﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>BlogJava-DreamAngel-随笔分类-Game</title><link>http://www.blogjava.net/DreamAngel/category/42686.html</link><description>如果你希望成功，以恒心为良友，以经验为参谋，以小心为兄弟，以希望为哨兵。</description><language>zh-cn</language><lastBuildDate>Tue, 26 Jan 2010 14:17:40 GMT</lastBuildDate><pubDate>Tue, 26 Jan 2010 14:17:40 GMT</pubDate><ttl>60</ttl><item><title>Spr文件详解</title><link>http://www.blogjava.net/DreamAngel/archive/2010/01/26/310900.html</link><dc:creator>飞翔天使</dc:creator><author>飞翔天使</author><pubDate>Tue, 26 Jan 2010 13:36:00 GMT</pubDate><guid>http://www.blogjava.net/DreamAngel/archive/2010/01/26/310900.html</guid><wfw:comment>http://www.blogjava.net/DreamAngel/comments/310900.html</wfw:comment><comments>http://www.blogjava.net/DreamAngel/archive/2010/01/26/310900.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.blogjava.net/DreamAngel/comments/commentRss/310900.html</wfw:commentRss><trackback:ping>http://www.blogjava.net/DreamAngel/services/trackbacks/310900.html</trackback:ping><description><![CDATA[<p>寻找电脑中的图片.bmp和.gif等等！注意：所有图片的长宽都要是8的倍数，比如8X8 16X8 64X24等等。<br />
使用photoshop来编辑，所有的图片都得用索引256色，具体方法如下：<br />
打开你要转换的图片的源文件，&#8220;图像&#8221;里找到&#8220;图像大小&#8221;，调整一下大小。<br />
然后再在&#8220;图像&#8221;里面找到&#8220;模式&#8221;，选择里面的&#8220;索引颜色&#8221;。<br />
然后出来一个对话框，调板栏选择&#8220;局部（可选择）&#8221;，然后就是256色的。<br />
选择&#8220;好&#8221;。<br />
OK，点&#8220;文件&#8221;然后是&#8220;储存为&#8221;，这时候选择.bmp文件，就大功告成了。<br />
Sprite = {<br />
&nbsp;&nbsp;&nbsp;&nbsp; Bitmap = "T-CAVALRY A-FIRE C-MIN L-1 D-E.bmp"<br />
&nbsp;&nbsp;&nbsp;&nbsp; Origin = { x = 56 y = 62 }<br />
&nbsp;&nbsp;&nbsp;&nbsp; Frames = 15<br />
&nbsp;&nbsp;&nbsp;&nbsp; Speed = 8<br />
&nbsp;&nbsp;&nbsp;&nbsp; Palette = "T-CAVALRY C-MIN L-1.bmp"<br />
}<br />
其中Bitmap=内部的值，就是\gfx\map\units\bmp 里面的图片名称；坐标与兵种的对齐有关，frames是帧数 speed应该是播放的速度；至于T-CAVALRY C-MIN L-1.bmp应该是存在于\gfx\palette下的一个颜色文件，4*4像素，是调背景色用的，如果选择错误也会造成兵模出现杂色的点甚至无法正常显示等问题。 </p>
<img src ="http://www.blogjava.net/DreamAngel/aggbug/310900.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.blogjava.net/DreamAngel/" target="_blank">飞翔天使</a> 2010-01-26 21:36 <a href="http://www.blogjava.net/DreamAngel/archive/2010/01/26/310900.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>mds3.04科技组ID的重新编码</title><link>http://www.blogjava.net/DreamAngel/archive/2009/12/15/306063.html</link><dc:creator>飞翔天使</dc:creator><author>飞翔天使</author><pubDate>Tue, 15 Dec 2009 12:36:00 GMT</pubDate><guid>http://www.blogjava.net/DreamAngel/archive/2009/12/15/306063.html</guid><wfw:comment>http://www.blogjava.net/DreamAngel/comments/306063.html</wfw:comment><comments>http://www.blogjava.net/DreamAngel/archive/2009/12/15/306063.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.blogjava.net/DreamAngel/comments/commentRss/306063.html</wfw:commentRss><trackback:ping>http://www.blogjava.net/DreamAngel/services/trackbacks/306063.html</trackback:ping><description><![CDATA[由5位数字组成，前3位从100——xxx，表示国家代码，后2位从01——xx，表示该国家的科技组代码。
<div style="border-right: #cccccc 1px solid; padding-right: 5px; border-top: #cccccc 1px solid; padding-left: 4px; font-size: 13px; padding-bottom: 4px; border-left: #cccccc 1px solid; width: 98%; word-break: break-all; padding-top: 4px; border-bottom: #cccccc 1px solid; background-color: #eeeeee"><img src="http://www.blogjava.net/images/OutliningIndicators/None.gif" align="top"  alt="" /><span style="color: #0000ff">import</span><span style="color: #000000">&nbsp;java.io.</span><span style="color: #000000">*</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/None.gif" align="top"  alt="" /></span><span style="color: #0000ff">import</span><span style="color: #000000">&nbsp;java.util.</span><span style="color: #000000">*</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/None.gif" align="top"  alt="" /><br />
<img id="Codehighlighter1_58_961_Open_Image" onclick="this.style.display='none'; Codehighlighter1_58_961_Open_Text.style.display='none'; Codehighlighter1_58_961_Closed_Image.style.display='inline'; Codehighlighter1_58_961_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_58_961_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_58_961_Closed_Text.style.display='none'; Codehighlighter1_58_961_Open_Image.style.display='inline'; Codehighlighter1_58_961_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedBlock.gif" align="top"  alt="" /></span><span style="color: #0000ff">public</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">class</span><span style="color: #000000">&nbsp;Terms&nbsp;</span><span id="Codehighlighter1_58_961_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_58_961_Open_Text"><span style="color: #000000">{<br />
<img id="Codehighlighter1_119_959_Open_Image" onclick="this.style.display='none'; Codehighlighter1_119_959_Open_Text.style.display='none'; Codehighlighter1_119_959_Closed_Image.style.display='inline'; Codehighlighter1_119_959_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_119_959_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_119_959_Closed_Text.style.display='none'; Codehighlighter1_119_959_Open_Image.style.display='inline'; Codehighlighter1_119_959_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">public</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">static</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">void</span><span style="color: #000000">&nbsp;main(String&nbsp;args[])&nbsp;</span><span style="color: #0000ff">throws</span><span style="color: #000000">&nbsp;IOException&nbsp;</span><span id="Codehighlighter1_119_959_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_119_959_Open_Text"><span style="color: #000000">{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;line&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">null</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;File&nbsp;fl&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;File(</span><span style="color: #000000">"</span><span style="color: #000000">E:\\terms</span><span style="color: #000000">"</span><span style="color: #000000">);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String[]&nbsp;files&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;fl.list();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;File&nbsp;f&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">null</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">int</span><span style="color: #000000">&nbsp;m&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">100</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
<img id="Codehighlighter1_273_956_Open_Image" onclick="this.style.display='none'; Codehighlighter1_273_956_Open_Text.style.display='none'; Codehighlighter1_273_956_Closed_Image.style.display='inline'; Codehighlighter1_273_956_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_273_956_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_273_956_Closed_Text.style.display='none'; Codehighlighter1_273_956_Open_Image.style.display='inline'; Codehighlighter1_273_956_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">for</span><span style="color: #000000">&nbsp;(String&nbsp;file&nbsp;:&nbsp;files)&nbsp;</span><span id="Codehighlighter1_273_956_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_273_956_Open_Text"><span style="color: #000000">{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;f&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;File(fl,&nbsp;file);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;filename&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;f.getName();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;BufferedReader&nbsp;in&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;BufferedReader(</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;FileReader(f));&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;content&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">""</span><span style="color: #000000">;<br />
<img id="Codehighlighter1_466_509_Open_Image" onclick="this.style.display='none'; Codehighlighter1_466_509_Open_Text.style.display='none'; Codehighlighter1_466_509_Closed_Image.style.display='inline'; Codehighlighter1_466_509_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_466_509_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_466_509_Closed_Text.style.display='none'; Codehighlighter1_466_509_Open_Image.style.display='inline'; Codehighlighter1_466_509_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">while</span><span style="color: #000000">&nbsp;((line&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;in.readLine())&nbsp;</span><span style="color: #000000">!=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">null</span><span style="color: #000000">)&nbsp;</span><span id="Codehighlighter1_466_509_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_466_509_Open_Text"><span style="color: #000000">{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;content&nbsp;</span><span style="color: #000000">+=</span><span style="color: #000000">&nbsp;line</span><span style="color: #000000">+</span><span style="color: #000000">"</span><span style="color: #000000">\n</span><span style="color: #000000">"</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">break</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</span></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;s&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;String.valueOf(m);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">int</span><span style="color: #000000">&nbsp;n&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">1</span><span style="color: #000000">;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
<img id="Codehighlighter1_606_833_Open_Image" onclick="this.style.display='none'; Codehighlighter1_606_833_Open_Text.style.display='none'; Codehighlighter1_606_833_Closed_Image.style.display='inline'; Codehighlighter1_606_833_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_606_833_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_606_833_Closed_Text.style.display='none'; Codehighlighter1_606_833_Open_Image.style.display='inline'; Codehighlighter1_606_833_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">while</span><span style="color: #000000">&nbsp;((line&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;in.readLine())&nbsp;</span><span style="color: #000000">!=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">null</span><span style="color: #000000">)&nbsp;</span><span id="Codehighlighter1_606_833_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_606_833_Open_Text"><span style="color: #000000">{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">int</span><span style="color: #000000">&nbsp;k&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;line.indexOf(</span><span style="color: #000000">"</span><span style="color: #000000">;</span><span style="color: #000000">"</span><span style="color: #000000">);&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;t&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;String.valueOf(n);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;tmp&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">""</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">for</span><span style="color: #000000">&nbsp;(</span><span style="color: #0000ff">int</span><span style="color: #000000">&nbsp;i&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">0</span><span style="color: #000000">;&nbsp;i&nbsp;</span><span style="color: #000000">&lt;</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">2</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">-</span><span style="color: #000000">&nbsp;t.length();&nbsp;i</span><span style="color: #000000">++</span><span style="color: #000000">)<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tmp&nbsp;</span><span style="color: #000000">+=</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">"</span><span style="color: #000000">0</span><span style="color: #000000">"</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;t&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;tmp&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;t;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;content&nbsp;</span><span style="color: #000000">+=</span><span style="color: #000000">&nbsp;s</span><span style="color: #000000">+</span><span style="color: #000000">t</span><span style="color: #000000">+</span><span style="color: #000000">line.substring(k)</span><span style="color: #000000">+</span><span style="color: #000000">"</span><span style="color: #000000">\n</span><span style="color: #000000">"</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;n</span><span style="color: #000000">++</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</span></span><span style="color: #000000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #008000">//</span><span style="color: #008000">&nbsp;System.out.println(t);</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;FileWriter&nbsp;out&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;FileWriter(f);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;out.write(content);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;out.close();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m</span><span style="color: #000000">++</span><span style="color: #000000">;<br />
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 <img src ="http://www.blogjava.net/DreamAngel/aggbug/306063.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.blogjava.net/DreamAngel/" target="_blank">飞翔天使</a> 2009-12-15 20:36 <a href="http://www.blogjava.net/DreamAngel/archive/2009/12/15/306063.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>DA1.3 ai文件深入研究</title><link>http://www.blogjava.net/DreamAngel/archive/2009/11/21/303165.html</link><dc:creator>飞翔天使</dc:creator><author>飞翔天使</author><pubDate>Sat, 21 Nov 2009 12:43:00 GMT</pubDate><guid>http://www.blogjava.net/DreamAngel/archive/2009/11/21/303165.html</guid><wfw:comment>http://www.blogjava.net/DreamAngel/comments/303165.html</wfw:comment><comments>http://www.blogjava.net/DreamAngel/archive/2009/11/21/303165.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.blogjava.net/DreamAngel/comments/commentRss/303165.html</wfw:commentRss><trackback:ping>http://www.blogjava.net/DreamAngel/services/trackbacks/303165.html</trackback:ping><description><![CDATA[<div class="content">在&#8230;\ai的目錄裡，有各國的AI設定，&#8230;\ai\GlobalWar是劇情AI，&#8230;\ai\switch則是另外添加<br />
以下大部份內容參照52區，大致如下：版本，1.3B1，以德國1936為例<br />
<strong><font color="#ff0000"><br />
</font></strong>若該國沒有專屬AI，則採用default.ai，此外，若該國有專屬AI，隨著時間運行，電腦會配合swich與event找尋相對應的AI文件套用，否則，載入遊戲時的初始AI文件將一路使用到底，另外，因swich或event而套用的新AI文件(有些只有幾行)，是採用替換的方式，將新AI文件中相同的內容覆蓋舊AI，其他的仍保留，並非全面更新<br />
<br />
<strong><font color="#ff0000">為了結省版面，有些重覆的內容我刪了，有些沒有的我加上，不是原版的，以下的每一個參數設定，有些也不是必須的</font></strong><br />
<strong><font color="#ff0000"></font></strong><br />
<font color="#000099">switch = <font color="#000099">(yes/no)</font></font><br />
AI是否隨著年代尋找最適的AI文件，52區指默認為YES，但是我看大部份的設定都是NO，也就是說，36年開局的電腦AI是一直採用36年的設定&#8230;&#8230;然後再利用事件來聯結其他的AI文件做改變，至於是聯結到那個AI檔，我對事件不熟悉，高手指點一下吧<br />
<br />
<font color="#000099">flags = {<br />
&nbsp; &nbsp;}<br />
</font>這個我不懂&#8230;找個會程式語言的來說明吧，反正就是個變量的控制代碼&#8230;一般的AI文件中不多，大致上就是符合FLAGS內的條件時，改為執行某些數據，或是觸發一些其他的事件<br />
<br />
<font color="#000099">max_front_ratio = 1.2 </font>&nbsp;&nbsp;<br />
前線最大佈兵率，愈高動用部隊愈多(一般默認為4.0)，德國36年設定為1.2，44年拉高到6.0<br />
簡單來說，就是敵人在邊界放一個師，AI就放1.2個師(當然是能力許可狀態)<br />
<br />
<font color="#000099">max_front_ratios = {&nbsp;&nbsp;<br />
SOV = 1.5<br />
}</font><br />
同上，前線佈兵率，但針對特定國家(玩家除外)<br />
<br />
<font color="#000099">max_garrison_prop = 0.30 <br />
min_garrison_prop = 0.20 </font><br />
「戰爭時」國土兵力最大與最小的駐防率(反游擊)&nbsp; &nbsp; 區間為0-1<br />
<br />
<font color="#000099">neutrality = 90.000&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;</font><br />
接受同盟與軍事通行的可能性，愈高愈難，德國36年是90，39年降到20(開戰了才坦然接受小弟)<br />
(這個數值會影響加入聯盟的意願，一般中立國家約100-150，再配合國家政策，設定成150的話，基本上就不會加入任何聯盟了)<br />
<br />
<font color="#000099">war = 0&nbsp;&nbsp;</font><br />
主動宣戰機率，德國36年設定為0，39年拉高到50<br />
