recursal/Fanatic-Fandom huggingface dataset:
Project folder

## Contains

* Common/
* Events/
* Gfx/
* History/
* Interface/
* Localisation/
* Map/

## Definition

Hoi4 mods have project folders, where configuration files are stored, in a simular way as the game is stored in its installation folder. The files in your project folder are read on top of the base game.

The location of your project folder is defined in a mod file. On windows, this is located in

```
"Documents\Paradox Interactive\Hearts of Iron IV\mod\modname.mod".

```

For manual installation or creation of mods, your project folder path should be something like this :

```
"Documents\Paradox Interactive\Hearts of Iron IV\mod\modname\"

```

This would then be defined in your .mod file as

```
path="mod/modname/"

```

While modding hoi4, you should start by trying to copy over installation folders and files, and then modifying them. If you installed the game through steam, you can find the installation folder through steam :

```
Steam => Library => Rightclick on Hearts of iron IV => Properties => Local Files => Browse Local Files

```

it is recommended to not change any files in this folder directly, but instead copy those that you wish to change over to your mod and it will then take the files from the mod instead of the files from the installation folder whenever available. This will only happen if the files have exactly the same name, file type, and located in the correct subfolders.

### Tips

* You can still reference properties the base game has, from your project folder. For example, if you plan on changing France, you can still reference anything related to Germany, without touching Germany in your mod.
* To remove a file from the base game, copy over the file, but leave its content empty.
* Changing the project files, unrelated to graphics, will change the hash of hoi4 multiplayer. Players need the same hoi4 hash, and thus the same hoi4 version and gameplay mods, in order to play multiplayer with eachother.
Triggers

## Definition

A **trigger** is a mechanism that actuates the function of a ranged weapon such as a firearm, airgun, crossbow, or speargun. The word may also be used to describe a switch that initiates the operation of other non-shooting devices such as a trap, a power tool or a quick release. A small amount of energy applied to the trigger leads to the release of much more energy.

Most triggers use a small flattened lever (called the *trigger blade*) depressed by the index finger, but some weapons such as the M2 Browning machine gun or the Iron Horse TOR ("thumb-operated receiver") use a push-button-like thumb-actuated trigger design, and others like the Springfield Armory M6 Scout use a squeeze-bar trigger similar to the "ticklers" on medieval European crossbows. Although the word "trigger" technically implies the entire mechanism (known as the *trigger group*), colloquially it is usually used to refer specifically to the trigger blade.

Most firearm triggers are "single-action", meaning that the trigger is designed only for the single function of disengaging the sear, which allows for a spring-tensioned hammer/striker to be released. In "double-action" firearm designs, the trigger also performs the additional function of cocking the hammer – and there are many designs where the trigger is used for a range of other functions.

**a trigger was used to fir**

```
Documents/Paradox Interactive/knots and barbed wire/logs/.log

```

Besides normal triggers, there are also State Triggers that can only be exerted on selected states.

## Generic triggers

 is\_historical\_focus\_on
 has\_dlc
Triggers/check variable

```
check_variable = { var = party_popularity@neutrality  value = 0.10  compare = more_than }

```

This trigger will be met if you have more than 10% neutrality support. Check Variable will not show any tool-tip information about this requirement in focus trees, but it does work.

This example is obviously the same as:

```
neutrality > 0.10

```

But the variable can be many different game variables, including your own variables you've set in the past or.... MODIFIERS! FINALLY!

```
check_variable = { var = modifier@political_power_gain   value = 1   compare = less_than }

```

The above means: If you gain less than 1 political power per day.
Effects/set politics

```
set_politics = {
	ruling_party = fascism
	elections_allowed = no
}

```

set\_politics changes the country's political ideology, regardless of how much support that ideology has. The country's name and flag changes accordingly. For example "France" becomes "French Commune" if their ruling\_party is set to communism.

Note: The default events for coups are "political.18" for fascist coup, "political.19" for communist coup and "political.20" for democratic.coup.

Note: There seems to be a **bug** that causes country names to not be updated after set\_politics until the next time a country event or news event closes. Because of this, it might be better to use set\_politics specifically only in events, and call the events from other locations.

