
4 Attack the target location. The parameter is the target location ID. (invasion type: 0: Occupy; 1: Raid).
5 Stay in the target location. The parameter is the target location ID, time of staying.
7 Execute an event. The parameter is the event ID.
8 Change the current StateNum value. The parameter is the new StateNum value.

Note: StateNum can be used to mark the current status of some controlled squad. E.g., you can command a unit to a specific location on the map and execute an action. Before the unit reaches the destination, StateNum is 0; after its arrival, StateNum becomes 1. By doing so, we get to know the current status of a squad.

9 Execute custom movement directives permanently. (For directive format, see Format of Default Movement Directive of Unit Squad).
10 Join a Warband. The parameter is the Warband ID (built-in method of the system. We do not suggest calling this).
11 Execute an action. Parameter format: action ID, loop times (-1: Endless; >=1: Limited times; set 1 when the action itself is a looping animation), single-action time (count by second; execute the next directive when the action finishes looping, if it does not loop permanently), object(0: All units by default; 1: Leader only; 2: All followers), initial frame range (0~1; 1: the last frame of the animation; -1: a random number between 0 and 1), whether to execute the next directive after playing the animation (0: No by default; 1: Yes).

Supported default action list of models:

· Loop action: standby, move, walk slowly, charge, recharging.

· Single action: being hit, evade, block, attack, shoot, horizontal. slash, vertical slash, release, roar, knock up, jump, celebrate, die.

13 Open a chest. The parameter ID is the chest ID.
14 Execute a TimeLine action. Format: TimeLineID, duration (set -1 by default, permanent; >0: Action ends after the time set).
15 Change the attitude of the current squad towards the player (0: Neutral; 1: Hostile).
16 Change the current movement speed of the current squad. The parameter is the target movement speed.
17 Trade succeeded. The parameter is the location ID of the trade.
18 Trade with a merchant. The parameter is the location ID of the trade.
19 Follow a squad target. The parameter is the control ID of the target being followed.
99 Dismiss the current squad.


Format of Default Movement Directive of Unit Squad

Dummies, creeps and squads on the world map will change their movement modes based on the default way of moving or the changes of scripts. After choosing a movement mode, units will perform default actions according to the directive.

Format of unit movement directive:

Movement mode,parameter 1[,parameter 2,...,parameter N]

Currently supported movement modes and the formats of the parameter are:

  • Wander within range: WANDER, movement radius,[central coordinate X, central coordinate Y](the current position is the centre if the central coordinate is not assigned).
  • Patrol: PATROL, coordinate 1X, coordinate 1Y, coordinate 2X, coordinate 2Y,..., coordinate NX, coordinate NY(when the first coordinate is the same as the final coordinate, the patrol movement loops in a circle; otherwise, the patrolling movement goes back and forth).
  • Others: Stay still.


Format of Item List Info

The item list info is one of the most common info formats. We use this format in the directives of obtaining various items (GETITEMS, etc.) and configuration tables.

Format:

Item code 1,number 1[,detailed info list]|item code 2,number 2[,detailed info list]|....|item code N,number N[,detailed info list].

The format of the detailed info list is the dictionary list of "key1=val1,key2=val2,...". Following fields are supported:

  • [mf] auto-match the created affixes: mf=lowest quality; N-highest quality; N[-additional cardinal number of variable value]. E.g., Longsword,1,mf=0-3  Explanation: the “mf” field helps the current weapon to automatically match a quality (0~3) affix (0 means no affix).
  • [cw] create custom affix: cw= affix ID+ additional cardinal number of variable value (0-100). E.g., Longsword,1,cw=Lifesteal Sword+50 Explanation: the variable value of items with the affix of Lifesteal Sword, is between 50 and 100.
  • [w] assign the affix details of items: w=affix ID$ [variable code array]
  • [qv] assign the variable array of item attribute: qv= variable code array
  • [p] assign the buy-in price of items: p= buy-in price


The variable code array consists of two columns of 2-dimensional arrays. Column 1 is enumerated numbers, and column 2 is quality numbers (0~100). The two columns are connected by “/”. If a affix has 3 parts, then its variable array might be: 0/50/0/100/0/100

Format of Weather Effect Info

When using directives to control weathers, we mainly use directives to control a list weathers, which is separated by “|”.