<br />
<font color="#000099">reinforcement = 0.3000</font><br />
分配給增援ic的最大比例(0.0-1.0)<br />
<br />
<font color="#000099">upgrading = 0.3500</font><br />
分配給升級ic的最大比例(0.0-1.0)<br />
<br />
<font color="#000099">desperation = 0.3</font><br />
<font color="#000000">被敵人佔領的ic超過這個比例，會觸發絕望模式&#8230;後果是瘋狂造民兵，區間似乎是0-1</font><br />
<br />
<font color="#000099">strat_redeploy_threshold = 50</font><br />
戰略轉移最大時間 (天)<br />
<font color="#000099">max_redeploying = 0.05</font><br />
同一時間，ai戰轉的最大部隊比例(默認為0.25)<br />
<br />
<font color="#000099">exp_force_ratio = 0.0 </font><br />
派遣遠征軍比例(預設值為0.75)區間為0-1<br />
<font color="#000099">exp_force_ratios = { } </font><br />
同上，但針對特定國家<br />
<font color="#000099">no_exp_forces_to = { JAP VIC }</font>&nbsp;&nbsp;<br />
不派遣遠征軍的國家<br />
<br />
<br />
<font color="#000099">evac_islands =&nbsp;&nbsp;yes/no </font><br />
AI是否會主動徹出低價值的島嶼<br />
<br />
<font color="#000099">use_offensive_supply =&nbsp;&nbsp;yes/no&nbsp;&nbsp;</font><br />
AI是否會使用攻勢補給<br />
<font color="#000099">max_fuel_offensive =&nbsp;&nbsp;value&nbsp; &nbsp;&nbsp;&nbsp;</font><br />
每單位攻勢補給使用的最大燃料(默認為100)<br />
<br />
<font color="#ff0000">###################################<br />
# Diplomacy&nbsp; &nbsp;&nbsp;&nbsp;外交<br />
###################################<br />
</font><br />
<font color="#000099">combat = {</font><br />
<font color="#000099">ENG = 50</font><br />
<font color="#000099">FRA = 70<br />
}&nbsp;&nbsp;</font><br />
優先攻擊國家，先法再英<br />
<br />
<font color="#000099">demand_claims = {&nbsp; &nbsp;<br />
POL<br />
AUS<br />
}</font><br />
<font color="#000000">如果該國擁有本國的核心領土，AI會向該國索要領土</font><br />
<br />
<font color="#000099">claim_acceptance =&nbsp;&nbsp;value&nbsp; &nbsp; <br />
<font color="#000000">AI接受索要領土的機率(可為負值，表不接受)</font><br />
<br />
</font><font color="#000099">befriend = {&nbsp; &nbsp;</font><br />
<font color="#000099">SPA = 20<br />
ITA = 60 <br />
SWE = 10<br />
}</font><br />
AI尋求改善關係或同盟(數值愈高愈積極)<br />
<br />
<font color="#000099">protect = {&nbsp; &nbsp; </font><br />
<font color="#000099">ROM = 80<br />
AUS = 300<br />
}</font><br />
ai保障獨立國家，數值愈高ai愈干涉&#8230;(美國的話名單會落落長&#8230;AUS居然高達300)<br />
<br />
<font color="#000099">target = {&nbsp; &nbsp;&nbsp;&nbsp;</font><br />
<font color="#000099">#Austria<br />
373 = 80 # Lech<br />
#Poland<br />
303 = 50 # Danzig</font><br />
<font color="#000099">#Baltic States<br />
206 = 50 # Memel<br />
} </font><br />
AI作戰目標省份，同樣，後方的數值愈高愈積極<br />
<br />
<font color="#000099">liberate = {</font><br />
<font color="#000099">FIN</font><br />
<font color="#000099">} <br />
</font>AI會放出的傀儡國<br />
<br />
<font color="#000099">resistance = {&nbsp; &nbsp;&nbsp;&nbsp;</font><br />
<font color="#000099">ROM = x<br />
}</font><br />
外交活動的困難度(0-10)，愈低愈難<br />
<br />
<font color="#ff0000">以下皆為交易內容<br />
</font><font color="#000099">trade = {<br />
cancel_deal_threshold = 2</font><br />
取消貿易協定的可能性(默認4.0)，愈低愈容易取消不利的交易<br />
<br />
<font color="#000099">energy&nbsp; &nbsp;= -1<br />
rare_materials&nbsp;&nbsp;= -1<br />
metal&nbsp; &nbsp;= -1<br />
oil&nbsp; &nbsp;= -1<br />
supplies&nbsp;&nbsp;= -1<br />
money&nbsp; &nbsp;= -1</font><br />
-1表示依照&#8230;db\resource_values.csv內的價值，若不是設為-1，則以這裡的數值為準<br />
<br />
<font color="#000099">favored = {<br />
&nbsp;&nbsp;SWE = 150<br />
&nbsp;&nbsp;ROM = 150<br />
&nbsp;&nbsp;ITA = 100<br />
&nbsp;&nbsp;SPA = 80<br />
&nbsp;&nbsp;BUL = 100<br />
&nbsp;&nbsp;JAP = 50<br />
&nbsp;&nbsp;CHI = 50<br />
}</font><br />
貿易優惠國，瑞典真是德國的最愛&#8230;<br />
<br />
<font color="#000099">embargo = { }</font><br />
<font color="#000000">拒絕交易國家<br />
</font>}<font color="#ff0000">請注意，交易到這邊才算完全<br />
</font><br />
<font color="#ff0000">以下為科技交換</font><br />
<font color="#000099">tech_sharing = {<br />
favored = {<br />
&nbsp;&nbsp;BUL = 100<br />
&nbsp;&nbsp;SPA = 120<br />
&nbsp;&nbsp;ITA = 150<br />
&nbsp;&nbsp;SWE = 50<br />
&nbsp;&nbsp;JAP = 150<br />
&nbsp; &nbsp;}</font><br />
科技交換國家，數值大小影響意願，同時也會影響科技的質量<br />
<br />
<font color="#000099">embargo = {<br />
&nbsp;&nbsp;ENG FRA AST CAN NZL<br />
}</font><br />
<font color="#000099"><font color="#000000">拒絕科技交換國家</font></font><br />
<font color="#000099"><font color="#000000"></font><br />
</font><font color="#000099">not = { }</font><br />
<font color="#000099"><font color="#000000">不會交換的科技項目</font><br />
</font><br />
<font color="#000099">prioritized = {<br />
&nbsp;&nbsp;# Arcriculture<br />
&nbsp;&nbsp;5020 = 100<br />
&nbsp;&nbsp;# Inf support<br />
&nbsp;&nbsp;1310 = 100<br />
&nbsp;&nbsp;# Production<br />
&nbsp;&nbsp;5050 = 100<br />
&nbsp; &nbsp;# Motorized<br />
&nbsp;&nbsp;1230 = 100<br />
&nbsp; &nbsp;}</font><br />
<font color="#000000">優先交換的科技種類<br />
</font>}<font color="#cc0000">同樣，科技到此才告一段落</font><br />
<br />
<font color="#cc0000">###################################<br />
# Spying&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;間諜<br />
###################################<br />
<font color="#cc0000"></font></font><br />
<font color="#ff0000">以下為間諜設定</font><br />
<font color="#000099"><strong style="color: black; background-color: #ffff66">spyprefs</strong> = {&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;<font size="4"><font color="#ff0000"><strong>請注意，1.3版本因為有大變動，所以以下說明皆針對1.3版本<br />
</strong></font></font>percentage_on_spies&nbsp; &nbsp;= 0.2</font><br />
<font color="#000000">1.3版這個參數無用&#8230;&#8230;</font><br />
<font color="#000099"><font color="#000000">(若為1.2版本則是指投入自國間諜活動的金錢比例)</font></font><br />
<font color="#000099"><font color="#000000"><br />
</font>percentage_foreign_mission&nbsp;&nbsp;= 0.8</font><br />
<font color="#000000">這個是決定AI對間諜任務的積極程度(前提是有目標國家和足夠的錢)，0表示完全不理會，1表示卯起來派遣間諜任務，毫不考慮任務的成功率&nbsp; &nbsp;&nbsp; &nbsp;</font><br />
<font color="#000000">(若為1.2版本是指投入敵國間諜活動的金錢比例)</font><br />
<font color="#000099"></font><br />
<font color="#000099"># Used for Intell efficiency and for setting minimum chance to succeed for the AI to do that particular type of mission<br />
spyprefsdata = <br />
{<br />
&nbsp;&nbsp;NumberOfSpies = 20</font><br />
<font color="#000099"><font color="#000000">間諜最大等級</font></font><br />
<font color="#000099"><font color="#000000">(1.2應該是指間諜最大數量)</font></font><font color="#000099"> </font><br />
<font color="#000099"></font><br />
<font color="#000099">min_number_of_spies = 3</font><br />
<font color="#000099"><font color="#000000"></font></font><font color="#000099"><font color="#000000">指AI執行間諜任務的最小間諜等級，若小於這個數值，則不做任何的任務</font></font><br />
<font color="#000099"><font color="#000000"></font><br />
&nbsp;&nbsp;steal_blueprint = 10<br />
&nbsp;&nbsp;minister_assassination = 5<br />
&nbsp;&nbsp;smear_campaign&nbsp;&nbsp;= 10<br />
&nbsp;&nbsp;coup = 3<br />
&nbsp;&nbsp;sabotage_industry = 10<br />
&nbsp;&nbsp;nuclear_sabotage = 5<br />
&nbsp;&nbsp;found_partisans = 10<br />
&nbsp;&nbsp;massmedia = 10<br />
&nbsp;&nbsp;disrupt_techteam = 10<br />
<font color="#000000">以上為各個間諜任務的最小成功率，高於以上機率AI才會執行</font><br />
<br />
country = GER</font><br />
<font color="#000099"></font>這個是指本國的設定(請注意，目標國家跟本國的AI內容有所不同)，反正這個參數必須是AI本國<br />
<font color="#000099">}</font><br />
<font color="#000099"></font><br />
<font color="#ff0000">以下則為針對不同目標國家的個別設定，以下僅列舉兩個(有些AI的目標國家會超多&#8230;)，內容差不多，都是各個任務的最低成功率</font><br />
<font color="#000099">spyprefsdata = {<br />
&nbsp;&nbsp;<font color="#660099"><strong><font color="#ff0000">country_priorities = 10</font><br />
</strong></font>&nbsp;&nbsp;steal_blueprint&nbsp;&nbsp;= 2 # 6<br />
&nbsp;&nbsp;minister_assassination&nbsp; &nbsp;= 1<br />
&nbsp;&nbsp;smear_campaign&nbsp; &nbsp;= 7 # 5<br />
&nbsp;&nbsp;coup&nbsp; &nbsp;&nbsp;&nbsp;= 1<br />
&nbsp;&nbsp;sabotage_industry&nbsp;&nbsp;= 8 # 6<br />
&nbsp;&nbsp;nuclear_sabotage&nbsp;&nbsp;= 0<br />
&nbsp;&nbsp;found_partisans&nbsp;&nbsp;= 3<br />
&nbsp;&nbsp;massmedia&nbsp; &nbsp; = 1<br />
&nbsp;&nbsp;disrupt_techteam&nbsp;&nbsp;= 6<br />
&nbsp;&nbsp;<font color="#ff0000"><strong>country&nbsp; &nbsp; = SOV</strong></font></font><br />
<font color="#000099">}</font><br />
<font color="#000099"></font><br />
<font color="#000099">spyprefsdata = {<br />
<font color="#660099">&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; <font color="#ff0000"><strong>country_priorities&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;= 4</strong></font><br />
</font>&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; steal_blueprint&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;= 10<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; minister_assassination&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;= 0<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; smear_campaign&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;= 4<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; coup&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;= 0<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; sabotage_industry&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;= 3<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; nuclear_sabotage&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;= 0<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; found_partisans&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;= 0<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; massmedia&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; = 1<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; disrupt_techteam&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;= 3<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; </font><font color="#ff0000"><strong>country&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;= YUG</strong></font><br />
<strong><font color="#ff0000">&nbsp; &nbsp;&nbsp;&nbsp;</font><font color="#000099">}</font></strong><br />
<font color="#000099">}<font color="#ff0000">間諜設定結束</font></font><br />
<font color="#000000">這兩個是指分別對蘇俄與南斯拉夫的間諜活動設定，唯一不同的紅字部份，是指針對兩國間諜活動的比重</font>，以上面為例，俄 : 南 = 10 :4；至於其他都是指對該國執行間諜活動的最低成功率，對該兩個或國家執行間諜活動時，以該國的設定為基準<br />
</div>
<font color="#cc0000">###################################<br />
# Construction and Tech Research&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;生產與科技研發</font><font color="#cc0000"><br />
###################################</font><br />
<font color="#cc0000"></font><br />
<font color="#cc0000">以下皆為生產內容</font><br />
<font color="#000099">construction = { <br />
max_factor = 0.020 </font><br />
省份設施生產的最大ic分配比例(0.0-1.0)，不過有另一個說法是密絲佛陀&#8230;(簡略)，IC分配應該是正確的<br />
<br />
<font color="#000099">transports = -1 <br />
escorts = -1 </font><br />
<font color="#000099"><font color="#000000"></font></font>-1為預設值，表示AI將會100%建造需要的運輸及護航船，AI作者建議這邊不要修改<br />
<br />
<font color="#000099">AA_batteries&nbsp;&nbsp;= [yes/no/atwar/not_atwar]&nbsp;&nbsp;</font><br />
防空設施的建造(總是/決不/戰時/和平)<br />
<br />
<font color="#000099">max_AA_level = 4 </font><br />
省份防空炮最大堆疊數，以這一行為例，指定的省份最多達到4<br />
<br />
<font color="#000099">AA_provs = { <br />
&nbsp;&nbsp;75&nbsp;&nbsp;# Cologne<br />
&nbsp;&nbsp;74&nbsp;&nbsp;# Saarbruken</font><br />
<font color="#000099">} <br />
</font>防空炮建造省份<br />
<br />
<font color="#000099">coastal_fort = [yes/no/atwar/not_atwar]</font><br />
<font color="#000099">max_coastal_level = 3<br />
coastal_fort_provs = {<br />
&nbsp;&nbsp;90 # Kiel<br />
} <br />
</font>同上，不過這裡是海岸堡壘的建造<br />
<br />
<font color="#000099">radar_station = [yes/no/atwar/not_atwar]</font><br />
<font color="#000099">max_radar = 2<br />
radar_provs = {}</font><br />
<font color="#000000">雷達建造</font><br />
<br />
<font color="#000099">air_base = [yes/no/atwar/not_atwar]</font><br />
<font color="#000099">max_air_base = 3<br />
air_base_provs = { } </font><br />
機場<br />
<br />
<font color="#000099">naval_base = [yes/no/atwar/not_atwar] <br />
max_naval_base = 5 <br />
naval_base_provs = { } </font><br />
<font color="#000000">海軍基地(港口)</font><br />
<font color="#000099"></font><br />
<font color="#000099">nuclear_reactor = [yes/no/atwar/not_atwar]</font><br />
<font color="#000099">max_nuclear = 3</font><br />
<font color="#000099">nuclear_reactor_prov = { }</font><br />
<font color="#000000">核能反應爐</font><br />
<br />
<font color="#000099">rocket_test = [yes/no/atwar/not_atwar]</font><br />
<font color="#000099">max_rocket = 2</font><br />
<font color="#000099">rocket_test_prov = { }</font><br />
火箭測試場<br />
<font color="#000099"></font><br />
<font color="#000099">land_fort = [yes/no/atwar/not_atwar]</font><br />
<font color="#000099">max_land_level = 2<br />
fort_borders = { SOV }</font><br />
在與該國交界處建造<br />
<font color="#000099">fort_provs = { }</font><br />
<font color="#000000">地堡</font><br />
<font color="#000099"></font><br />
<font color="#000099">ic_at_war = yes/no</font><br />
戰爭時是否持續蓋工廠<br />
<br />
<font color="#000099">force_ic_until = 1937</font><br />
即使「資源不足」，還是卯起來蓋工廠，直到1937年止<br />
<br />
<font color="#000099">ic_end_year = 1941</font><br />
工廠蓋到1941年後停止<br />
<br />
<font color="#000099">IC_provs = {<br />
&nbsp;&nbsp;74&nbsp;&nbsp;# Saarburken<br />
&nbsp;&nbsp;376 # Munchen</font><br />
<font color="#000099">}</font><br />
<font color="#000000">工廠建造優先省份</font><br />
<font color="#000099">}</font><font color="#ff0000">生產到此告一段落</font><br />
<br />
<font color="#ff0000">以下為軍隊生產<br />
</font><font color="#000099">military = { <br />
relative_build_scheme&nbsp;&nbsp;= yes/no</font><br />
我的解讀&#8230;&#8230;嘿嘿，兩者應該都照下面的生產計畫來生產(默認為yes)，差別是<br />
yes，AI會依照現有的軍隊與計畫的比例之間的落差來生產(意思就是，照下面的計畫表比例，現有的軍隊那樣兵種少於該比例就生產哪樣)<br />
no，AI完全按照下面的計畫來隨機生產(但是仍按照比例)，不過完全不考慮現有的軍隊<br />
<br />
PS：這個設定的說法很多&#8230;&#8230;以上是我的解讀(未經測試)，另外，電腦生產軍隊是利用生產線的，所以一次生產不是單一個，而是一組，每個兵種一組的數量都不一樣<br />
<br />
<font color="#000099">max_batch_peace&nbsp; &nbsp;= 360 </font><br />
和平時期，流水線生產的最長日期<br />
<br />
<font color="#000099">max_batch_war&nbsp; &nbsp; = 180 </font><br />
戰爭時期，流水線生產的最長日期(戰爭遠在天邊)<br />
<br />
<font color="#000099">max_batch_home_front = 180</font><br />
戰爭時期，流水線生產的最長日期(戰爭打到家門口)<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;<br />
&nbsp; &nbsp;&nbsp; &nbsp; <font color="#000099">extra_convoys_war = 0.0500 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;extra_convoys_peace = 0.0500 </font><br />
這兩個參數是設定在戰時及和平時期，運輸及護衛船(以上參數兩者共用)的額外備用量及生產與否，假設現有領土共需要200艘運輸船，200*(1+0.0500)=210，AI會設定國家共需要210艘運輸船，不夠就會生產，至於護衛船的量則取決於運輸船的量，這個比例我就不太清楚了，<br />
<br />
<font color="#ff0000"></font><font color="#000099">#### Divisions etc...&nbsp; &nbsp;<font color="#000000">生產分配範例<br />
</font>infantry&nbsp; &nbsp;= 35&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; </font><br />
<font color="#000099">cavalry&nbsp; &nbsp;= 0<br />
motorized&nbsp; &nbsp;= 3<br />
mechanized&nbsp; &nbsp;= 0<br />
light_armor&nbsp;&nbsp;= 5<br />
armor&nbsp; &nbsp; = 0<br />
paratrooper&nbsp;&nbsp;= 0<br />
marine&nbsp; &nbsp; = 0<br />
bergsjaeger&nbsp;&nbsp;= 1<br />
garrison&nbsp;&nbsp;= 8<br />
&nbsp; &nbsp; hq&nbsp; &nbsp;&nbsp;&nbsp;= 3<br />
militia&nbsp; &nbsp;= 0<br />
#&nbsp; &nbsp; 55 %&nbsp;&nbsp;<font color="#000000"> 陸軍<br />
</font>interceptor&nbsp;&nbsp;= 6<br />
multi_role&nbsp; &nbsp;= 2<br />
cas&nbsp; &nbsp; = 4<br />
strategic_bomber = 0<br />
tactical_bomber = 5<br />
naval_bomber&nbsp;&nbsp;= 3<br />
transport_plane = 0<br />
flying_bomb&nbsp;&nbsp;= 0<br />
flying_rocket&nbsp;&nbsp;= 0<br />
#&nbsp; &nbsp; 20 %&nbsp; &nbsp;<font color="#000000">空軍<br />
</font>battleship&nbsp; &nbsp;= 1<br />
carrier&nbsp; &nbsp;= 0<br />
escort_carrier = 0<br />
destroyer&nbsp; &nbsp;= 5<br />
light_cruiser&nbsp;&nbsp;= 3<br />
heavy_cruiser&nbsp;&nbsp;= 1<br />
battlecruiser&nbsp;&nbsp;= 0<br />
submarine&nbsp; &nbsp;= 10<br />
nuclear_submarine = 0<br />
transports&nbsp; &nbsp;= 5<br />
#&nbsp; &nbsp; 25 %&nbsp; &nbsp;<font color="#000000"> 海軍<br />
</font></font>這個不用多說了，各個兵種的生產比例，注意，陸海空加總要100%<br />
<br />
<font color="#000099">#### Brigades&nbsp; &nbsp; <font color="#000000">陸軍附</font><font color="#000000">加旅範例<br />
</font>artillery&nbsp; &nbsp; = 20<br />
sp_artillery&nbsp; &nbsp;= 8<br />
rocket_artillery = 0 <br />
sp_rct_artillery&nbsp;&nbsp;= 0<br />
anti_tank&nbsp; &nbsp; = 11<br />
tank_destroyer&nbsp; &nbsp;= 5<br />
light_armor_brigade = 2<br />
heavy_armor&nbsp; &nbsp;= 5<br />