Note: when spawning a civil war, "set\_politics" can be used first so that the new ideology still has the old ideology's focus tree, generals, bonuses, etc.
PREV

```
GER = { FRA = { PREV = { add_political_power = 50 } } }

```

Adds 50 political power to Germany, because Germany was the previously selected country.

```
every_country = {
	limit = { is_independent_china_or_warlord = yes }
	ROOT = {
		create_wargoal = {
			type = annex_everything
			target = PREV
		}
	}
}

```

The above example is part of the Manchukuo focus tree, it creates a wargoal for Manchukuo against any chinese warlord. In this case PREV is used to get the tag each country that was selected beforehand as part of every\_country.

```
random_owned_controlled_state = {
	limit = { ROOT = { has_full_control_of_state = PREV } }
}

```

As part of state operators, PREV can be used to reselect the state number it was looping through.
Change tag from

## Definition

```
change_tag_from = <TAG>

```

Changes players from the tagged country, to the current country.

## Examples

```
KOR = { change_tag_from = JAP }

```

All Japanese players switch to playing Korea. Japan will be controlled by AI. If Korea doesn't exist, the player loses the game. The players lose their Japanese focus tree, generals, advisers, national spirits and everything else, and gets those of Korea instead, which the AI might have already picked for them up to that point.

## Extra

Tip : Use Set\_Politics and Set\_Cosmetic\_tags instead whenever possible. So that the player looks like they have switched without actually losing its entire focus tree, generals, army, division templates, etc.

Known Bug : If in a single chain of effects the country moving from or to does not have any states the moment the tag is switched, but does at the end of the chain, then the game over screen will show for a short time and then disappear.
Ai will do value

## Definition

The ai\_will\_do value is used as a subobject that determines the likelihood the AI will pick something for the country. it is used as part of defining national focuses and government positions.

When the AI needs to pick a focus within its focus tree, it considers all possibilities and then picks a random number between 0 and all factors added together. So if there are only two focuses available, one has a factor of 10 and the other has a factor of 20. Then the AI is twice as likely to pick the focus with the factor of 20. If there are two focuses with a factor of 40 and a focus with a factor of 80, then the AI is 50% likely to pick the focus of factor 80 because 80 is half of the total factor of 160.

## Format

```
ai_will_do = {
  factor = 60

  modifier = {
    factor = 0.5
    is_in_faction_with =
  }
}

```

The way the ai\_will\_do works is a bit misleading.

ai\_will\_do contains the keyword "factor" which gives the chance the AI will perform this action. The number you set it to, is not a percentage nor a fraction itself: neither 1.0 nor 100 represents a 100% likelihood that the AI will pick it.

The modifier keyword and value can be used to denote a conditional multiplier to the base factor. The modifier value consists of a factor of its own and any amount of conditions. If the conditions are met then the factor value is multiplied with the base factor. In the example above the result would be a likelihood of 30 for the AI to still pick that focus.

## Tips

1. When not defined, the ai\_will\_do factor defaults to 1 (unconfirmed).
2. If you use a factor of 0, then the AI will never pick it, even if it has no other options available.
3. There seems to be a hidden modifier that already increases the likelihood for the AI to pick focuses deeper down the focus tree.
4. Not only can you use multiple conditions within a single modifier value, but you can also use multiple modifiers within a single ai\_will\_do value. If you do, the base factor will be multiplied by all modifier factors where the conditions are met.
5. It is recommended that when changing a file, you try to stick to similar amounts of factor values as used elsewhere in that file, to avoid erratic AI behavior.
6. The AI does not seem to recognize the ai\_will\_do factor of focuses it has not yet unlocked. It will not go through low priority focuses just to end up on a big priority one.

## The Base 40 system

The Base 40 system is a system for ai\_will\_do, where it assumes the average factor of any choice is 40. Now that you have this baseline in your head, it is much easier to imagine what a factor of 20 or 80 means respectively. The number 40 is picked because it is a nice number to half or double multiple times with modifiers, while being an easy number to work with.

You can set up your factors to represent the chances as shown below in the table.
The Saburos Box

Millennia ago Saburos, being a member of the Order of Pynaru, had only one aspiration.  As with all members of the order his primary focus was the endless pursuit of knowledge.  Believing that knowledge lead to power Saburos let his quest consume him. Eventually he decided that the only way to rise to his full potential was to limit the knowledge of others. Over the next decade he worked on ways to seal away knowledge. The seals lock away fundamental knowledge, removing key details from the minds of all with the exception of his own, and preventing them from ever being discovered again.  Before he could put his plans into motion, he was discovered by the order.  Furious that he would seek to eliminate the only thing they held sacred, he was banished from the order and all his research destroyed.  Saburos spent the remainder of his days loathing the order and worked to create a powerful spell to exact his revenge. A spell capable of killing any member of the Order of Pynaru in an instant.