Format of weather effects description:

Weather effect ID1, intensity|weather effect ID2,intensity|...weather effect IDN,intensity

Currently, supported weather effect IDs are:

  • 雨(Rain): Disabled when the intensity is 0; 1~50: Normal; 50~100: Heavy.
  • 雪(Snow): Disabled when the intensity is 0; 1~50: Normal; 50~100: Heavy.
  • 风沙(Sandy): Disabled when the intensity is 0 (1~100).
  • 雷电(Thunder): Disabled when the intensity is 0 (1~100).
  • 雾(Fog): Disabled when the intensity is 0 (1~100).
  • 黑暗(Darkness): Disabled when the intensity is 0 (1~100).
  • 炎热(Hot): Disabled when the intensity is 0 (1~100) (Heat Distortion Effect).
  • 云(Cloudy): Disabled when the intensity is 0 (1~100) (shadows of cloud in clear days).


Format of weather effect field in map editor or config tables:

Probability 1,duration 1:[weather effect description 1]; Probability 2,duration 2:[weather effect description 2]; Probability 3,duration 3:[weather effect description 3];[...]; Probability N,duration N:[weather effect description N]

E.g., 30,1:;50,3:雨,20|雾,10;20,5:风沙,30

The above code means there is a 30% chance of not having any weather effect for a whole day, 50% chance of raining for 3 consecutive days, and 20% chance of having 5 consecutive sandy days.


Format of Camera Filter Effect Info

We can use directives like SET_CAMERA_FILTER to set the camera filter of the current game.

Format:

Filter effect ID1,intensity|filter effect ID2,intensity|...filter effect IDN,intensity

Currently, supported filter effect IDs are:

  • 暗角 (Vignetting): Disabled when the intensity is 0 (0~100). The degree of darkness of camera’s corners.
  • 黑白 (Black&white): Disabled when the intensity is 0 (0~100). The black-and-white version of the camera.
  • 老旧 (Classic): Disabled when the intensity is 0 (0~100). The yellowing classic style of camera.


TAGs with Special Meanings in Faction List

The following are the character TAGs used in the program.

Field Explanation
LIKE Mark the type of items a specific character likes, which affects the increased speed of favour.

Format: LIKE:type 1|type 2|...

DEF_WEAPON_SPEED Default weapon speed. Characters with this tag will take this speed as the default weapon speed even if they do not have a weapon.
FVChangeUnit Change the coefficient of character’s favour via sending gifts. Set to be the default value without this field.
dg_skill Replace the dungeon skill of this character.
attached_script ID of script event mounted on characters in battles.
loot_list The dropping list of this character in dungeon battles (can use the“EXP” item IDs as a specific source of EXP).
IsNoExpel This character is not allowed to be expelled (enabled when this field is not empty)
IsNoBetray This character will not betray or leave their faction automatically (enabled when this field is not empty)

TAGs with Special Meanings in Location List

The following is a TAG list of locations with actual functions in the program.

Field Explanation
Show minimap City maps are shown by default. If there are other places that need to be shown by default, this tag must be 1.
Do not show minimap It is what the field means.
Disable AI invasion Bases with this tag will not invade, patrol or occupy resources automatically.
SharedPermission The ID of the location that shares the trade permission. When this field exists, the trade permission of the current location is shared with the target location with this specific ID.


TAGs with Special Meanings in Faction Table

The following is a TAG list of factions with actual functions in the program.

Field Explanation
NO_CHANGE_DIP Will not be affected by dynamic diplomatic relations in the game, unless you use script directives to change directly.
UNFAILED This faction cannot be eliminated in a usual way.
EMBARGO Cities occupied by this faction will not send out caravans or trade with other cities.
NO_FARMER There will not be farmer migration in cities occupied by this faction.
CAMP_COLOR Set a specific colour for a faction. Sample format: CAMP_COLOR=FFFFFF
HIDE_BY_ACTIVESTATE Hide relevant info according to the current ActiveState. If the “是否隐藏” field is set to be 1 in the configuration table, then this TAG is invalidated.


TAGs with Special Meanings in Item Table

The following is a TAG list of items with actual functions in the program.