super_heavy_armor&nbsp;&nbsp;= 0<br />
armored_car&nbsp; &nbsp;= 0<br />
anti_air&nbsp; &nbsp; = 6<br />
police&nbsp; &nbsp;&nbsp;&nbsp;= 3<br />
engineer&nbsp; &nbsp; = 5 </font><br />
<font color="#000000">加總要&lt;或=100</font><br />
<font color="#000099"></font><br />
<font color="#000099">&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;cag = 100.000<br />
&nbsp; &nbsp;&nbsp;&nbsp;escort = 100.0000</font><br />
<font color="#000000">這兩個不知道為什麼要單獨拉出來&#8230;<br />
</font><font color="#000099">&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;</font><br />
<font color="#000000"><font color="#000099"><font color="#000000">海軍附加旅 </font></font></font><br />
<font color="#000099">&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_asw = 20.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_anti_air_s = 20.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_radar_s = 20.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_fire_controll_s = 20.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_improved_hull_s = 10.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_torpedoes_s = 10.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_anti_air_l = 0.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_radar_l = 0.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_fire_controll_l = 0.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_improved_hull_l = 0.0000 <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;naval_torpedoes_l = 0.0000<br />
}<font color="#ff0000">軍隊生產到此結束</font></font><br />
<font color="#ff0000">以下為科技研發</font><br />
<font color="#000099"><font color="#000099">technology = { <br />
endgoal&nbsp;&nbsp;= { } </font></font><br />
<font color="#000099"><font color="#000099"><font color="#000000">要研發的科技</font></font></font><br />
<font color="#000099"><font color="#000099"><font color="#000000"></font><br />
preference&nbsp;&nbsp;= {<br />
&nbsp;&nbsp;# Tools<br />
&nbsp;&nbsp;5050 5060 5070</font></font><br />
<font color="#000099"><font color="#000099">&nbsp;&nbsp;# Engineering<br />
&nbsp;&nbsp;5080 5090 5100<br />
&nbsp;&nbsp;</font></font><font color="#000099"><font color="#000099"> </font></font><font color="#000099"><font color="#000099">} </font></font><br />
<font color="#000099"><font color="#000099"><font color="#000000">優先研發的科技</font><br />
</font></font><br />
<font color="#000099"><font color="#000099">ignore&nbsp; &nbsp;= {<br />
&nbsp;&nbsp;# Strategic bombers<br />
&nbsp;&nbsp;4220 4230 4240</font></font><br />
<font color="#000099"><font color="#000099">&nbsp;&nbsp;# Battle Cruiser<br />
&nbsp;&nbsp;3190 3200 3210 3220 3230 3240</font></font><br />
<font color="#000099"><font color="#000099">&nbsp;&nbsp;</font></font><font color="#000099"><font color="#ff0000"><font color="#000099"> }<br />
</font></font><font color="#000000">忽略研發的科技</font></font><br />
<br />
<font color="#000099"><font color="#ff0000"><font color="#000099">armor&nbsp; &nbsp;= 5 <br />
infantry&nbsp;&nbsp;= 6<br />
industry&nbsp;&nbsp;= 5<br />
aircraft&nbsp;&nbsp;= 5<br />
naval&nbsp; &nbsp;= 1<br />
land_doctrines&nbsp;&nbsp;= 2<br />
secret_weapons&nbsp;&nbsp;= 1<br />
air_doctrines&nbsp;&nbsp;= 1<br />
naval_doctrines = 1</font></font></font><br />
<font color="#000099"><font color="#ff0000"><font color="#000099"><font color="#000000">優先研發的科技種類(=比重)</font><br />
}&nbsp;&nbsp;</font></font><font color="#ff0000">科技研發到此結束</font></font><br />
<br />
<font color="#ff0000">###################################<br />
# Ground Combat, Leaders and Garrisons&nbsp;&nbsp;地面作戰、領導、駐軍<br />
###################################<br />
<font color="#ff0000"><font color="#000099"></font></font><br />
<font color="#ff0000">以下為將領比例</font></font><br />
<font color="#000099"><font color="#000099">leader_ratio = { </font></font><br />
<font color="#000099"><font color="#000000">以軍隊數目決定將領數量</font></font><br />
<font color="#000099"><font color="#000000">假設國家一共有101個師，用101乘下面的數值<br />
</font>land_field_marshal&nbsp;&nbsp;=0.02</font><br />
<font color="#000099"><font color="#000000">就有2個元帥(用101舉列，應該結果要大於才行)</font><br />
land_general&nbsp; &nbsp;=0.031<br />
<font color="#000000">3個上將，精準一點，就是每(1/0.031)個師出一個上將</font><br />
land_lt_general&nbsp;&nbsp;=0.41</font><br />
<font color="#000000">41個中將</font><br />
<font color="#000099"></font><br />
<font color="#000099">sea_grand_admiral&nbsp;&nbsp;=0.02<br />
sea_admiral&nbsp; &nbsp;=0.061<br />
sea_vice_admiral&nbsp;&nbsp;=0.401</font><br />
<font color="#000000">海軍</font><br />
<font color="#000099"></font><br />
<font color="#000099">air_marshal&nbsp; &nbsp;=0.02<br />
air_general&nbsp; &nbsp;=0.091<br />
air_lt_General&nbsp; &nbsp;=0.11</font><br />
<font color="#000099"><font color="#000000">空軍</font><br />
}</font><font color="#ff0000">結束</font><br />
<br />
<font color="#ff0000">以下為駐軍設定</font><br />
<font color="#000099">garrison = {<br />
defend_overseas_beaches = yes/no</font><br />
<font color="#000099"><font color="#000000">是否海外駐軍(默認為no)</font></font><br />
<br />
首先，先確立一個地區駐軍的基本數量，該數量的值就是「該地區」的省份數量減去attrition provinces數量(這個名詞好像只有P社的遊戲才有&#8230;找不到翻譯，我個人大膽的猜測，就是會造成人力耗損的省份，有些省份駐軍每天都會造成人力耗損，像是熱帶叢林這種地形)，再乘以下面的基數<br />
<font color="#000099"></font><br />
<font color="#000099">home_multiplier&nbsp;&nbsp;= 1.0</font><br />
<font color="#000099"><font color="#000000">本國領土的駐軍數(預設為0.5)&#8230;&#8230;簡單一點說，假設該地區沒有會造成損耗的省份，1代表省份數=軍隊數，0.5則表示2個省一個師</font><br />
</font><br />
<font color="#000099">overseas_multiplier&nbsp;&nbsp;= 1.0</font><br />
<font color="#000099"><font color="#000000">海外的駐軍數(預設為0.3333)</font></font><br />
<font color="#000099"><font color="#000000"></font><br />
home_peace_cap&nbsp; &nbsp;= 20<br />
<font color="#000000">和平時期，首都地區的最高駐兵數(這裡的解釋用的是capital area，而不是單獨的capital，所以應該是指首都附近的區域)</font><br />
<font color="#000000"><br />
</font>war_zone_odds&nbsp; &nbsp;= 2.0<br />
<font color="#000000">AI在戰爭區域的駐軍數將「努力」達到敵軍的2.0倍</font><br />
<br />
key_point_prio_mult = 0.5<br />
<br />
revolt_risk_mult = 0.3</font><br />
應該是控制游擊隊風險的參數？？！！<br />
<br />
<font color="#000099"></font><font color="#000099">area_multiplier = {<br />
&nbsp;&nbsp;304 = 3.5 # Elbing<br />
</font><font color="#000099">}</font><br />
區域駐軍(將包含此省份的區域的駐軍數取代上面的參數，前提是這些區域為海外，若與首都相連，則無視)<br />
<br />
<font color="#000099"><font color="#000000"></font><br />
# PRIORITIES:<font color="#000000">駐軍優先權<br />
</font>beach&nbsp; &nbsp;= 0 # Beach level 2<br />
<font color="#000000">海岸</font><br />
<font color="#000000"><br />
</font>capital&nbsp; &nbsp;= 40 # Our capital<br />
<font color="#000000">首都</font><br />
<font color="#000000"></font><br />
human_border&nbsp;&nbsp;= 0 # Ignored for allied human players<br />
<font color="#000000">人類玩家(若雙方同盟，則忽略)</font><br />
<font color="#000000"></font><br />
war_target&nbsp;&nbsp;= 50 # The next country targeted for attack by this AI<br />
<font color="#000000">下一個攻擊目標國家的交界省份</font><br />
<font color="#000000"></font><br />
<font color="#000000"><font color="#000099">reserves = 20</font></font><br />
<font color="#000000"><font color="#000000">緊臨前線後方的省份</font></font><br />
<font color="#000000"><br />
</font>opposing_alliance = 50 # For neutrals, all alliances are "opposing"<br />
<font color="#000000">對立的聯盟國家</font><br />
<font color="#000000"></font><br />
claim_threat&nbsp;&nbsp;= 0 # If we are neutral, countries with claims on us get this<br />
<font color="#000000">佔有他國核心領土的交界省份，或指有威脅性的國家</font><br />
<font color="#000000"></font><br />
unstable_border&nbsp;&nbsp;= 0 # Bordering countries at war with someone else get this<br />
<font color="#000000">緊臨的它國被佔據省份</font><br />
<font color="#000000"></font></font><br />
<font color="#000099"># Borders with specific countries&nbsp;&nbsp;<font color="#000000">針對</font><font color="#000000">特別國家的邊界</font><br />
country_priorities = {<br />
&nbsp;&nbsp;AUS = -1<br />
&nbsp;&nbsp;CZE = 75<br />
&nbsp;&nbsp;POL = 100<br />
&nbsp;&nbsp;HOL = 5<br />
&nbsp;&nbsp;SOV = 25<br />
}</font><br />
<font color="#000099"><font color="#000000">針對個別國家邊界駐軍設定(若數值為-1，則表示將"opposing_alliance", "claim_threat" and "unstable_border"皆設為0)</font></font><br />
<font color="#000099"><font color="#000000"><br />
</font>ignore = {<br />
&nbsp;&nbsp;#Rhine<br />
&nbsp;&nbsp;75 #Cologne<br />
&nbsp;&nbsp;74 #Saarburken<br />
&nbsp;&nbsp;66 #Aachen<br />
}<br />
<font color="#000000">該省份駐軍設為0</font><br />
<font color="#000000"></font><br />
province_priorities = {<br />
&nbsp;&nbsp;#Rhine border<br />
&nbsp;&nbsp;313 = 30 #Frankfurt<br />
&nbsp;&nbsp;82 = 30&nbsp;&nbsp;#Kassel<br />
&nbsp; &nbsp;}<br />
<font color="#000000">單獨省份駐軍優先權設定(可為-1)</font><br />
}<font color="#cc0000">結束</font><br />
</font><br />
<font color="#ff0000">以下為前線佈防</font><br />
<font color="#000099">front = {&nbsp; &nbsp;<br />
recklessness&nbsp; &nbsp;= 2 # 0-3</font><br />
<font color="#000000">魯莽程度，數值愈高，AI會做出愈冒險(可以看做是有時積極，有時愚蠢)的舉動</font><br />
<font color="#000099"><br />
distrib_vs_ai&nbsp; &nbsp;= [even/reactive/defensive/offensive/op_defensive]<br />
distrib_vs_human&nbsp;&nbsp;= [even/reactive/defensive/offensive/op_defensive]<br />
<font color="#000000">分別設定AI對AI，與AI對玩家的行為，參數為：</font><br />
<font color="#000000">even：沿著前線均勻的分佈軍力</font><br />
<font color="#000000">reactive：配合敵方軍力配置，做出相對應的集結</font><br />
<font color="#000000">defensive：針對省份的重要性配置(參考IC，勝利點，石油等因素)</font><br />
<font color="#000000">offensive：針對敵方兵力分佈的弱點集中配置</font><br />
<font color="#000000">op_defensive：撤退的方向愈少，相對兵力的配置也愈少(避免被包餃子&#8230;)</font><br />
<br />
support_defense_prop = X<br />
<font color="#000000">受到攻擊的省份，AI將派遣 X 的部隊前往支援(還沒看到哪個國家有這項&#8230;)</font><br />
</font><br />
<font color="#000099">enemy_reinf_days = 6</font><br />
當計算下列比例時，將敵軍(6)天內能夠抵達該省的部隊計算在內<br />
我猜測應該是將電腦運算勝負及軍隊數的能力延伸擴展(x)天，也就是說，將戰鬥勝負的計算都鎖定在x天以內，(太小的話，不準確，因為敵人也會派援軍；太大的話，沒必要，敵人援軍根本趕不過來，徒然增加電腦的運算量與時機判斷準確度)<br />
<br />
<font color="#000099">reserve_prop&nbsp;&nbsp;= 0.1</font><br />
<font color="#000099"><font color="#000000">允許「全部前線部隊」中的最大比例可以不待在第一線(區間0-1)，意思就是，允許多少比例的部隊可以退守第二線，像是指揮部、受損嚴重的部隊這種不需放在最前方作戰省份的部隊就先退居第二線</font></font><br />
<font color="#000099"><font color="#000000"><br />
</font>panic_ratio_vs_ai = 2.5<br />
panic_ratio_vs_human = 2.5<br />
<font color="#000000">倘若AI或玩家前線的駐軍數量超過我方達到這個「倍數」，將增加前線的駐防軍（不過國家軍隊的總數有限，所以不是從別的前線抽調，就是從負責本土的駐防鎮壓軍抽調）</font><br />
<br />
base_attack_odds = 1.3<br />
<font color="#000000">若進攻獲勝的機率達到以上比例，則進攻</font><br />
min_attack_odds&nbsp;&nbsp;= 1.1<br />
<font color="#000000">若形成長期對峙，進攻獲勝的機率只要未低於以上比例，仍然進攻（52區指撤退，WIKI用的是GO這個字&#8230;含意真深&#8230;&#8230;我個人覺得應該是指進攻&#8230;耳邊來一陣呼喚&#8230;go go go )<br />
</font>max_attack_odds&nbsp;&nbsp;= 3.0<br />
<font color="#000000">當獲勝的機率達到以上比例，AI將不再派遣軍隊前來助陣<br />
</font>reinforce_odds&nbsp;&nbsp;= 1.2<br />
<font color="#000000">當獲勝的機率達到以上比例，AI會派遣軍隊前來增援</font></font><br />
<font color="#000099">withdraw_odds&nbsp;&nbsp;= 0.6</font><br />
當獲勝的機率低於以上比例，AI停止戰鬥同時撤退<br />
PS：若平均組織度過低AI也會主動撤退，另外以上五項的機率計算，電腦另有一套公式，公式不明<br />
<font color="#ff0000"></font><br />
<font color="#ff0000">戰鬥效率及其他修正值</font><br />
<font color="#000099"></font><font color="#000099">strength&nbsp;&nbsp;= 1.0<br />
organisation&nbsp;&nbsp;= 1.0<br />
soft_attack&nbsp;&nbsp;= 1.0<br />
hard_attack&nbsp;&nbsp;= 1.0<br />
ground_defense&nbsp;&nbsp;= 1.0<br />
dig_in&nbsp; &nbsp;= 1.0 # Against defender</font><br />
<br />
<font color="#000099">frozen_attack&nbsp;&nbsp;= 1.0 <br />
snow_attack&nbsp;&nbsp;= 1.0<br />
blizzard_attack = 1.0<br />
storm_attack&nbsp;&nbsp;= 1.0<br />
muddy_attack&nbsp;&nbsp;= 1.0</font><br />
<font color="#000099"></font><br />
<font color="#000099">jungle_attack&nbsp;&nbsp;= 1.0<br />
mountain_attack = 1.0<br />
swamp_attack&nbsp;&nbsp;= 1.0<br />
forest_attack&nbsp;&nbsp;= 1.0<br />
hill_attack&nbsp;&nbsp;= 1.0<br />
urban_attack&nbsp;&nbsp;= 1.0<br />
<br />
</font><font color="#000099"></font><font color="#000099">occupied&nbsp;&nbsp;= 0.7&nbsp; &nbsp; </font><font color="#000000">被敵方包圍領土<br />
</font><font color="#000099">owned&nbsp; &nbsp;= 0.7&nbsp; &nbsp;&nbsp; &nbsp; </font><font color="#000000">被己方包圍領土</font><br />
<font color="#000099">river&nbsp; &nbsp;= 1.0</font><br />
<font color="#000099"><font color="#000000">還有兩個設定，<font color="#000099">largefort</font> 6級以上地堡及<font color="#000099">smallfort </font>6級以下地堡，不過這都不重要了，因為</font></font><font color="#000000">這裡的數據我查了一下，每個國家好像都設成一模一樣，根據WIKI所說，從1.2後，這些戰鬥效率的修正設定就沒用了，</font><font color="#000000">但是為什麼不能刪除呢&#8230;&#8230;</font><br />
<font color="#000099">&nbsp; &nbsp; </font><br />
<font color="#000099">enemy_handicap = {</font><br />
<font color="#000099">FRA = 300<br />
&nbsp;&nbsp;BEL = 300<br />
&nbsp;&nbsp;} </font><br />
<font color="#000099"><font color="#000000">在設定的天數內，對該國家保持觀望，意即針對該國家每發動一次新的戰爭，這個值就要RUN一次&#8230;&#8230;(不針對玩家)</font></font><br />
<font color="#000099"><font color="#000000"></font><br />
&nbsp; &nbsp;&nbsp; &nbsp; passivity = {<br />
&nbsp;&nbsp;FRA = 100<br />
&nbsp;&nbsp;BEL = 100<br />
}<br />
<font color="#000000">針對AI進攻被動性的百分比，意思就是，該值愈高，AI對該國推進的愈緩慢，像是當日本打下中國北方大部分的省分時，這個值會拉高到90以上&#8230;</font><br />
<br />
province_priorities = {<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 527 = 0.2<br />
} <br />
<font color="#000000">針對特別省份防禦，這個設定有點重覆，區間0-1，0.2就是20%</font><br />
}<font color="#ff0000">結束</font><br />
</font><font color="#ff0000">###################################<br />
# Air bombardment and defense<br />
###################################</font><br />
<font color="#ff0000"></font># Air AI File For Ground Bombings as priority<br />
# bomber is now obsolete and NOT USED AT ALL replace and use Air Marshal instead<br />
air_marshal = {<br />
min_mission_strength_org = 0.8<br />
icxdayscostfactor&nbsp; &nbsp; = 10.0&nbsp;&nbsp;# How to value true industrial cost when calculating expect causalties<br />
manpowercostfactor&nbsp; &nbsp;= 100.0&nbsp;&nbsp;# How to value manpower cost when calculating expect causalties<br />
destructionriskthreashold&nbsp;&nbsp;= 0.2&nbsp;&nbsp;# when to fear a divisiopn might be destroyed<br />
# desirability is a multiplier used when calcualting the mission desirability<br />
airsuperioritydesirability&nbsp; &nbsp;= 30.0<br />
groundattackdesirability&nbsp; &nbsp;= 40.0<br />
inderdictiondesirability&nbsp; &nbsp;= 20.0<br />
logisticalstrikedesirability&nbsp;&nbsp;= 2.0<br />
runwaycrateringdesirability&nbsp;&nbsp;= 10.0<br />
strategicstrikedesirability&nbsp;&nbsp;= 10.0<br />
installationstrikedesirability&nbsp;&nbsp;= 5.0<br />
navalstrikedesirability&nbsp; &nbsp;= 15.0<br />
portstrikedesirability&nbsp; &nbsp; = 9.0<br />
convoyraiddesirability&nbsp; &nbsp;= 9.0<br />
# tolerance is the required kill:loss ration expected to do <br />
#&nbsp; &nbsp; mission, 2.0 accept twice the losses of your enemy, 0.5 accept half<br />
airsuperioritylosstolerance&nbsp;&nbsp;= 1.0<br />
groundattacklosstolerance&nbsp; &nbsp;= 1.0<br />
interdictionlosstolerance&nbsp; &nbsp;= 2.0<br />
logisticalstrikelosstolerance&nbsp;&nbsp;= 0.5<br />
runwaycrateringlosstolerance&nbsp;&nbsp;= 1.5<br />
strategicstriketolerance&nbsp; &nbsp;= 4.5<br />
installationstriketolerance&nbsp;&nbsp;= 1.5<br />
navalstriketolerance&nbsp; &nbsp; = 1.0<br />
portstriketolerance&nbsp; &nbsp; = 1.0<br />
convoyraidtolerance&nbsp; &nbsp; = 1.0<br />
# efficency is a tweakable param to adjust according to how <br />
#&nbsp; &nbsp; much actual damage comes from doing this mission (not to be confused with desirability)<br />
logisticalstrikeefficency&nbsp;&nbsp;= 0.01<br />
runwaycrateringefficency&nbsp;&nbsp;= 0.01<br />
strategicstrikeefficency&nbsp;&nbsp;= 0.01<br />
installationstrikeefficency = 0.01<br />
taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes } <br />
taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } <br />
taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } <br />
taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes } <br />
taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } <br />
taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } <br />
}<br />
<font color="#ff0000"></font><br />
<font color="#ff0000">###################################<br />