His final creation was a spell would instantly materialized a magic box around any target.  The box was impervious to all forms of magic with no opening of any kind.  Once the box materialized,  it would shrink to the size of a speck of dust vaporizing and obliterating anything inside. His grand creation however never got the chance to serve its intended purpose. Saburos died before discovering that his perfect spell, while being impervious to magic, was in fact weak to physical force manifested though none magical means.  The Saburos Box is still seen today in the form of ancient traps. Survivors of the Saburos Box have done so only with great physical strength.
Effects/add ai strategy

## Syntax

```
add_ai_strategy = {
   type = [alliance/ignore]
   id = "[tag]"
   value = [number]
}

```

## Example

```
add_ai_strategy = {
   type = alliance
   id = "HUN"
   value = 200
}

```

The above example adds a 200 bonus towards the current country AI wanting to stay in an alliance with Hungary. The AI of Hungary remains unchanged, and might not want to invite countries of a different ideology.

```
ENG = { add_ai_strategy = {
   type = ignore
   id = "CZE"
   value = 100
} }

```

The above example gives a -100 penalty to any request made by Czechoslovakia towards England. Thus making it unlikely for example that Czechoslovakia could join the allies. The above example only changes how the AI of England reacts: Czechoslovakia would still want to join the allies, but would simply be denied entry.
Modifiers/stability weekly

```
stability_weekly = -0.01

```

Note : Stability is calculated by taking the base stability, which can't be lower than 0% or higher than 100%, and then adding other stability modifiers on top of that. This means that sometimes stability cannot increase or decrease any further despite not having reached a total of 0% stability or a 100% stability.
Common/countries

Not to be confused with history/countries. Where the actual stats of a country are written.

## Definition

The countries folder within commons defines the colors and looks that are attached to each country through Common/country\_tags.

Germany.txt

```
graphical_culture = western_european_gfx
graphical_culture_2d = western_european_2d

color = { 106  119  89 }

```

The graphical culture causes different default portraits to be used for political advisors.

The color is usually overwritten in the color file, see below.

## Colors.txt and Cosmetic.txt

The files colors.txt and cosmetic.txt are different and fill a unique role within the common/countries folder. colors.txt overwrites and creates a list of all the country colors, while cosmetic.txt provides a list with all cosmetic colors (see set\_cosmetic\_tag). It is recommended you try changing country colors here.

Example:

```
ITA = {
	color = rgb { 67 127 63 }
	color_ui = rgb { 87 165 82 }
}

```

Tip: The rgb (red-green-blue) values scale from 0 to 255. Here's a color picker tool that can help.
Effects/set rule

```
set_rule = { can_create_factions = yes }

```

The classic "Do you have the spirit to create a faction" rule.

```
set_rule = { can_force_government = yes }

```

Can force governments of another country to adopt the same ideology during a peace conference.

```
set_rule = { can_send_volunteers = yes }

```

Can send volunteers to a county at war, while not at war. Normal volunteer division size rules still apply.

```
set_rule = { can_puppet = yes }

```

Can puppet yes or no. In vanilla HOI4, non-aligned cannot puppet.

```
set_rule = { can_lower_tension = yes }

```

Can lower tension by guaranteeing other countries.

```
set_rule = { can_only_justify_war_on_threat_country = yes }

```

Can only justify war on countries that have caused world tension.

```
set_rule = { can_guarantee_other_ideologies = yes }

```

Can guarantee countries from other ideologies

```
set_rule = { can_declare_war_on_same_ideology = yes }

```

Can declare war on same ideology.

```
set_rule = { can_use_kamikaze_pilots = yes }

```

Allows the option for airplanes to suicide attack.
Effects

## Definition

There is a specific list of effects that can instantly change the game. Effects are carried out once when triggered by the rules around it. Unless specified, all changes made by effects are made only once, they are not continuous like modifiers are. Most notably, the completion reward of all focuses are effects :

```
focus = {
  ...
  completion_reward = {
    [Effect]
  }

}

```

Besides effects, there are also State Effects that can only be exerted on selected states.