Field Explanation
IgnoreBagSpace This item will not occupy a slot of player’s bag. Function enabled when the field is 1.
NoSellOrDrop This item cannot be discarded or sold. Function enabled when the field is 1.
BatchUse Weather player can use the item in the batch. Function enabled when the field is 1. When an item with this TAG is used, the [%arg_int_val1%] in its script will be the selected number of the item.
DoNotCostWhenUse This item will not be consumed when used. Function enabled when the field is 1.
Present The tag field of gift type, separated by “|”.
AiNotLoot This item cannot be accessed by AI in a normal way. Function enabled when the field is 1.
Mendable If this item is mendable, unmendable item will self-destroy after the durability becomes 0. (1: Yes ).
DropModel The model info of the item when it is on the ground in battles. (format: world map unit model ID#special effect info (replaced by the def_dropitem_model field in the initial set list if the info is left empty)).


Special Ones of Map Exploration Info Fields in Map List

The following is a list of info fields with actual functions in the program:

字段 说明
BattleLoseStay Stay still after losing a battle. Only available in adventure mode (0: No; 1: Yes)
The following fields are suitable for version above or higher than 0.7.2.1
RolePlay When the player is on this map, their character model and name will be replaced by the info of character whose ID is filled into this field. The models of the following minions will be hidden too. The bag and squad panels become inaccessible.
FixedGameTime When this field is not empty, the in-game time will be frozen at a certain point of a day (0~1.0, 0.5 means 12 pm). When the time is frozen, the world will not run on. Only units on the current map can take actions.
CameraFilter When on this map, use this field compulsorily as a camera filter. The effect is the same as the SET_CAMERA_FILTER directives.
NoFoodConsume When this field is 1, the player will not consume food on this map and will not die because of hunger.


Special Fields of TAG in Instance Info List

The following is a list of info fields with actual functions in the program:

Field Explanation
PlayerInitType The initial mode of player’s character (0: Default (use the default character template and initial position in the instance to initialize the character) 1: Manual (initialize the character via the LUA port)).
ExpMode EXP allocation mode. Format: allocation mode[,radius parameter].

The allocation modes are:

  • 0: Killer mode (default; the enemy killer has all EXP).
  • 1: Average Mode (the parameter is the allocation radius; when the parameter <=0, all allies share EXP).
  • 2: Share Mode (if the radius parameter >0, share EXP with allies with the radius).

Format of Item Entry Info

Entries of items follow the format of “entry type:{enumerated info 1, value 1; enumerated info 2, value 2;… }”, and they are set in the item list. Entries can be sorted as:

  • a: increase the character’s attribute passively. Enumerated info is the KEY to the increased attribute.
  • skill: add new available skills to a character. Enumerated info is the skill ID.
  • dg_skill: replace the current dungeon skill of the character. Enumerated info is the dungeon skill ID.


Format of Item Dropping Info

Format:

Probability 1,item ID1,min number,max number [,additional parameter list(see Format of Item List Info)]|probability 2,item ID2,min number, max number [,parameter list]|...|probability N,item N,min number,max number[,parameter list]. 

(E.g., “LOOT*100.0, 金钱,100,200|50.0, 经验,100,200” means that there is a 100% chance of obtaining 100~200 utars and a 50% chance to obtain 100~200 EXP).

In Item ID, you can execute a special ID Query, which is to query and return a result of item dropping from the global dropping list (see the format in Q全局掉落表.xlsx).

The format of the parameter list of QUERY is: “parameter 1=val1, parameter 2=val2,....” Following query parameters are supported:

  • [id] obtain the result of the target ID from the global dropping list (ignore all the other query conditions when this exists and is not empty).
  • [lv] specific conational query level(-1:return all query results; 0: query based on the current level of player).
  • [t1] query TAG 1 (a condition).
  • [t2] query TAG 2.
  • [t3] query TAG 3.


Format of Script Directive in Special Effect Object Event

You can attach the eftEffectEventHelper script to a special effect object to add a new play-effect event. Format of every event: event time point (number of seconds after the start), parameter 1, parameter 2,…, parameter N.

Currently, supported directive types are:

shake_cam: screen shake. Parameter 1 is the duration of screen shake, and parameter 2 is the intensity.

play_sound: play audio. Parameter 1 is the audio ID.