# Invasions and Naval&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;侵略與海軍<br />
###################################</font><br />
<br />
<font color="#ff0000">以下為侵略內容</font><br />
<font color="#000099">invasion = { <font color="#ff0000">(感覺整個內容是在描述AI如何選擇登陸作戰的地點)</font><br />
&nbsp;&nbsp;base&nbsp;&nbsp;= 0.1 #Relative modifier. (lower = specific targets much more important.)</font><br />
<font color="#000099"><font color="#000000">這裡應該是決定戰略目標與隨機目標之間的加權比重(愈低，明確的目標更重要)</font><br />
<br />
random&nbsp;&nbsp;= 8.0 #How big a random range.&nbsp;&nbsp;</font><br />
<font color="#000000">隨機範圍的大小(1.0 = 1%)</font><br />
<font color="#000099"><br />
coastal&nbsp;&nbsp;= 0.1 #increase to avoid coastal forts more.</font><br />
<font color="#000000">有海岸堡壘的省份(數值愈高，愈敢登陸有海岸堡壘的省份)</font><br />
<font color="#000099"><br />
beach&nbsp;&nbsp;= 0.1 #higher, avoid worst beaches.<br />
<font color="#000000">難以登陸的海岸(數值愈高，接受爛海灘&#8230;誰知道這個遊戲的爛海灘是哪？？！！)</font><br />
<font color="#000000"></font><br />
distance = 0.1 #higher = avoid long distance.<br />
<font color="#000000">遠距離作戰(數值愈高，允許距離愈遠)</font><br />
<font color="#000000"></font><br />
max_distance&nbsp; &nbsp; = 20.0&nbsp;&nbsp;#About the distance from Rostock to Narvik<br />
<font color="#000000">作戰最遠距離，若距離超過以上數值則忽略(1=遊戲中的100km)</font><br />
<font color="#000000">題外話，Rostock 跟 Narvik是在哪啊&#8230;&#8230;玩中文版的壞處&#8230;</font><br />
<font color="#000000"></font><br />
pocket&nbsp;&nbsp;= 20.0 #prioritise pockets, ie provinces with no adjacent controlled by same.<br />
<font color="#000000">獨立在外的或是單獨省份(四周沒有同國領土)的海岸省份優先權</font><br />
<br />
island&nbsp;&nbsp;= 0.1 #prioritise taking pure islands.<br />
<font color="#000000">孤立的島嶼優先權</font><br />
<font color="#000000"><br />
</font>enemy&nbsp;&nbsp;= 2.0 #higher = much more vary of troops in province.<br />
<font color="#000000">提防有敵國駐軍的省份</font><br />
<br />
adjacentenemy&nbsp;&nbsp;= 2.0 #higher = much more vary of troops nearby<br />
<font color="#000000">提防附近的敵軍</font><br />
<br />
air_base = 1.5 <br />
<font color="#000000">擁有空軍基地省份的優先權</font><br />
<br />
&nbsp; &nbsp;&nbsp; &nbsp; naval_base&nbsp;&nbsp;= 0.1 <br />
<font color="#000000">擁有海軍基地省份的優先權</font><br />
<font color="#000000"></font><br />
&nbsp; &nbsp;&nbsp; &nbsp; air_support&nbsp;&nbsp;= 3.0 <br />
<font color="#000000">敵方空軍半徑範圍的海岸優先權</font><br />
<font color="#000000"></font><br />
&nbsp; &nbsp;&nbsp; &nbsp; redirect&nbsp;&nbsp;= [priority/nearest/home]<br />
<font color="#000000">攻擊重新導向，參數：</font><br />
<font color="#000000">priority：照AI表列的目標</font><br />
<font color="#000000">nearest：最近的海岸</font><br />
<font color="#000000">home：容易的攻擊目標 and home is to return back to port！！？？</font><br />
<br />
ignore&nbsp;&nbsp;= no<br />
<font color="#000000">與國家首都同一塊大陸上，與他國已經有陸地戰線(意思是開戰之後，與敵國有相鄰的省份，意即有前線)，是否仍發動登陸戰另闢戰場(預設是no)</font><br />
<font color="#000000"><br />
</font>help_allies&nbsp;&nbsp;= no<br />
<font color="#000000">是否幫助盟國&nbsp; &nbsp; </font></font><br />
<font color="#000099"><font color="#000000"></font></font><br />
<font color="#000099">staging_province = {<br />
958 # Casablanca<br />
}<br />
<font color="#000000">海外侵略，軍隊集中安置的省份</font><br />
<br />
target = { <br />
&nbsp;&nbsp;#Norway<br />
&nbsp;&nbsp;107 = 4000 # Oslo<br />
&nbsp;&nbsp;108 = 4000 # Kristiansan<br />
&nbsp;&nbsp;</font><font color="#000099">&nbsp;&nbsp;#Sweden<br />
&nbsp;&nbsp;114 = 3750 # Gavle<br />
&nbsp;&nbsp;120 = 4000 # Sundsuall<br />
&nbsp;&nbsp;</font><font color="#000099">&nbsp;&nbsp;#Finland<br />
&nbsp;&nbsp;142 = 2000 # Helsinki<br />
&nbsp;&nbsp;137 = 1750 # Oulu<br />
&nbsp;&nbsp;131 = 1750 # Tornio<br />
} </font><br />
<font color="#000099"><font color="#000000">侵略海灘省份的優先權，(可為負值，意思就是當那個省份不存在)</font><br />
}</font><font color="#ff0000">結束 </font><br />
<font color="#000099"></font><br />
<font color="#000099"><font color="#ff0000">以下為海軍控制<br />
</font>admiral = { <br />
min_org&nbsp;&nbsp;= 100 # NEW: Percent of org gained back before the unit can leave port</font><br />
<font color="#000000">船艦再次出港前必須達到的最高組織度比例</font><br />
<font color="#000099"><br />
min_dmg&nbsp;&nbsp;= 98&nbsp; &nbsp; # NEW: Percent of dmg gained back before the unit can leave port</font><br />
<font color="#000099"><font color="#000000">船艦再次出港前必須達到的最高人力比例</font></font><br />
<font color="#000099"><font color="#000000"></font><br />
return_org&nbsp;&nbsp;= 60&nbsp;&nbsp;# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships<br />
<font color="#000000">船艦執行任務中低于這個比例的組織度將回港</font><br />
<br />
return_dmg&nbsp;&nbsp;= 80&nbsp;&nbsp;# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT <br />
<font color="#000000">船艦執行任務中低于這個比例的人力將回港</font><br />
<br />
</font><font color="#000099">ignore = {<br />
&nbsp;&nbsp;#Murmansk/Archangel<br />
&nbsp;&nbsp;"Barents Sea"<br />
&nbsp;&nbsp;"Arctic Ocean"<br />
&nbsp; &nbsp;&nbsp; &nbsp;<br />
&nbsp;&nbsp;#Western Mediterranean<br />
&nbsp;&nbsp;"Costa del Sol"<br />
&nbsp;&nbsp;"Gulf of Lyon"<br />
&nbsp;&nbsp;"Algerian Coast"<br />
}</font><br />
<font color="#000000"><font color="#000099"><font color="#000000">忽略的"海域"</font><br />
</font></font><font color="#000099"><font color="#000000">(這個設計很神奇，後期船的艦航程加上領地擴大，全世界都到的了，這個忽略海域名單多到會爆掉)</font></font><br />
<br />
<font color="#000099">base = {<br />
&nbsp;&nbsp;90&nbsp;&nbsp;# Kiel<br />
&nbsp;&nbsp;296 # Rostock<br />
}</font><br />
<font color="#000099"><font color="#000000">用作港口的省份<br />
</font></font><br />
<font color="#000099">target = { } </font><br />
<font color="#000099"><font color="#000000">目標海域(有攻擊優先權)</font></font><br />
<font color="#000099"><font color="#000000"></font><br />
core = { <br />
&nbsp;&nbsp;2494<br />
&nbsp;&nbsp;} <br />
<font color="#000000">核心海域設定(優先控制)<br />
</font>}<font color="#ff0000">結束<br />
</font></font>
<img src ="http://www.blogjava.net/DreamAngel/aggbug/303165.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.blogjava.net/DreamAngel/" target="_blank">飞翔天使</a> 2009-11-21 20:43 <a href="http://www.blogjava.net/DreamAngel/archive/2009/11/21/303165.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>DD事件编辑的部分翻译</title><link>http://www.blogjava.net/DreamAngel/archive/2009/11/14/302370.html</link><dc:creator>飞翔天使</dc:creator><author>飞翔天使</author><pubDate>Sat, 14 Nov 2009 13:07:00 GMT</pubDate><guid>http://www.blogjava.net/DreamAngel/archive/2009/11/14/302370.html</guid><wfw:comment>http://www.blogjava.net/DreamAngel/comments/302370.html</wfw:comment><comments>http://www.blogjava.net/DreamAngel/archive/2009/11/14/302370.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.blogjava.net/DreamAngel/comments/commentRss/302370.html</wfw:commentRss><trackback:ping>http://www.blogjava.net/DreamAngel/services/trackbacks/302370.html</trackback:ping><description><![CDATA[事件的基本格式：<br />
event = { <br />
&nbsp; &nbsp; &nbsp; &nbsp; id = 5011&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #事件的编码，不要重复。<br />
&nbsp; &nbsp; &nbsp; &nbsp; random = yes ( yes/no/X% )&nbsp;&nbsp;#事件是否具有随机性：yes是，no否，写数字是指有*%的几率发生。注意在写得时候是不需要％的。例如几率为百分之八十，直接写&#8220;random = 80&#8221;而非&#8220;random = 80％&#8221;<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;persistent = yes&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#事件是否可以多次发生。否的话这一行不需要。<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;country = CHI&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#事件的所属国家<br />
&nbsp; &nbsp; &nbsp; &nbsp; name = "EVT_5001_NAME"&nbsp; &nbsp;#事件名称<br />
&nbsp; &nbsp; &nbsp; &nbsp; desc = "EVT_5011_DESC"&nbsp; &nbsp;&nbsp;&nbsp;#事件的描述<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;picture = "defence"&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#事件图片<br />
&nbsp; &nbsp; &nbsp; &nbsp; style = 0&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#未证实，没见过其他格式，照搬<br />
&nbsp; &nbsp; &nbsp; &nbsp; trigger = {}&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #事件的条件，下面具体阐述&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; date = { day = 1 month = january year = 1936 } #事件发生的最早事件<br />
&nbsp; &nbsp; &nbsp; &nbsp; offset = 21&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#检查时间是否发生的周期数<br />
&nbsp; &nbsp; &nbsp; &nbsp; deathdate = { day = 30 month = december year = 1985 } #事件不再发生的时间&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; action_a = {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; name = "A"&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#选择的名称<br />
&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;command = { }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#事件的影响。见下<br />
}<br />
&nbsp; &nbsp; &nbsp; &nbsp; action_b = { }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#其他的选择项。<br />
&nbsp; &nbsp; &nbsp; &nbsp; action_c = { }<br />
&nbsp; &nbsp; &nbsp; &nbsp; action_d = { }<br />
}<br />
<br />
<font color="red"><font size="5">触发条件：</font></font><br />
and&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #两个或多个条件需要同时满足。<br />
or&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#两个或多个条件满足一个即可<br />
not&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #这些情况不能存在<br />
<br />
<font size="4">常用条件</font><br />
event = x （事件编码）&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#事件已经发生了<br />
ai = [yes/no/country tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#该国是否电脑玩家，或某国家是电脑玩家<br />
exists = [country tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#某国家存在<br />
atwar = [yes/no/country tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#该国是否处于战争，或某国处于战争<br />
dissent = x ( &gt;= x )&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #不满度等于或大于等于*<br />
leader = x&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#某将领存在<br />
minister = [minister id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 政府官员存在<br />
ispuppet = [Country Tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;某国是傀儡国<br />
puppet = { country = [tag 1] country = [tag 2] } # 国家1是国家2的傀儡国<br />
technology = x &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 已经拥有某项科技<br />
technology = { country = TAG value = x }&nbsp; &nbsp;#&nbsp;&nbsp;某国拥有某科技<br />
manpower = x (&gt;=x)&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#人力资源等于或大于&#215;&#215;<br />
owned = { province = a data = tag }&nbsp;&nbsp;# 某国合法拥有某省 （data = -1 指任意一国 )<br />
control = { province = a data = tag }&nbsp;&nbsp;# 某国控制拥有某省 （data = -1 指任意一国 )<br />
alliance = { country =a&nbsp;&nbsp;country = b } # A国和B国是联盟<br />
access = { country = [tag1] country = [tag2] } #A国允许B国军事通行<br />
non_aggression = { country = [tag1] country = [tag2] A国和B国有互不侵犯条约<br />
trade = { country = [tag1] country = [tag2] } # A国和B国有贸易<br />
war = { country =a&nbsp;&nbsp;country = b }&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; # A和B在打仗<br />
year = x (&gt;=x)&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;已经到了某年或超过某年<br />
energy = x&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 能源为*<br />
oil = x&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 石油为&#215;<br />
rare_materials =&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;x稀有金属为&#215;<br />
metal =&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;x金属为&#215;<br />
supplies =&nbsp;&nbsp;x&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 补给为&#215;<br />
belligerence = { country = [tag] value = X }某国好战性为&#215;&#215;，如果是本国，country = [tag]不写<br />
<br />
<br />
<font size="4">非常用条件</font><br />
intel_diff = x &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;偶们的情报和敌淫的情报差距为&#215;<br />
government = [communist/fascist/democratic] 政府类型<br />
ideology = [nazi国家社会主义/fascist法西斯/paternal_autocrat独裁/social_conservative社会保守/market_liberal贸易自由/social_liberal社会自由/social_democrat社会民主/left_wing_radical左翼激进/leninist列宁/stalinist斯大林] 意识形态<br />
major = [yes/no]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 该国是否主要国家，包括ENG, FRA, GER, JAP, USA, ITA or SOV。偶没用过。。。。。。<br />
headofgovernment = [minister id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;政府首脑是某淫<br />
headofstate = [minister id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;政府元首是某淫<br />
is_tech_active = [tech id]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 某科技是有效滴<br />
flag = [name]&nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#不懂鸟，没用过<br />
local_flag = [name]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#不懂鸟，没用过<br />
guarantee = { country = [tag1] country = [tag2] }&nbsp;&nbsp;# A保证B的独立<br />
lost_VP = { country = [tag] value = X }&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 某国失去&#215;％的固有领土VP<br />
lost_national = { country = [tag] value = X }&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 某国失去&#215;％的固有领土<br />
lost_IC = { country = [tag] value = X }&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 某国失去&#215;％的固有领土IC<br />
domestic = { type = field value = x }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 内战？？？没用过。。。。<br />
division_exists = { type = [id type] id = [id id] }&nbsp; &nbsp;&nbsp; &nbsp; 某部队还活着<br />
division_in_province = { id = { type = [id type] id = [id id] } province = X } 某部队在某地<br />
axis = X&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 轴心国拥有&#215;的VP<br />
allies = X&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 同盟国拥有&#215;的VP<br />
comintern = X&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 共产国际拥有&#215;的VP<br />
vp = X&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;拥有的VP为&#215;<br />
range = { min = x max = x }&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;VP在&#215;&#215;之内<br />
[div type] = X&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 某军事单位数为&#215;<br />
[div type] = { country = TAG value = X ｝# 某国某军事单位数为&#215;<br />
under_attack = [tag]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 某国被攻击<br />
attack = [tag]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 某国进攻该国<br />
difficulty = X&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 难度。0-4，0最易<br />
garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } # 某一地区的部队数量？？<br />
land_percentage = { country = [tag] value = [value] } #陆军百分比？<br />
naval_percentage = { country = [tag] value = [value] } #海军百分比<br />
air_percentage = { country = [tag] value = [value] }&nbsp;&nbsp;#空军百分比？<br />
country = [tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#是某一国家<br />
can_change_policy = { type = [policy] value = [delta] } #可以修改国策？<br />
relation = { which = [tag] value = [value] }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;#和某一国家关系达到&#215;<br />
province_revoltrisk = { province = [id] value = [value] } #某省分的游击队几率为&#215;<br />
incabinet = [id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #某内阁官员在任<br />
army = [divisions]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #。。。。。<br />
day = [number]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#到达某月的某天<br />
nuke = [number]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #核弹数量<br />
<br />
<font style="color: red" size="5">事件的效果：</font><br />
<font size="4">常用效果</font>：<br />
type = endgame 游戏结束 <br />
type = &nbsp; &nbsp; &nbsp; &nbsp; extra_tc value = X&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;获得额外&#215;的TC<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; alliance which = [tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;同某国结盟，-1为随机<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; inherit which = [tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 吞并某国，-1为随机<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; trigger which = [event id]&nbsp; &nbsp; &nbsp; &nbsp; 引起另一个事件，被引起的事件不必编写其他条件<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; capital which = [prov id]&nbsp; &nbsp; &nbsp; &nbsp; 迁都<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; secedeprovince which = [tag]&nbsp;&nbsp;value = [prov id]&nbsp;&nbsp;割让领土给另一国<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; control which = [tag]&nbsp;&nbsp;value = [prov id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 从别的国家获得省份<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; sleepevent which = [event id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;某个事件不再发生<br />