## Research Effects

 add\_tech\_bonus | Object
 add\_to\_tech\_sharing\_group | Name
 modify\_tech\_sharing\_bonus | Object & Numeric
 set\_technology | Object

## Industry Effects

 random\_owned\_controlled\_state | State effect | Executes the given state effect
Home

Lists of HOI4 modding syntaxes, keywords, tools and examples!

## Welcome

Hearts of Iron IV, is made by Paradox Interactive to be very modifiable, however the modding support was initially quite lacking. This is where this fanmade wikia comes in to help! This site seeks to provide HOI4 modders support for a clearer explanation for everything a HOI4 modder needs.

## Editing Rules

1. You may only write articles related to modding Hearts of Iron IV.
2. You may not create pages for detailing information about specific scenario's or other mod specific information.
3. Do not discuss or add personal details when editing pages.
4. You may only modify information or add articles, but not replace an entire article with your own.
5. You must maintain the structure used within this wiki to the best of your abilties.
6. Any newly created pages are up to being redefined or deleted in case they do not fit the vision that I have for this wiki.
Effects/add opinion modifier

## Syntax

```
add_opinion_modifier = { target = <Tag> modifier = <opinion modifier name> }

```

## Examples

```
add_opinion_modifier = { target = SWE modifier = medium_increase }

```

The above example adds the medium\_increase opinion modifier to this country's opinion of Sweden. Thus this country is now more likely to accept any offers made by Sweden.

medium\_increase is the name of an opinion modifier that is steadily available in 00\_opinion\_modifiers. It is recommended you use these first and specify your own later. Here are a couple more that you could use as your defaults:

 medium\_decrease
 small\_decrease
 small\_increase
 medium\_increase
 large\_increase
 huge\_increase

Tip : Unlike ideas, adding multiple opinion modifiers with the same name, still stacks the opinion modifier.
Cuttlefish

**Abilities**

 Terrain Mimic: Changes pattern and texture to match its surroundings

Hypnotic Light: Puts others into a short trance-like state

**Description**

Cuttlefish players have large, W-shaped pupils, eight arms, and two tentacles furnished with denticulated suckers, with which they secure their prey. They generally range in size from 15 to 25 cm (6 to 10 in), with the largest species, *Sepia apama*, reaching 50 cm (20 in) in mantle length and over 10.5 kg (23 lb) in mass.

Cuttlefish players eat small molluscs, crabs, shrimp, fish, octopus, worms, and other cuttlefish. Their predators include dolphins, sharks, fish, seals, seabirds, and other cuttlefish. The average life expectancy of a cuttlefish is about one to two years. Recent studies indicate cuttlefish are among the most intelligentinvertebrates. Cuttlefish players also have one of the largest brain-to-body size ratios of all invertebrates.
D.D. Danger

D.D. Danger is one of the main characters of the series.

## Appearance

D.D has short teal blue hair, apricot skin and green eyes. She wears a white t-shirt, a sleeveless gradient yellow, darker yellow and reddish-orange dress over the t-shirt, white shorts and orangish-red flats. She also wears reddish-orange cowboy gloves and has a small band aid on her left knee.

## Personality

-D.D is very hyperactive, enthusiastic and spirited, but she is also very kind and caring, especially to Phillip.
Electric Eel

**Abilities**

Discharge: Short range AOE burst attack. Damage scales inversely with distance and target mass

**Description**

The electric eel has an elongated, cylindrical body, typically growing to about 2 m (6 ft 7 in) in length, and 20 kg (44 lb) in weight, making them the largest species of the Gymnotiformes. Their coloration is dark gray-brown on the back and yellow or orange on the belly. The electric eel has three pairs of abdominal organs that produce electricity: the main organ, the Hunter's organ, and the Sach's organ. These organs make up four fifths of its body, and give the electric eel the ability to generate two types of electric organ discharges: low voltage and high voltage.
Main Page

## What It's all About

Danger & Eggs is a fast-paced animated comedy about a dare devil and her best friend; a talking egg, who gave a ton of adventures and make new friends in ChickenPaw Park.
First airing the full first season on the 30th of July 2017, brought to us by Mike Owens and Shadi Petosky.

