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大包子1

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Jul 17, 2023
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  • Cities: Skylines - Green Cities
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
I'm a modder of stellaris, but i noticed that the script language is a little bit hard to understand for new modder. So I decided to make a Visualization tools, which include following function:
~ Automatically resolve all existing dependency modules and original fields
~ Using visual interfaces to explain and assist authors in adding new content
~ Automatically associate and populate existing rule files
~ Localization is done automatically using api's such as google translate, and of course can be corrected using the visual interface we provide.
~ Provides the ability to view the ui design interface without entering the game.
~ etc...
In order to accomplish the above, I would like to collaborate with officials to create a completely free and open source tool to assist in module creation. To do this, I would like to ask you to support our team with the following:
~ Field names of all fields needed for module creation and a short description (we note that some new fields are created with each release, so the wiki is not very complete)
~ Corresponding language parsing support, i.e. how the game parses these module files when loading (we don't need the details of the game internals, we just need to know how to translate these scripting languages into corresponding entities)
~ The way the ui script is parsed, not the way it is rendered, just the corresponding effect
~ How events and dynamic scripts are loaded and detected
~ Other necessary supporting elements
we can also discuss in steam workshop,we have same topic as this thread
 
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I'd be happy to know if there is a formal grammar for the PDX modding scripts. Bonus question: is there a Backus-Naur Form definition? Is there a full set of terminals(as defined in BNF)?

I'm pretty sure the answer to the fist two questions are: no and no. I think the last question's answer is that Stellaris has a unique set of "terminals" and that they are comprised of the union of a set of "key words" hard coded in the game and the set of "key words" dumped into logs\script_documentation. Am I correct about this?

I'm also not sure if the scripting syntax(not the key words) is the same across all CW based games.
 
we can also discuss in steam workshop,we have same topic as this thread
What is the name of your mod/tool on Steam? I think they have a discord server. for modders.

There is this ...