type = steal_tech which = [country tag/-1] &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;窃取蓝图，-1为随机&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; # Steals a random tech. Results in a blueprint.<br />
type = gain_tech which = [tech id/-1 /-2 ]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 获得蓝图，-1为随机科技，-2为正在研究的科技<br />
type = belligerence which = [country] value = X &nbsp; &nbsp; &nbsp; &nbsp; # 好战度变化，没有country默认为当前国家<br />
type = relation which = [country] value = X&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; # 改善同某国关系<br />
type = set_relation which = [country] value = X&nbsp; &nbsp; &nbsp; &nbsp; # 设定同某国的关系为&#215;<br />
type = civil_war &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; # 内战，向所有控制了该国固有领土的国家开战<br />
type = civil_war which = [rebel country tag]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; # 某国内战<br />
type = set_leader_skill which = [leader id/-1] value = [new value] 设置某个将领的技能，最高为10<br />
type = dissent value = [value to add]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 不满度<br />
type = resource which =[resource type] value = X&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 增加资源的理论日产量，％<br />
type = supplies value = [value to add] where = [prov]&nbsp; &nbsp; # 某地的补给变化，无where默认为首都 <br />
type = oilpool value = [value to add] where = [prov]&nbsp; &nbsp;&nbsp; &nbsp;# 某地的石油变化，无where默认为首都 <br />
type = metalpool value = [value to add]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 金属<br />
type = energypool value = [value to add]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;能源<br />
type = rarematerialspool value = [value to add]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 稀有金属<br />
type = money value = [value to add]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;钞票<br />
type = province_keypoints which = [province id/-1] value = [keypoints to add] 增加某地的VP<br />
type = peace which = [country tag] value = [0/1] # 和平，0为全面和平，1为单方面和平<br />
type = war which = [country tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;开战<br />
type = manpowerpool value = [value to add]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# manpower 人力<br />
type = relative_manpower value = [%] &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 人力增长率<br />
type = make_puppet which = [country tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;使某国成为傀儡<br />
type = transport_pool which = [country] value = X&nbsp; &nbsp;运输船<br />
type = escort_pool which = [country] value = X&nbsp; &nbsp;&nbsp; &nbsp; 护航队<br />
type = peacetime_ic_mod value = X(%)&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;和平时期TC修正<br />
type = end_puppet&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 结束自己的傀儡省份<br />
type = domestic&nbsp; &nbsp; &nbsp; &nbsp; which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X<br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 改变内政方针<br />
type = set_domestic&nbsp; &nbsp; &nbsp; &nbsp; which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X&nbsp; &nbsp; &nbsp; &nbsp; # 设定内政方针<br />
type = tc_mod value = X(%)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# TC修正，最有用了 +数是增加，-减少<br />
type = tc_occupied_mod value = X(%)&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 占领区TC修正<br />
type = attrition_mod value = X(%)&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 消耗惩罚<br />
type = supply_dist_mod value = X(%)&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 补给距离修正<br />
type = repair_mod value = X(%)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 维修修正<br />
type = research_mod value = X(%)&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 科研修正<br />
type = scrap_model which = [div type] value = [model]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 部队类型过期<br />
type = allow_building which = [building type]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 允许建设基础设施<br />
type = building_prod_mod which = [building type] value = X%&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 基础设施建设修正<br />
type = convoy_prod_mod which = [escorts/transports] value = X%&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 运输护航船建设修正<br />
type = radar_eff value = X(%)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 雷达效率<br />
type = info_may_cause which = [tech id]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 允许研究秘密武器<br />
type = activate which = [tech id] &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 激活科技，必须在随机事件中&nbsp; &nbsp; &nbsp; &nbsp; <br />
type = task_efficiency which = [task type] value = X &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#任务效率变更<br />
type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials]&nbsp;&nbsp;# 增加某地资源产量，-1是随机,-4是有核反应堆的地区。<br />
type = max_reactor_size value = X&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 最大反应堆<br />
type = abomb_production &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 可以生产核弹<br />
type = double_nuke_prod&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 核弹生产速度翻倍<br />
<br />
<br />
<font size="4">非常用：</font><br />
type =&nbsp; &nbsp; &nbsp; &nbsp; country which = [tag] &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;成为另一个国家<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; addcore&nbsp; &nbsp;which = [prov id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;增加某省的VP<br />
type =&nbsp; &nbsp; &nbsp; &nbsp; removecore which = [prov id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;减少某省的VP<br />
type = setflag which = [keyname]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;。。。。。。<br />
type = clrflag which = [keyname]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;。。。。。。<br />
type = local_setflag which = [keyname]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;。。。。。。<br />
type = local_clrflag which = [keyname]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;。。。。。。<br />
type = vp value = X &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 额外的VP<br />
type = research_sabotaged&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;破坏研究<br />
type = regime_falls&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;政府垮台<br />
type = allow_dig_in&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;部队可以挖坑<br />
type = coup_nation which = [country tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 某国政变<br />
type = access which = [country tag]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 军事通行<br />
type = sleepteam which = [tech team id]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 沉睡科技组<br />
type = waketeam which = [tech team id]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 唤醒科技组<br />
type = sleepminister which = [minister id/-1]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;沉睡政府官员<br />
type = sleepleader which = [leader id/-1]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;沉睡领导淫<br />
type = switch_allegiance which = [unit id type/-1/-2/-3] value = [unit id id] where = [country tag]&nbsp; &nbsp; &nbsp; &nbsp; # 部队叛变，-1为随机陆军，-2为随机海军，-3为随机空军<br />
type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 部队被火星人劫走<br />
type = independence which = [country tag] value = [0/1] when = [0/1] # 国家独立，value 0 本地部队叛变，1继续效忠。when 0 政体普通 1 政体民主<br />
type = ai which = [file name]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 开关某国的ai文件<br />
type = build_division which = [division type] value = [brigade type]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 增加建造的师和加强旅<br />
type = construct which = [building type] where = [prov id/-1/-4] value = [additional size]&nbsp; &nbsp; &nbsp; &nbsp; # 增加某地的设施，-1为随机，-4为已有该设施的省份<br />
type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID] 增加一个军团，之下的师进入这个军团，没有设置该句，进入冰箱<br />
type = add_division which = [name] value = [div type] when = model where = [brigade type] # 增加师<br />
type = activate_division which = [div id type] value = [div id id]&nbsp;&nbsp;[where = province] when = [0/1] # 激活师，0进入冰箱<br />
type = remove_division which = [div id type/-1] value = [div id id]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 从scenario移走某师？<br />
type = remove_division which = "Exact Name" value = [country tag]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 从指定国家scenario移走指定师<br />
type = damage_division which = [div id type/-1] value = [div id id] where = X&nbsp; &nbsp; &nbsp; &nbsp; # 最大兵力变化<br />
type = disorg_division which = [div id type/-1] value = [div id id] where = X&nbsp; &nbsp;&nbsp; &nbsp; # 最大士气变化<br />
type = end_access which = [country tag]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 结束军事通行<br />
type = leave_alliance&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;离开联盟<br />
type = end_non_aggression which = [country] where = [country]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 打破互不侵犯条约<br />
type = non_aggression which = [country] where = [country]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 签署互不侵犯条约<br />
type = end_trades which = [country] where = [country] &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 结束所有贸易协定<br />
type = end_guarantee which = [country] where = [country] &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 结束保证独立<br />
type = guarantee which = [country] where = [country] &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 保证独立<br />
type = allow_convoy_escorts&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;允许海上运输<br />
type = end_mastery which = [country tag]&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 结束对另一个国家的傀儡<br />
type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies 建立运输队<br />
type = deactivate which = [tech id] &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 某科技无效<br />
type = gas_attack&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 允许毒气攻击<br />
type = gas_protection&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 允许毒气防御<br />
type = max_positioning which = [div type] value = X &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; #最大配置 堆叠惩罚 <br />
type = min_positioning which = [div type] value = X &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;#最小配置<br />
type = free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_material/free_transport/free_convoy/free_manpower&nbsp; &nbsp; &nbsp; &nbsp; #不晓得是虾米<br />
type = songs&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#换音乐<br />
type = lock_division which = [id type] value = [id id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 锁定部队<br />
type = unlock_division which = [id type] value = [id id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 解锁部队<br />
type = change_policy which = [democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism] value = X&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; #改变内政方针，同手动更改，即短时间内不可变更<br />
<br />
<font size="4">天气效果</font><br />
type = start_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard]&nbsp; &nbsp; &nbsp; &nbsp; # 三国志里的天变<br />
type = add_to_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard]# 增加某地不会出现的天气，比如在赤道下雪<br />
type = end_pattern which = [id type] value = [id id]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 结束某地的天气<br />
type = set_ground which = [prov id] value = [clear/muddy/winter]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;改变某地的土地状况<br />
<br />
<br />
<font size="4">战术效果</font><br />
type = counterattack value = x&nbsp;&nbsp;反击率<br />
type = assault value = x&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;突击率<br />
type = encirclement value = x&nbsp; &nbsp;包围率<br />
type = ambush value = x&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 伏击率<br />
type = delay value = x&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 迟滞率<br />
type = tactical_withdrawal value = x 战术撤退<br />
type = breakthrough value = x&nbsp;&nbsp;突破率<br />
command = { type = surprise which = [naval/land/air] value = [X]&nbsp; &nbsp;&nbsp; &nbsp;# 奇袭几率修正<br />
}<br />
command = { type = intelligence&nbsp; &nbsp; &nbsp; &nbsp; which = [us/them] value = [X]&nbsp; &nbsp;&nbsp; &nbsp;# 情报效率<br />
}<br />
command = { type = army_detection which = [us/them] value = [X] # 侦查效率<br />
}<br />
command = { type = AA_batteries&nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 空防效率<br />
}<br />
<font size="4">司令部效果</font><br />
type = hq_supply_eff value = X(%)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; # 司令部补给效率<br />
type = sce_frequency value = X&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; # 司令部的战术发生几率<br />
<br />
<font size="4">乱七八糟的</font><br />
type = enable_task which = [task type]&nbsp; &nbsp;可以执行某任务<br />
command = { type = [new_model] which = [division or brigade type] value = [The model number] } 新单位型号<br />
command = { type = activate_unit_type which = [division or brigade type] }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 某单位可以附加某加强旅<br />
command = { type = deactivate_unit_type which = [division or brigade type] }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 某单位不可以附加某加强旅<br />
command = { type = nuclear_carrier which = [flying_bomb/flying_rocket] }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 战略和火箭可以运核弹<br />
command = { type = missile_carrier which = [submarine] }&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;潜艇可以发射核弹<br />
command = { type = minisub_bonus value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; # 袖珍潜艇单位修正，没见过<br />
}<br />
<br />
<br />
<font size="4">军队作战能力效果</font><br />
command = { type = [unit value]&nbsp; &nbsp; &nbsp; &nbsp; which = [land/division type/brigade type]value = [additive value modifier] 增加陆军军事单位的属性}<br />
# unit value如下：<br />
soft_attack/hard_attack/ground_defense/air_attack/air_defense：攻防能力<br />
build_cost/build_time/manpower：成本和时间<br />
speed速度/max_organization组织度/transport_weight运输重量/<br />
supply_consumption/fuel_consumption：物资和燃油消耗<br />
speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa：搭载加强旅后的速度<br />
<br />
command = { type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [air/division type/brigade type]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [additive value modifier]}&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 空军单位属性<br />
command = { type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [naval/division type/brigade type]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [additive value modifier]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;海军单位属性<br />
}<br />
command = { type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [division type/brigade type]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp; 陆军地形攻防效率修正<br />
}<br />
command = { type = [desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [division type/brigade type]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;# 陆军地形移动修正<br />
}<br />
command = { type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [division type/brigade type]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;陆军天气攻防效率修正<br />
}<br />
command = { type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [division type/brigade type]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;陆军天气移动修正<br />
}<br />
command = { type = [snow_attack/rain_attack]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;空军天气攻防效率修正<br />
}<br />
command = { type = [snow_move/blizzard_move/rain_move/storm_move]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;空军天气移动修正<br />
}<br />
command = { type = [snow_attack/rain_attack]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [battleship/cruiser/destroyer/carrier/submarine/transports]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;海军天气攻防效率修正<br />
}<br />
# Weather naval-movement modifiers<br />
command = { type = [snow_move/blizzard_move/rain_move/storm_move]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [battleship/cruiser/destroyer/carrier/submarine/transports]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;海军天气移动修正<br />
}<br />
command = { type = night_move/night_attack/night_defense<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; which = [division type/brigade type]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;夜间效率修正<br />
}<br />
<br />
工业效率效果：<br />