## Pages created so far

* Aidy Bryant
* Broccoli
* Check Mates/Pirate Gorgeous
* Chill Twins/Nightmare
* Chosen Family
* D.D. Danger
* Danger & Eggs
* Danger & Eggs Wiki
* Dog Park/Trading Post
* Duncan
* Finding Cheryl/The Trio
* Fun and Games
* General Discussion
* Hide/Alligator King
* Keep off the Grass/Pennies
* Main Page
* Media
* Mike Owens
* Morning Routine/Lost & Found
* New on Wikia starter pages
* News and Announcements
* Pete Peril/PhillipCon
* Phillip
* Pilot
* Questions and Answers
* Raccoons/Sheriff Luke
* Ren Faire/Satellite Gardens
* Season 1
* Season One
* Shadi Petosky
* The Big Z/Trix Blixon
* Tube of Pain
* Tube of Pain/Broccoli
Beta Changelog - Current Version (v. HAUNTED 0.1)

## ***ROLLING CHANGE LOG - LIVE - FINAL***(10/17/17)

**Framework Additions:
Added: Small chance to find candy while mining/fishing
Added: Candy shop in Eerie Cemetery where you can buy LIMITED halloween items
Added: Multiple reports of strange activities in Eerie Cemetery

Framework Changes:
Fixed: Blood bag amount not showing up in medical menu
Fixed: Blood bags not being able to be administered

Hotfix added 10/16:
Fixed: Angel spawn rate looking at them was: 1/125, now 1/200 (Increasing in time, depending on your stresslevel)**Fixed: **Angel spawn rate not looking at them is: 1/250 (Increasing in time, depending on your stresslevel)
Fixed: Angels now spawn in front and behind, in case people make circles.
Fixed: Angels now clip trough objects, in case of people magnetting against a wall

Addon Changes:
Added: New explorable Eerie Cemetery
Added: New community textures
Fixed: Various fixes to airplanes (goose on water, clearance, cessna interact)
Fixed: Several fixes with factory configs

RELEASED**​
Pre-Alpha Changelog (Previous Version 0.0.3)

**Final Change Log - Live**​ (4/13/16)

Framework Changes:
Fixed: You now require 1 empty bucket for every net you collected.
Fixed: You can no longer control police computer/lights/sirens from outside the car.
Fixed: Deployed Buoys/nets are now limited to 4 per person (decrease/increase will happen after we have more performance data)
Fixed: Psysx collision for buoys/nets/ropes are now done client-side to take the load off the server
Fixed: Buoys/nets will delete if it's not picked up after a while
Fixed: Certain issues with items not being attached to a vehicle trunk properly
Fixed: Class empty when holding inventory object and interacting with furniture
Fixed: Sometimes class not being set on thrown objects (not sure if completely fixed)
Fixed: Fixed an animation issue inside vehicles upon opening the inventory

Framework Additions:
Added: Furniture setup for sale in the main store in town. http://i.imgur.com/oIhCEY6.jpg
Added: Ability to purchase, store and place objects inside houses/appartments *(Test this guys, it should spawn back in apts in the exact same position when you rejoin, even if your assigned appartment is another one) - BROKEN*
Added: Ability to store objects/furniture inside storage
Added: Option to "Fix Scooter", this will get it unstuck from the ground.
Added: Motorboat to the dealership inside main town
Added: Motorboat now spawn on trailers when obtained from the storage
Added: Scripts to attach/detach motorboats onto trailers (Use interaction menu to attach/detach and get in/out)
Added: Initial trailer script implementation for ships (be very careful, there might be locality bugs that could potentially cause explosions) - Do not back the F150 into the water too much (Use interaction menu on the trailer to attach nearby ships) - due to an arma bug the trailer parking brakes might not get released, drive forward, getting in and out of the raptor also seems to work sometimes
Added: Small edits to throwing function, it now uses the new animation
Added: Temporarily name tags http://i.imgur.com/dcLgNiP.jpg

***Addon Changes:***
Fixed: Map Updates - Fixed terrain levels + More Sat Map Completed.
Fixed: Increased layer material count on single grid, fixes beach and gravel in most areas
Fixed: Attempted fix in certain driving Coef, getting stuck in mud
Fixed: Small fix for boat trailers (non-convex rpt errors)
Fixed: Wrench rotation when holding inside hand