command = { type = industrial_multiplier which = [energy_to_oil/oil_to_rare_materials] value = [X] 工业能源转化效率<br />
}<br />
command = { type = industrial_modifer&nbsp; &nbsp; &nbsp; &nbsp; which = [total/supplies]value = [X]&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; &nbsp;# 工业和补给生产效率<br />
}<br />
基础设施种类<br />
[ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]<br />
任务种类，懒得翻译。。。。<br />
[attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]<br />
资源种类<br />
[oil, metal, energy, rare_materials, supplies, money]<br />
<br />
<font size="4">随便找了一个事件。</font><br />
event = { <br />
&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;id = 70174<br />
&nbsp; &nbsp; &nbsp; &nbsp; random = no<br />
&nbsp; &nbsp; &nbsp; &nbsp; country = ger<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; trigger = { random = 33 exists = SWE not = { war = { country = SWE country = GER } } }<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; name = "来自瑞典的物资和志愿者 "<br />
&nbsp; &nbsp; &nbsp; &nbsp; desc = "一些支持德国的其它国家的民众自发捐赠了物资， 其中一些人要求作为志愿者加入我们的军队。 "<br />
&nbsp; &nbsp; &nbsp; &nbsp; style = 0&nbsp; &nbsp; &nbsp; &nbsp; <br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; date = { day = 1 month = october year = 1939 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; offset = 45<br />
&nbsp; &nbsp; &nbsp; &nbsp; deathdate = { day = 30 month = december year = 1947 }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; action_a = {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; name = "德国的战车不可阻挡！" <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; command = { type = oilpool value = 5000 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; command = { type = rarematerialspool value = 5000 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; command = { type = supplies value = 10000 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; command = { type = manpowerpool value = 25 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; command = { type = dissent value = -5 }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}##注意括号一定不要漏了。。。。</font><br />
<img src ="http://www.blogjava.net/DreamAngel/aggbug/302370.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.blogjava.net/DreamAngel/" target="_blank">飞翔天使</a> 2009-11-14 21:07 <a href="http://www.blogjava.net/DreamAngel/archive/2009/11/14/302370.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于mds3.04中二战飞机图片问题的解决</title><link>http://www.blogjava.net/DreamAngel/archive/2009/11/09/301737.html</link><dc:creator>飞翔天使</dc:creator><author>飞翔天使</author><pubDate>Mon, 09 Nov 2009 12:35:00 GMT</pubDate><guid>http://www.blogjava.net/DreamAngel/archive/2009/11/09/301737.html</guid><wfw:comment>http://www.blogjava.net/DreamAngel/comments/301737.html</wfw:comment><comments>http://www.blogjava.net/DreamAngel/archive/2009/11/09/301737.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.blogjava.net/DreamAngel/comments/commentRss/301737.html</wfw:commentRss><trackback:ping>http://www.blogjava.net/DreamAngel/services/trackbacks/301737.html</trackback:ping><description><![CDATA[<p>各国在游戏中兵模图片的配置文件（*.spr）在gfx/map/units目录下，主要有USA、JAP、GER、ITA、FRA、ENG、MIN（未定义政权）和SOV这几个国家，而其中只有SOV的飞机图片是现代的，要把所有国家的飞机图片全改回来，要花费很大的精力。如果使用编程方法，就可以大大提高效率。经过对spr文件观察发现，有2种方案可以列入考虑范围：1.将除SOV外的其它国家的T-BOMBER和T-FIGHTER的spr文件拷贝到其它分区的新建文件夹中，然后通过程序将这些文件中内容全部替换为对应SOV文件中的内容，最后在复制粘贴回原来的文件夹。2.将SOV对应的的T-BOMBER和T-FIGHTER的spr文件拷贝到其它分区的新建文件夹中，然后通过程序将这些文件名替换为其它国家的名字，最后在分步复制粘贴回原来的文件夹。以下程序采用的是第2种方案。</p>
<div style="border-right: #cccccc 1px solid; padding-right: 5px; border-top: #cccccc 1px solid; padding-left: 4px; font-size: 13px; padding-bottom: 4px; border-left: #cccccc 1px solid; width: 98%; word-break: break-all; padding-top: 4px; border-bottom: #cccccc 1px solid; background-color: #eeeeee"><img src="http://www.blogjava.net/images/OutliningIndicators/None.gif" align="top"  alt="" /><span style="color: #0000ff">import</span><span style="color: #000000">&nbsp;java.io.</span><span style="color: #000000">*</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/None.gif" align="top"  alt="" /></span><span style="color: #0000ff">import</span><span style="color: #000000">&nbsp;java.util.</span><span style="color: #000000">*</span><span style="color: #000000">;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/None.gif" align="top"  alt="" /><br />
<img id="Codehighlighter1_63_1646_Open_Image" onclick="this.style.display='none'; Codehighlighter1_63_1646_Open_Text.style.display='none'; Codehighlighter1_63_1646_Closed_Image.style.display='inline'; Codehighlighter1_63_1646_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_63_1646_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_63_1646_Closed_Text.style.display='none'; Codehighlighter1_63_1646_Open_Image.style.display='inline'; Codehighlighter1_63_1646_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedBlock.gif" align="top"  alt="" /></span><span style="color: #0000ff">public</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">class</span><span style="color: #000000">&nbsp;RenameFile&nbsp;</span><span id="Codehighlighter1_63_1646_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_63_1646_Open_Text"><span style="color: #000000">{<br />
<img id="Codehighlighter1_124_1644_Open_Image" onclick="this.style.display='none'; Codehighlighter1_124_1644_Open_Text.style.display='none'; Codehighlighter1_124_1644_Closed_Image.style.display='inline'; Codehighlighter1_124_1644_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_124_1644_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_124_1644_Closed_Text.style.display='none'; Codehighlighter1_124_1644_Open_Image.style.display='inline'; Codehighlighter1_124_1644_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">public</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">static</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">void</span><span style="color: #000000">&nbsp;main(String&nbsp;args[])&nbsp;</span><span style="color: #0000ff">throws</span><span style="color: #000000">&nbsp;IOException&nbsp;</span><span id="Codehighlighter1_124_1644_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_124_1644_Open_Text"><span style="color: #000000">{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;BufferedReader&nbsp;stdin&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;BufferedReader(</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;InputStreamReader(<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;System.in));<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;line&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;stdin.readLine();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;StringTokenizer&nbsp;st&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;StringTokenizer(line);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;str&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;st.nextToken();&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #008000">//</span><span style="color: #008000">&nbsp;&nbsp;&nbsp;&nbsp;原来文件名</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;newstr&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;st.nextToken();&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #008000">//</span><span style="color: #008000">&nbsp;&nbsp;&nbsp;&nbsp;新的文件名</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;File&nbsp;fl&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;File(</span><span style="color: #000000">"</span><span style="color: #000000">E:\\units</span><span style="color: #000000">"</span><span style="color: #000000">);&nbsp;</span><span style="color: #008000">//</span><span style="color: #008000">&nbsp;这里写上发替换的文件夹路径,注意使用双斜杠</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String[]&nbsp;files&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;fl.list();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;File&nbsp;f&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">null</span><span style="color: #000000">;<br />
<img id="Codehighlighter1_520_1641_Open_Image" onclick="this.style.display='none'; Codehighlighter1_520_1641_Open_Text.style.display='none'; Codehighlighter1_520_1641_Closed_Image.style.display='inline'; Codehighlighter1_520_1641_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_520_1641_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_520_1641_Closed_Text.style.display='none'; Codehighlighter1_520_1641_Open_Image.style.display='inline'; Codehighlighter1_520_1641_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">for</span><span style="color: #000000">&nbsp;(String&nbsp;file&nbsp;:&nbsp;files)&nbsp;</span><span id="Codehighlighter1_520_1641_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_520_1641_Open_Text"><span style="color: #000000">{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;f&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;File(fl,&nbsp;file);</span><span style="color: #008000">//</span><span style="color: #008000">&nbsp;注意,这里一定要写成File(fl,file)如果写成File(file)是行不通的,一定要全路径</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;filename&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;f.getName();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /><br />
<img id="Codehighlighter1_639_660_Open_Image" onclick="this.style.display='none'; Codehighlighter1_639_660_Open_Text.style.display='none'; Codehighlighter1_639_660_Closed_Image.style.display='inline'; Codehighlighter1_639_660_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_639_660_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_639_660_Closed_Text.style.display='none'; Codehighlighter1_639_660_Open_Image.style.display='inline'; Codehighlighter1_639_660_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span id="Codehighlighter1_639_660_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff">/**/</span><span id="Codehighlighter1_639_660_Open_Text"><span style="color: #008000">/*</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;*&nbsp;修改文件内容<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #008000">*/</span></span><span style="color: #000000"><br />
<img id="Codehighlighter1_665_1276_Open_Image" onclick="this.style.display='none'; Codehighlighter1_665_1276_Open_Text.style.display='none'; Codehighlighter1_665_1276_Closed_Image.style.display='inline'; Codehighlighter1_665_1276_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_665_1276_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_665_1276_Closed_Text.style.display='none'; Codehighlighter1_665_1276_Open_Image.style.display='inline'; Codehighlighter1_665_1276_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span id="Codehighlighter1_665_1276_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff">/**/</span><span id="Codehighlighter1_665_1276_Open_Text"><span style="color: #008000">/*</span><span style="color: #008000">FileReader&nbsp;in&nbsp;=&nbsp;new&nbsp;FileReader(f);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;获得该文件的长度<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;int&nbsp;size&nbsp;=&nbsp;(int)&nbsp;f.length();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;设置一个变量，对该文件中已被读取的字符计数，初始化该变量的值为0<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;int&nbsp;chars_read&nbsp;=&nbsp;0;<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;从该文件中读取数据<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;char[]&nbsp;data&nbsp;=&nbsp;new&nbsp;char[size];<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while&nbsp;(in.ready())<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;chars_read&nbsp;+=&nbsp;in.read(data,&nbsp;chars_read,&nbsp;size&nbsp;-&nbsp;chars_read);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;s&nbsp;=&nbsp;new&nbsp;String(data,&nbsp;0,&nbsp;chars_read);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;System.out.println(s);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;in.close();<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;int&nbsp;k&nbsp;=&nbsp;s.indexOf(newstr);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while&nbsp;(k&nbsp;&gt;&nbsp;-1)&nbsp;{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;s&nbsp;=&nbsp;s.substring(0,&nbsp;k)&nbsp;+&nbsp;str&nbsp;+&nbsp;s.substring(k&nbsp;+&nbsp;3);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;k&nbsp;=&nbsp;s.indexOf(newstr);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;System.out.println(s);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;FileWriter&nbsp;out&nbsp;=&nbsp;new&nbsp;FileWriter(f);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;out.write(s);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;out.close();</span><span style="color: #008000">*/</span></span><span style="color: #000000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #008000">//</span><span style="color: #008000">&nbsp;批量重命名文件</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" /></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">int</span><span style="color: #000000">&nbsp;k&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;filename.indexOf(str);<br />
<img id="Codehighlighter1_1342_1637_Open_Image" onclick="this.style.display='none'; Codehighlighter1_1342_1637_Open_Text.style.display='none'; Codehighlighter1_1342_1637_Closed_Image.style.display='inline'; Codehighlighter1_1342_1637_Closed_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockStart.gif" align="top"  alt="" /><img id="Codehighlighter1_1342_1637_Closed_Image" style="display: none" onclick="this.style.display='none'; Codehighlighter1_1342_1637_Closed_Text.style.display='none'; Codehighlighter1_1342_1637_Open_Image.style.display='inline'; Codehighlighter1_1342_1637_Open_Text.style.display='inline';" src="http://www.blogjava.net/images/OutliningIndicators/ContractedSubBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000ff">if</span><span style="color: #000000">&nbsp;(k&nbsp;</span><span style="color: #000000">&gt;</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">-</span><span style="color: #000000">1</span><span style="color: #000000">)&nbsp;</span><span id="Codehighlighter1_1342_1637_Closed_Text" style="border-right: #808080 1px solid; border-top: #808080 1px solid; display: none; border-left: #808080 1px solid; border-bottom: #808080 1px solid; background-color: #ffffff"><img src="http://www.blogjava.net/Images/dot.gif"  alt="" /></span><span id="Codehighlighter1_1342_1637_Open_Text"><span style="color: #000000">{<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;String&nbsp;newfilename&nbsp;</span><span style="color: #000000">=</span><span style="color: #000000">&nbsp;filename.substring(</span><span style="color: #000000">0</span><span style="color: #000000">,&nbsp;k)&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;newstr<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;filename.substring(k&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">3</span><span style="color: #000000">);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;System.out.println(filename&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">"</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">"</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;newfilename);<br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;f.renameTo(</span><span style="color: #0000ff">new</span><span style="color: #000000">&nbsp;File(fl.getAbsolutePath()&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;</span><span style="color: #000000">"</span><span style="color: #000000">\\</span><span style="color: #000000">"</span><span style="color: #000000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/InBlock.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #000000">+</span><span style="color: #000000">&nbsp;filename.replace(filename,&nbsp;newfilename)));</span><span style="color: #008000">//</span><span style="color: #008000">&nbsp;这里可以反复使用replace替换,当然也可以使用正则表达式来替换了</span><span style="color: #008000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top"  alt="" /></span><span style="color: #000000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</span></span><span style="color: #000000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</span></span><span style="color: #000000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedSubBlockEnd.gif" align="top"  alt="" />&nbsp;&nbsp;&nbsp;&nbsp;}</span></span><span style="color: #000000"><br />