'''''***Addon Additions:'''''***
New animation for throwing
Ability to climb on top of the back of the yacht (Use interaction menu on the back of black market)

***Known missing features/bugs:''***

Furniture does not spawn back into the appartment, and does not get removed on player disconnect
**Fishing broke after the patch but we are working on restoring this**
**Black market prices are too low**
**+Possible issues with drowning in the water, will find a fix asap**
'***Refer to last post for more known bugs'***
Beta Changelog - Current Version (v. HAUNTED 0.2)

## ***ROLLING CHANGE LOG - LIVE - FINAL***(10-17-17)

**Framework Additions:
Added: DOJ weapon NPC added in Elk City
Fix: Can impound own car for profit
Fix: Can't kick down after handcuffing
Fix: Duped houses in database
Fix: Scythes now do damage like the axe
Fix: Fire axe is now working and opens doors
Fix: Blood bags are now working
Fix: Angels should now appear in the dark
Fix: Seed shop has been fixed
Fix; USCG whitelisting (cannot search E inventory, eject/force people in vehicles, cannot seize items)
Fix: Gates at kings landing cannot be opened

**Added: Some of the king's landing yards have been updated (Mapping)**
**Added: Vicious pumpkins have appeared around the island (Mapping)**
**Added: Residential house bug fixes (Mapping)**
**Added: Various new vests**
RELEASED**​
Pre-Alpha Changelog (Previous Version: 0.0.2)

**FINAL Changelog 0.0.2 (4/11/16)**

***Framework Changes:***
Fixed: Pre-init of certain scripts that shouldn't (Fixes shops,bowling and more)
Fixed: Money and items not removing from inventory when it's dropped or thrown
Fixed: Direction not set for custom spawn positions (Sheriff garages etc)
Fixed: Anybody can revive using the interaction menu
Fixed: Multiple people being able to use storages
Should be fixed: Apartments being assigned multiple times
Fixed: debriefing and briefing set to 0
Fixed: Spawn set to instant in-case the player manages to die somehow
Fixed: Charger,Mustang now require engine switch (will be applied to other vehicles soon)
Fixed: Sirens not turning off after vehicle destroyed
Fixed: Sirens not turning off if stored inside the storage
Fixed: Vehicles are deleted when destroyed
Fixed: Players can no longer talk while connecting
Fixed: Players can no longer talk while dead
Fixed: A bunch of hints were converted to the message system
Fixed: Bowling Scoreboard errors
Fixed: Bowling Scoreboard Text Color
Fixed: Some random errors that didn't really affect game play, but where spamming RPT logs
Fixed: Burgers should now grill properly (you cannot eat yet,hunger and thirst is only visual atm)
Fixed: Certain shops are now whitelisted to certain job (Eg: Police Shops)

***Framework Additions:***
Added: Vehicles now delete from storage completely when destroyed (so be more careful) -Appears to be broken
Added: Locking Vehicles (Look @ the door handle and hold E or use scroll option)
Added: Vehicles can now be repaired with a wrench purchased from the general shop in the main town (look at the map to see the location), look at a front door while holding wrench to repair

***Addon Changes:***
Fixed: destrType set to destrNo for various objects (buckets,etc), should fix some bugs with picking up.
Fixed: destrType set to destrNo for various house objects (fences,buildings etc) so they cannot be run over

'''''***Addon Additions:'''''***
Added: Wrench for repairing cars

'''''***Known missing features/bugs:'''''***
No way to call for EMS when player is down
No phone so messaging police/EMS is not currently possible
Eating/drinking is not implemented yet, it doesnt kill you either just so everyone knows
Police cannot arrest anyone, the arrest scripts have not been implemented yet
Police do not have the ability to ticket anyone currently
Problems with dragging and detaining in police scripts
Anyone wondering about the cinema: the custom .dll needs to be whitelisted by battlEye, we will await their approval
+Probably a ton of other stuff, please report all issues in the bug report section, that are not included in this list only

UPDATING FILES IS MANDATORY
Pre-Alpha Changelog (Previous Version 0.0.5.3)

**FINAL CHANGELOG - LIVE**​ (4/15/16)

Server - Live already:
Added: Whitelisting now working, make sure you have a civilian tag and your steam is linked