<img src="http://www.blogjava.net/images/OutliningIndicators/ExpandedBlockEnd.gif" align="top"  alt="" />}</span></span></div>
运行方式：<br />
第一次：输入SOV USA回车，然后把修改后的文件复制粘贴回原来的文件夹。<br />
第二次：输入USA JAP回车，然后把修改后的文件复制粘贴回原来的文件夹。<br />
&#8230;&#8230;<br />
注意：第n次运行时，空格前输入应是当前新建文件夹中的文件名，后是你要修改的文件名。
 <img src ="http://www.blogjava.net/DreamAngel/aggbug/301737.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.blogjava.net/DreamAngel/" target="_blank">飞翔天使</a> 2009-11-09 20:35 <a href="http://www.blogjava.net/DreamAngel/archive/2009/11/09/301737.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>HOI2 ai文件初步研究</title><link>http://www.blogjava.net/DreamAngel/archive/2009/11/05/301333.html</link><dc:creator>飞翔天使</dc:creator><author>飞翔天使</author><pubDate>Thu, 05 Nov 2009 12:50:00 GMT</pubDate><guid>http://www.blogjava.net/DreamAngel/archive/2009/11/05/301333.html</guid><wfw:comment>http://www.blogjava.net/DreamAngel/comments/301333.html</wfw:comment><comments>http://www.blogjava.net/DreamAngel/archive/2009/11/05/301333.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.blogjava.net/DreamAngel/comments/commentRss/301333.html</wfw:commentRss><trackback:ping>http://www.blogjava.net/DreamAngel/services/trackbacks/301333.html</trackback:ping><description><![CDATA[<p>.ai文件用来体现电脑操作的国家的思维方式和对玩家行为的判断能力。<br />
当开始一局新游戏时，电脑会启动各个国家的ai文件，该文件以XXX_aaaa.ai，其中XXX为国家id，aaaa为剧本开始年代，比如开始1936年剧本时，电脑会自动为德国开启ger_1936.ai，而对于短剧本，XXX则相对于\Hearts of Iron 2\scenarios里各个短剧本的名字。<br />
调用.ai文件的方法是在事件文件中调用，<br />
type = ai which = [file name]&nbsp;&nbsp;&nbsp; # 通过这条命令来调用一个ai文件,这个ai文件会替换# 原有的ai文件<br />
比如这个事件:<br />
################<br />
# Battle of Britain<br />
#############################################<br />
event = {<br />
&nbsp;&nbsp; id = 24000<br />
&nbsp;&nbsp; random = no<br />
&nbsp;&nbsp; country = ENG<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; trigger = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ai = yes<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; war = { country = GER country = ENG }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NOT = { war = { country = GER country = SOV } }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; OR = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 56 data = GER } # Paris<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; AND = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Belgium<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 45 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 50 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 51 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 52 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 65 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 68 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 69 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; control = { province = 70 data = GER }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }<br />
&nbsp;&nbsp; }</p>
<p>&nbsp;&nbsp; name = "AI_EVENT"<br />
&nbsp;&nbsp; style = 0&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; date = { day = 1 month = january year = 1936 }<br />
&nbsp;&nbsp; offset = 4<br />
&nbsp;&nbsp; deathdate = { day = 29 month = december year = 1948 }</p>
<p>&nbsp;&nbsp; action_a = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; command = { type = ai which = "switch/ENG_Britain.ai" }<br />
&nbsp;&nbsp; }<br />
}<br />
当英德交战，德苏不交战，德国占领巴黎或者占领了比利时的欧洲部分，英国就会调整自己的ai。<br />
Ai文件的命名方式可以随意，但必须和事件中调用的文件名相同。</p>
<p>ai文件夹里的一堆.ai文件是原版游戏定义的，switch文件夹里的ai文件则由后续的补丁不断补充。</p>
<p><br />
---------------------------一个完整ai文件模型的介绍-----------------------------</p>
<p>#一个完整的ai文件由许多部分组成，但并不意味着一个ai文件需要包含所有的这些部分，<br />
#有时一个ai文件只有几个语句，但它依然是正确的，它将只替换原有文件中的那几个语句。</p>
<p>switch = [yes/no]<br />
#默认是yes，如果用no，则ai不会在每年开始的时候寻找更合适的ai，如果用的是美国，<br />
#则美国不会把他的政策从孤立主义逐渐改变到干涉主义。<br />
#但由事件调用的ai会无视这个语句，还是能改变该国的ai。</p>
<p>#各种政策科研等的调整值，如<br />
# exp_force_ratio = 0.750<br />
#当前设定的flag，事件会设定多个flag，从而之后的事件可以按照flag的情况来判断事件#发生与否。<br />
flags = {<br />
&nbsp;&nbsp;&nbsp;&nbsp; testflag = yes<br />
&nbsp;&nbsp;&nbsp;&nbsp; invade_albania = no<br />
&nbsp;&nbsp;&nbsp;&nbsp; assist_finland = no<br />
}</p>
<p>#调整ai同意索取领土要求的可能性<br />
claim_acceptance = X</p>
<p>#向哪些国家要求领土他们会同意<br />
demand_claims = {<br />
&nbsp; EST<br />
&nbsp; LAT<br />
&nbsp; ROM<br />
&nbsp; LIT<br />
&nbsp; FIN<br />
}</p>
<p>#哪些国家如果我们占领了他们会给与他们独立<br />
liberate = {<br />
&nbsp; LIT<br />
&nbsp; FIN<br />
}</p>
<p>#对列表中的国家难以影响他们以改善关系,x的取值[0-10],0意味着毫无影响。<br />
resistance = {<br />
&nbsp; ROM = x<br />
}</p>
<p>#对列表中的国家有极强的侵略性，如果某个国家对应的数值是100，那么这个国家将不顾一<br />
#切的试图毁灭该国。在本例，德国将首先对付法国，然后对付英国。<br />
combat = {<br />
&nbsp; ENG = 60<br />
&nbsp; FRA = 70<br />
}</p>
<p>#这个国家将保证列表中的国家的独立，这个数值越高，如果相对应的国家受侵略，保护国就<br />
#越容易进行干涉。<br />
protect = {<br />
&nbsp; TUR = 100<br />
&nbsp; DAN = 100<br />
}</p>
<p>#这个国家将尽量和列表中的国家保持良好关系并与之同盟，数值越高可能性越高。<br />
befriend = {<br />
&nbsp; TUR = 100<br />
&nbsp; DAN = 100<br />
}</p>
<p>#xxx表示省份ID，这个语句表示这个国家将尽力在战争中占领这个省份，并尽可能通过和<br />
#平谈判获得这个省份，n越高可能性越高。<br />
target = {<br />
&nbsp; xxx = n# 1 - 100<br />
}</p>
<p>#电脑分配给升级的ic的最大值<br />
upgrading = 0.1&nbsp;&nbsp;&nbsp; </p>
<p>#电脑分配给增援ic的最大值<br />
reinforcement = 0.1</p>
<p>#如果电脑被占据的ic比例超过这个数字，他就会恐慌而开始爆民兵<br />
desperation = 0.3</p>
<p>#开始战略转移消耗的时间<br />
strat_redeploy_threshold = [days]</p>
<p>#进行战略转移部队的最高比例，默认0.25<br />
max_redeploying = X</p>
<p>#影响该国对别国宣战的几率<br />
war = 50</p>
<p># 完全中立的国家的该值介于100到150<br />
#影响该国接受同盟和军事通行要求的可能性，如果超过100则完全不可能，但这并不影响该<br />
#国宣战的可能性。该值取决于国策的选择和与其他国家的关系。<br />
neutrality = 0</p>
<p>#影响在前线对敌方表示友好的部队的比例，默认是4.0<br />
max_front_ratio&nbsp;&nbsp;&nbsp; = X<br />
#列表中的值将取代面对特定国家时默认的值<br />
ax_front_ratios = {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp; FIN = 2.0<br />
&nbsp;&nbsp; ...<br />
}</p>
<p>#送远征军的比例<br />
#不要设置的太低，必须给AI在同盟军控制的战区放弃己方部队指挥权的机会<br />
exp_force_ratio&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = 0.75</p>
<p>#AI不会给列表中的国家送远征军，如果它们之间要跨过大洋<br />
#但如果两国邻近，还是会送远征军的<br />
no_exp_forces_to = {<br />
&nbsp; TAG<br />
&nbsp; ...<br />
}</p>
<p>#战时分配卫戍责任的陆军最大比例<br />
max_garrison_prop&nbsp;&nbsp;&nbsp;&nbsp; = [0.0-1.0]<br />
#战时分配卫戍责任的陆军最小比例<br />
#所有非前线省份的陆军都有卫戍AI控制(除非这个国家准备进行一场侵略)<br />
min_garrison_prop</p>
<p>#分配给建造基础设施的IC比例<br />
construction = {<br />
&nbsp; max_factor&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = [0.0-1.0]&nbsp;&nbsp;&nbsp; </p>
<p># 建造防空炮的设置，yes = 总是建造, no = 不造, atwar = 战时建造, not_atwar =和平时建造<br />
&nbsp; AA_batteries&nbsp;&nbsp;&nbsp;&nbsp; = [yes/no/atwar/not_atwar]&nbsp; </p>
<p># 超过这个数值则不再建造<br />
&nbsp; max_AA_level&nbsp;&nbsp;&nbsp;&nbsp; = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p># 建造防空炮的省份列表，填入省份的ID，按优先顺序排列&nbsp; <br />
&nbsp; AA_provs&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = { ... }&nbsp;&nbsp;&nbsp; </p>
<p># 建造海岸要塞的设置，同上<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; coastal_fort&nbsp;&nbsp;&nbsp;&nbsp; = [yes/no/atwar/not_atwar]</p>
<p># 超过这个数值则不再建造<br />
&nbsp; max_coastal_level&nbsp;&nbsp; = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p># 建造海岸要塞的省份列表，按优先顺序排列<br />
&nbsp; coastal_fort_provs&nbsp;&nbsp; = { ... }&nbsp;&nbsp;&nbsp; </p>
<p># 同上，雷达<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; radar_station&nbsp;&nbsp;&nbsp;&nbsp; = [yes/no/atwar/not_atwar]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; max_radar&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
radar_provs&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = { ... }&nbsp;&nbsp;&nbsp; </p>
<p># 同上，机场<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; air_base&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = [yes/no/atwar/not_atwar]<br />
&nbsp; max_air_base&nbsp;&nbsp;&nbsp;&nbsp; = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; air_base_provs&nbsp;&nbsp;&nbsp;&nbsp; = { ... }&nbsp;&nbsp;&nbsp; </p>
<p># 同上，港口<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; naval_base&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = [yes/no/atwar/not_atwar]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; max_naval_base&nbsp;&nbsp;&nbsp;&nbsp; = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; naval_base_provs&nbsp;&nbsp;&nbsp;&nbsp; = { ... }</p>
<p># 同上，地堡<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; land_fort&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = [yes/no/atwar/not_atwar]<br />
max_land_level&nbsp;&nbsp;&nbsp;&nbsp; = X<br />
# 在这些国家的边界造地堡&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
fort_borders = {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; GER,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ITA,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }</p>
<p># 通常在资源充足的时候不断建造IC，除非是在战时<br />
ic_at_war&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = [yes/no]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p># 无论资源是否充足，不断建造IC，直到X年。(通常用于某国可以预见之后将进行扩张)<br />
force_ic_until&nbsp;&nbsp;&nbsp;&nbsp; = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p># 在这一年结束时停止建造IC<br />
ic_end_year&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p># 建造IC的省份优先权列表<br />
IC_provs&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = { ... }<br />
}</p>
<p><br />
garrison = {<br />
defend_overseas_beaches = [yes/no] # 是否海外驻军，默认no</p>
<p># 在下列语句中X是一个基数，这个基数表示每个地区驻扎多少个师，这个基数取决于省#份<br />
# 数量。(ps,这一段我还不大懂，望指点)<br />
home_multiplier = X # 在本土，用这个数乘以基数，默认: 0.5<br />
overseas_multiplier = X # 在其他领土，用这个数乘以基数，默认: 0.3333<br />
home_peace_cap = X #在和平时期，守卫首都地区的最大部队数量.<br />
war_zone_odds = X # 默认: 2.0 (尽量达到地方部队的两倍)<br />
area_multiplier = { # 如果某个地区有一个特殊的省份，则列在表中，并用特殊的值乘以基数<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #(可以覆盖海外省份的数值, 但不能覆盖本土省份。)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 155 = 1.5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ....<br />
}</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #驻军优先权设置:<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; beach = 50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 海岸省份的优先权<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; capital = 100&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 首都<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; human_border = 210&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 忽视人类同盟玩家<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; war_target = 100&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 这个AI下一个要进攻的国家<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; reserves = 20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 前线后的省份<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; opposing_alliance = 100&nbsp;&nbsp;&nbsp;&nbsp; # 通常说来，所有的同盟都是对立的<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; claim_threat = 100&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 如果这个国家中立，这条语句针对可能向他宣战的国家<br />
unstable_border&nbsp;&nbsp; = 50&nbsp;&nbsp;&nbsp;&nbsp; # 与他国相接的别国被占据领土<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 特别的省份<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; province_priorities = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 527 = 50&nbsp;&nbsp; # 省份527 的驻军优先权是50<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1123 = -1&nbsp;&nbsp; #优先权为负数则会覆盖所有其他优先权并设置为0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }<br />
&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ignore = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1123&nbsp;&nbsp; #设为0...<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }<br />
key_point_prio_mult&nbsp;&nbsp;&nbsp;&nbsp; = [Value]&nbsp;&nbsp; # 把这个省份的优先权设为value(尚有疑问)<br />
}</p>
<p>front = {<br />
&nbsp;&nbsp; river =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #(将用多少部队进行跨河攻击，&lt; 1.0 表示有优势)</p>
<p>&nbsp;&nbsp; #以下数值修正防御方的兵力数量及胜利几率(1.0 = 没有区别)<br />
&nbsp;&nbsp; largefort&nbsp;&nbsp;&nbsp; = x #对于6级及以上地堡<br />
&nbsp;&nbsp; smallfort&nbsp;&nbsp;&nbsp; = x #对于6级以下地堡<br />
&nbsp;&nbsp; occupied&nbsp;&nbsp;&nbsp; = x #被敌方领土包围<br />
&nbsp;&nbsp; owned&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = x #被本方领土包围</p>
<p>&nbsp;&nbsp; #战斗修正数值<br />
&nbsp;&nbsp; # 以下数值减少进攻方的战斗效率<br />
&nbsp;&nbsp; frozen_attack&nbsp;&nbsp;&nbsp; = 0.50<br />
&nbsp;&nbsp; snow_attack&nbsp;&nbsp;&nbsp; = 0.50<br />
&nbsp;&nbsp; blizzard_attack = 0.25<br />
&nbsp;&nbsp; storm_attack&nbsp;&nbsp;&nbsp; = 0.60<br />
&nbsp;&nbsp; muddy_attack&nbsp;&nbsp;&nbsp; = 0.75</p>
<p>&nbsp;&nbsp; #减少进攻方的完全进攻效率(1.0 = 没有修正, 0.5 = 减半.)<br />
&nbsp;&nbsp; jungle_attack&nbsp;&nbsp;&nbsp; = 0.85<br />
&nbsp;&nbsp; mountain_attack&nbsp;&nbsp;&nbsp; = 0.60<br />
&nbsp;&nbsp; swamp_attack&nbsp;&nbsp;&nbsp; = 0.60<br />
&nbsp;&nbsp; forest_attack&nbsp;&nbsp;&nbsp; = 0.85<br />
&nbsp;&nbsp; hill_attack&nbsp;&nbsp;&nbsp; = 0.75<br />
&nbsp;&nbsp; urban_attack&nbsp;&nbsp;&nbsp; = 0.40<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; # 前线部队的比例，通常用于防备邻国省份的进攻，默认，0.33。<br />
&nbsp;&nbsp; support_defense_prop = X</p>
<p>&nbsp;&nbsp; recklessness&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; [0-3]#鲁莽程度，越是高，AI越容易做出冒险的举动<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; # Even - 将部队均匀分布在前线<br />
&nbsp;&nbsp; # Reactive - 针对对方部队的重点集结部队<br />
&nbsp;&nbsp; # Defensive - 更多的部队防御战略要地(IC, Victory Points, Oil, etc)<br />
&nbsp;&nbsp; # Offensive - 更多的部队集结在对方防御薄弱之处<br />
&nbsp;&nbsp; # Operational Defensive - 撤退的道路越少，部队越少(避免被包饺子.)<br />
&nbsp;&nbsp; distrib_vs_ai&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; [even/reactive/defensive/offensive/op_defensive]<br />
&nbsp;&nbsp; distrib_vs_human&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; [even/reactive/defensive/offensive/op_defensive]</p>
<p>&nbsp;&nbsp; #在制定日起内，不会向制定国家宣战。(比如英法队德国侵略波兰时的观望)<br />
&nbsp;&nbsp; enemy_handicap = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ENG = 100<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; FRA = 120<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }</p>
<p>&nbsp;&nbsp; passivity = { # 对特定国家的反击<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 取值范围: 0-100 (%)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ENG = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; FRA = 50<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; province_priorities = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 527 = 0.2&nbsp;&nbsp;&nbsp; #分配原本应该分配的20%的部队来防守省份527<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; </p>
<p>&nbsp;&nbsp; reserve_prop&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; [0.0-1.0]&nbsp;&nbsp;&nbsp; <br />
# 总兵力中分配给后方部队的最高比例(包括指挥部和其他的师)<br />
&nbsp;&nbsp; panic_ratio_vs_ai&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp; <br />
# 如果敌方部队的数量超过己方部队这个倍数，则要求更多部队<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
#注意，这会使得部分部队放弃卫戍责任，所以，设得高一些<br />
&nbsp;&nbsp; panic_ratio_vs_human&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 同上，针对人类玩家<br />
&nbsp;&nbsp; enemy_reinf_days&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp; <br />
# 在X天内，计算获胜几率的同时统计进入目标省份的敌军数量<br />
&nbsp;&nbsp; base_attack_odds&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp; # 如果获胜几率高于X，则攻击<br />
&nbsp;&nbsp; min_attack_odds&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp; <br />
# 如果战斗发生了僵局，若胜利几率低于这个数值，AI会选择停止战斗或撤退<br />
&nbsp;&nbsp; max_attack_odds&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp; <br />
# 如果胜利几率高于这个数值，AI不会再派遣援军<br />
&nbsp;&nbsp; reinforce_odds&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp; <br />
# 如果胜利几率在这个数值，则会派遣援军<br />
&nbsp;&nbsp; withdraw_odds&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; X&nbsp;&nbsp;&nbsp; <br />
#如果胜利几率低于这个数值，则会放弃进攻或者撤退<br />
&nbsp;&nbsp; # 注意: 计算防御方撤退几率的公式非常复杂，用几个变量来体现很难<br />
&nbsp;&nbsp; # 注意: 如果平均组织度过低，则部队也有可能撤退<br />
}</p>
<p>military = {<br />
&nbsp;&nbsp; relative_build_scheme&nbsp;&nbsp;&nbsp; = [yes/no]&nbsp;&nbsp;&nbsp; <br />
# yes:AI会尽量保持自己的部队种类的比例；no:AI会按照下面的比例来分配自己的生产。默认:yes<br />
&nbsp;&nbsp; max_batch_peace = 800&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
# 和平时期AI用流水线生产同一单位的最长日期<br />
&nbsp;&nbsp; max_batch_war = 500&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
# 战争并未蔓延到本国边境时期AI用流水线生产同一单位的最长日期<br />
&nbsp;&nbsp; max_batch_home_front = 190&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
# 战争已经蔓延到本国边境时期AI用流水线生产同一单位的最长日期<br />
&nbsp;&nbsp; #注意: AI生产单位的数量同时受到其他因素的制约, 比如总的IC限制, 剧本结束时起将要<br />
#到来，以及产生绝望情绪时.</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 生产分配表范例:<br />
&nbsp;&nbsp; infantry =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3<br />
&nbsp;&nbsp; cavalry =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; motorized =&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp; mechanized =&nbsp;&nbsp;&nbsp; 6<br />
&nbsp;&nbsp; light_armor =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; armor =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10<br />
&nbsp;&nbsp; paratrooper =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; marine =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6<br />
&nbsp;&nbsp; bergsjaeger =&nbsp;&nbsp;&nbsp; 3<br />
&nbsp;&nbsp; garrison =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; hq =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2<br />
&nbsp;&nbsp; militia =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 35 %</p>
<p>&nbsp;&nbsp; escort =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp; multi_role =&nbsp;&nbsp;&nbsp; 7<br />
&nbsp;&nbsp; interceptor =&nbsp;&nbsp;&nbsp; 3<br />
&nbsp;&nbsp; strategic_bomber = 4<br />
&nbsp;&nbsp; tactical_bomber = 6<br />
&nbsp;&nbsp; naval_bomber =&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp; cas =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp; transport_plane = 0<br />
&nbsp;&nbsp; flying_bomb =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; flying_rocket = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 35 %</p>
<p>&nbsp;&nbsp; battleship =&nbsp;&nbsp;&nbsp; 2<br />
&nbsp;&nbsp; light_cruiser = 4<br />
&nbsp;&nbsp; heavy_cruiser = 3<br />
&nbsp;&nbsp; battlecruiser = 0<br />
&nbsp;&nbsp; destroyer =&nbsp;&nbsp;&nbsp; 6<br />
&nbsp;&nbsp; carrier =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6<br />
&nbsp;&nbsp; submarine =&nbsp;&nbsp;&nbsp; 4<br />
&nbsp;&nbsp; transport =&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 30 %<br />
# 注意:总和必须是100%</p>
<p><br />
# 加强旅生产:<br />
# (每个可以加加强旅的师都有一个合适的加强旅)<br />
#陆军加强旅:<br />
&nbsp;&nbsp; artillery&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 15<br />
&nbsp;&nbsp; sp_artillery&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp; rocket_artillery&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; sp_rocket_artillery&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 2<br />
&nbsp;&nbsp; anti_tank&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 3<br />
&nbsp;&nbsp; tank_destroyer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp; light_armor_brigade&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; heavy_armor&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; super_heavy_armor&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; armored_car&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; anti_air&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 5<br />
&nbsp;&nbsp; police&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 0<br />
&nbsp;&nbsp; engineer&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 5<br />
# 综合必须&lt;= 100</p>
<p># 海军加强旅:<br />
&nbsp;&nbsp; cag&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =&nbsp;&nbsp;&nbsp; 100<br />
# 综合必须&lt;= 100<br />
}</p>
<p>#我参考的一篇研究AI的文章里，作者是针对1.2版本的，而现在是1.3版本，不知道是否有变化<br />
#那篇文章的作者指出，relative_build_scheme = [yes/no]这个语句在所有的单独ai文件中，都是<br />
#选no，因为如果选yes，ai会尽力使自己的所有单位在种类上保持一个相同比例，比如苏联会为<br />
#每一个步兵师建造一艘战列舰。而由于开局时海军和陆军比例完全失调，英国和美国会一开始<br />
#暴陆军空军，直到他们的数量和海军相同。而如果意大利在42年被英国消灭了所有海军，他就会<br />
#在接下来的2~4年里只造海军，完全不造陆军。<br />
#我不清楚这句话在1.3里是否有改变，但我建议还是选no，然后按照自己的意思分配ai建造</p>
<p><br />
air_marshal = {<br />
&nbsp;&nbsp; icxdayscostfactor = 10.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 如何估算预期将要消耗的真实ic数值<br />
&nbsp;&nbsp; manpowercostfactor = 100.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 如何估算预期将要消耗的真实人力资源数值<br />
&nbsp;&nbsp; destructionriskthreashold = 0.2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 如何评估一个师将要被解散</p>
<p>&nbsp;&nbsp; airsuperioritydesirability = 10.0&nbsp;&nbsp;&nbsp; # 作为一个乘数参加任务期望的计算<br />
&nbsp;&nbsp; airsuperioritylosstolerance = 1.0&nbsp;&nbsp;&nbsp; # 什么样的损失比例在任务中是可以接受的，2.0<br />
#表示2倍的损失倍接受, 0.5 表示一半<br />
&nbsp;&nbsp; groundattacklosstolerance = 1.0<br />
&nbsp;&nbsp; groundattackdesirability = 1.0<br />
&nbsp;&nbsp; interdictionlosstolerance = 1.5<br />
&nbsp;&nbsp; inderdictiondesirability = 1.0<br />
&nbsp;&nbsp; logisticalstrikelosstolerance = 4.5<br />
&nbsp;&nbsp; logisticalstrikeefficency = 0.01# 这个数值用来调整在完成任务时遭到的实际损失<br />
&nbsp;&nbsp; logisticalstrikedesirability = 100000.0<br />
&nbsp;&nbsp; runwaycrateringlosstolerance = 1.5<br />
&nbsp;&nbsp; runwaycrateringefficency = 0.01<br />
&nbsp;&nbsp; runwaycrateringdesirability = 20000.0<br />
&nbsp;&nbsp; strategicstriketolerance = 4.5<br />
&nbsp;&nbsp; strategicstrikeefficency = 0.01<br />
&nbsp;&nbsp; strategicstrikedesirability = 1000000.0<br />
&nbsp;&nbsp; installationstriketolerance = 1.5<br />
&nbsp;&nbsp; installationstrikeefficency = 0.01<br />
&nbsp;&nbsp; installationstrikedesirability = 10.0<br />
&nbsp;&nbsp; navalstriketolerance = 1.0<br />
&nbsp;&nbsp; navalstrikedesirability = 10.0<br />
&nbsp;&nbsp; portstriketolerance = 1.0<br />
&nbsp;&nbsp; portstrikedesirability = 9.0</p>
<p><br />
&nbsp;&nbsp; # 你可以设置很多军事计划, 但是如果你想增加一个那就要在所有的种类中都增加，<br />
&nbsp;&nbsp; # 默认状态下并没有设置<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; # 默认如下:<br />
&nbsp;&nbsp; taskforcetype = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; name = "Air Superiority" # 名字可以随意，便于调试<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; desiredratio = 0.400 # 这个比率表示这个国家是否希望进行这项计划?&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; rangeweight = 10.000 # 空军在这项计划中的重要性?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; airkillpowerweight = 2000.000 # 在这个计划中空军消灭地方空中实力的重要性?<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hardkillpowerweight = 0.000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; softkillpowerweight = 0.000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; navalkillpowerweight = 0.000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; strategickillpowerweight = 0.000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; transportcapacityweight = -1000000.000<br />
# 很大的负数表示运输船完全摈弃在这个计划之外<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; airvulnurabilityweight = -1.000<br />
# 暴露给敌方空军的弱点评估(这个数值是建造成本及其他多种数据的综合考虑)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; surfacevulnurabilityweight = 0.000<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # ai在完成任务时要考虑哪些问题？<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Idle is the "mission" the AI is on when doing nothing,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Reorganize is the "mission" the AI is on when trying to reform its<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # air OOB to be more optimal. The other missions listed here correspond<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # to the standard tactical missions AND a rebase to the best airbase.<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # Possible missions are:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; idle = yes<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; reorganize = yes<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; air_superiority = yes<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #其他和"夺取制空权"相违背的默认计划<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #interdiction 封锁<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #ground_attack 攻击地面部队<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #logistical_strike 轰炸补给线<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #runway_cratering 轰炸机场<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #strategic_bombardment 战略轰炸<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #installation_strike 战术轰炸<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #naval_strike 舰船轰炸<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #port_strike 港口轰炸<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #convoy_air_raiding 空中护卫<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #airborne_assault 空降突袭<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #air_supply&nbsp;&nbsp;&nbsp;&nbsp; 空运补给<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; # 其他默认空军任务<br />
&nbsp;&nbsp; taskforcetype = { name = "Soft Bombing" desiredratio = 0.200 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }<br />
&nbsp;&nbsp; taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes }<br />
&nbsp;&nbsp; taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes }<br />
&nbsp;&nbsp; taskforcetype = { name = "Naval Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes }<br />
&nbsp;&nbsp; taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes }</p>
<p>}</p>
<p><br />
#部队的数量乘以leader_rartio便得到实际分配的将领数量.<br />
#如果你有101陆军单位同时land_field_marsal = 0.02 那么你有两个元帅.<br />
leader_ratio = {<br />
&nbsp;&nbsp; land_field_marshal =0.02<br />
&nbsp;&nbsp; land_general =0.031<br />
&nbsp;&nbsp; land_lt_general =0.41</p>
<p>&nbsp;&nbsp; sea_grand_admiral =0.02<br />
&nbsp;&nbsp; sea_admiral =0.061<br />
&nbsp;&nbsp; sea_vice_admiral =0.401</p>
<p>&nbsp;&nbsp; air_marshal =0.02<br />
&nbsp;&nbsp; air_general =0.091<br />
&nbsp;&nbsp; air_lt_General =0.11<br />
}</p>
<p>#AI两栖作战的影响因素<br />
invasion = {<br />
&nbsp;&nbsp;&nbsp;&nbsp; #对于某个特定的省份目标<br />
&nbsp;&nbsp; base = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 相对关系修正. (数值低 = 特定的重要省份.)<br />
&nbsp;&nbsp; random = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 随机范围大小(1.0 = 1%)<br />
&nbsp;&nbsp; coastal = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 数值高则避免登陆有海岸要塞的省份<br />
&nbsp;&nbsp; beach = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 数值高则避免难以登陆的海岸.<br />
&nbsp;&nbsp; distance = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 数值高 = 避免远距离作战.<br />
&nbsp;&nbsp; max_distance = 20.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 如果目标距离超过这个，则忽视之。1 = 100km ingame.<br />
&nbsp;&nbsp; pocket = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #优先, 比如完全被敌国省份包围的省份.<br />
&nbsp;&nbsp; island = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #是否优先占领孤岛<br />
&nbsp;&nbsp; enemy = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #数值高表示警惕敌方有驻军的省份<br />
&nbsp;&nbsp; adjacentenemy = 1.0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 数值高表示警惕邻近的敌军<br />
&nbsp;&nbsp; air_base&nbsp;&nbsp;&nbsp; = 0.1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 有机场的省份的优先权<br />
&nbsp;&nbsp; naval_base&nbsp;&nbsp;&nbsp; = 0.1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 有港口省份的优先权<br />
&nbsp;&nbsp; air_support&nbsp;&nbsp;&nbsp; = 0.1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #敌方空军半径范围内的海岸优先权<br />
&nbsp;&nbsp; ignore = [yes/no]&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 发动侵略，看是否和我国有边界. Default: no.</p>
<p>&nbsp;&nbsp; redirect&nbsp;&nbsp;&nbsp;&nbsp; = priority/nearest/home&nbsp;&nbsp; # AI文件中的目标身份的优先权<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 最近的AI有良好的攻击效率并且有机会退防<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p>&nbsp;&nbsp; #部分特定省份有较高优先权<br />
&nbsp;&nbsp; target = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 898 = 1000 # 入侵South Sicily (898) 有着极高的优先权. 负数表示完全不管那里.<br />
&nbsp;&nbsp; }<br />
}</p>
<p><br />
#影响AI对海军控制的因素<br />
admiral = {<br />
&nbsp;&nbsp; #对下列海域的攻击有特别的优先权<br />
&nbsp;&nbsp; target = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 592 = 200&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }</p>
<p>&nbsp;&nbsp; #下列海域为核心海域，对它的控制很重要<br />
&nbsp;&nbsp; core = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 592<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; #下列省份可被用作港口<br />
&nbsp;&nbsp; base = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 592<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; #被忽略的省份<br />
&nbsp;&nbsp; ignore = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #以下必须是海域，而不是省份ID<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; "northern baltic"<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; "southern baltic"<br />
&nbsp;&nbsp; }</p>
<p>&nbsp;&nbsp; min_org&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; = 95%&nbsp;&nbsp;&nbsp; # 在下次出港前必须达到最高组织度的比例<br />
&nbsp;&nbsp; min_dmg&nbsp;&nbsp;&nbsp; = 95%&nbsp;&nbsp; # 在下次出港前必须达到最高人力的比例<br />
&nbsp;&nbsp; return_org&nbsp;&nbsp;&nbsp; = 60%&nbsp;&nbsp;&nbsp; # 低于最高组织度的这个比例将回港<br />
&nbsp;&nbsp; return_dmg&nbsp;&nbsp;&nbsp; = 50%&nbsp;&nbsp;&nbsp; # 低于人力的这个比例将回港<br />
}</p>
<p># 科研发展的影响因素<br />
technology = {<br />
&nbsp;&nbsp; endgoal = { ... }&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; #将要完成的科技列表，填入科技ID<br />
&nbsp;&nbsp; preference = { ... }&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 优先研究的科技列表<br />
&nbsp;&nbsp; ignore = { ... }&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 不会研究的科技列表</p>
<p>&nbsp;&nbsp; #优先研究的科研领域<br />
&nbsp;&nbsp; armor = 2.0<br />
&nbsp;&nbsp; infantry = 3.0<br />
&nbsp;&nbsp; industry = 2.5<br />
&nbsp;&nbsp; aircraft = 0.6<br />
&nbsp;&nbsp; naval = 0.1<br />
&nbsp;&nbsp; land_doctrines = 4.0<br />
&nbsp;&nbsp; air_doctrines = 0.9<br />
&nbsp;&nbsp; naval_doctrines = 0.1<br />
&nbsp;&nbsp; secret_weapons = 0.4<br />
}</p>
<p># 对于贸易协定的影响因素<br />
trade = {<br />
&nbsp;&nbsp; favored = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TAG = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 对这些国家有贸易优惠<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; embargo = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TAG&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 不会和这些国家进行交易<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; <br />
&nbsp;&nbsp; # 这个数指表示AI取消贸易协定的可能性，默认是 4.0.<br />
#低一些的数值表示这个国家很容易取消不利于他们的贸易协定.<br />
&nbsp;&nbsp; cancel_deal_threshold = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p>&nbsp;&nbsp; # 下面的数值将覆盖"db\resource_values.csv" 中AI对各项资源重要性的看法，<br />
#除非设置为 -1 (默认.)<br />
&nbsp;&nbsp; energy =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -1<br />
&nbsp;&nbsp; rare_materials =&nbsp;&nbsp;&nbsp; -1<br />
&nbsp;&nbsp; metal =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -1<br />
&nbsp;&nbsp; oil =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -1<br />
&nbsp;&nbsp; supplies =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -1<br />
&nbsp;&nbsp; money =&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -1<br />
}</p>
<p># 对科技共享的影响因素<br />
tech_sharing = {<br />
&nbsp;&nbsp; favored = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TAG = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 乐于和这些国家分享科技，如果X值较高，则会分享质量较高的科技<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; embargo = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; TAG&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 不会和这些国家分享科技<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; not = {<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ID&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 不会分享这些科技<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
&nbsp;&nbsp; prioritized<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ID = X&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; # 优先分享这些科技<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...<br />
&nbsp;&nbsp; }<br />
}</p>
 <img src ="http://www.blogjava.net/DreamAngel/aggbug/301333.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.blogjava.net/DreamAngel/" target="_blank">飞翔天使</a> 2009-11-05 20:50 <a href="http://www.blogjava.net/DreamAngel/archive/2009/11/05/301333.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>