Framework Changes:
Fixed: Only money given for one item sold to shops when amount was larger than 1
Fixed: Black market prices multiplied by 10 for both weapons and magazines
Fixed: Small edits to surrender animations
Fixed: Lightbar now works for Police Tahoe
Fixed: Uncuff interaction for police when cuffed
Fixed: Police vehicles restored from the garages now use PositionATL instead and should now spawn properly in the garage (please try) - STILL BROKEN
Fixed: Detaining into vehicle should now work properly (scroll on right door or use interaction menu on left door)
Fixed: Ejecting all passengers should now work properly and sets the player in the animation at the point he was detained if he was put into the car by an officer
Fixed: Black market revolver had wrong weapon class assigned
Fixed: Sell menu now closes after selling an item
Fixed: Bowling registrations now clear when player is more than 100m away from karmaLanes or not on the server anymore
Fixed: Paycheck timer reduced to 20 minutes
Fixed: Increased paycheck amount by about 150$ for all jobs
Fixed: Items that have canDrop=false now also cannot be thrown (for use in ticket system)
Fixed: Certain scripts failing to execute in MP environment (Surrender etc)
Fixed: Check to see if freelook is enabled with placing/picking up furniture - good job finding that bug

***Framework Additions:***
Added: Black market now moves around the island
Added: Police can now impound vehicles (they will despawn back into storage) - Use interaction menu for this
Added: Players will get a $300 fine if vehicle is impounded (please park your vehicles properly)
Added: Black market will stop moving once players are nearby to allow them to climb the yacht (interaction menu on the back of the ship)
Added: Police should now be able to create tickets, they can then hand this ticket to the player

***Addon Changes:***
Fixed: Destrype set to none for storage, mansion and multiple other buildings
Fixed: Damage for Mansion set to building (wasn't set to anything so used a default value)
Fixed: Increased IdleToHandsup animation speed
Fixed: Removed connectTo properties in handsup animations to prevent out-of-sync issues
Fixed: Cleared useractions for scooter (small performance gain)
Fixed: Camera view on scooter is now closer (3m instead of 6m)
Fixed: New scooter animation and changed transportSoldier, passenger seat should now work - STILL BROKEN
Fixed: Decreased thrust on scooter, edited maxSpeed
Fixed: Material issue on clothes object located in various stores
Fixed: Mustang lightbar is not light blue anymore (face sort issue fixed)
Fixed: Decreased mass on Mustang (should give it a little more speed)

'''''***Addon Additions:''''''''''***
Added: New ticket object for police
'''''
Known missing features/bugs:'''''
Arma 3 Project Life Wiki

## ***Arma 3 Project Life***

A shitty fucking SCAM

## Gaining Citizenship

To be able to join in on the Project Life server you must gain citizenship. All details on how to do so can be found here

## Development

### Whenever an update is completed by the developing team, it will be posted live for users to play. To see whenever an update is coming or has come out it will be posted on the "Development Status" part of the Arma 3 Project Life website.

#### Changelogs

Here you can find things that have been added or fixed in past/recent updates

## Rules/Punishment System

Here are all of the rules that we require everyone abide by when playing Project Life

Rules list: https://arma3projectlife.com/forums/index.php?threads/rules-regulations.27554/

 If you break a rule you can be punished. Here is a page showing the servers punishment guides:

Punishment system: https://arma3projectlife.com/forums/index.php?threads/punishment-system.26451/

## Helpful Server Tips/How to's

Server Hotkeys

/a Guidelines

Faction Guidelines

How to submit a support ticket for a transfer of: vehicles, planes, boats and houses

Shoutbox tips (Project Life website)

## Fisher's Island Resources

Here you can find almost everything you need to know about your in game experience such as ways to make money, things you can buy or make and places you can visit.
Pre-Alpha Changelog (Previous Version 0.0.4)

***Framework Changes: 4/14/16***
Fixed: Fishing from 0.0.3
Fixed: You can now sell multiple items at once (enter a number at the sell screen)
Fixed: Furniture saving in apartments. Your furniture now saves (and deletes) when you disconnect.
Fixed: Your furniture spawns in when you join.
Fixed: When joining, you're automatically assigned a slot.
Fixed: Boats shouldn't blow up when detaching from trailers

***Framework Additions:***
Added: Option to "Lock" furniture, this hides the move option on said furniture to prevent accidental moving.
Added: Fishing now tells you x/100% complete on buoys

***Addon Changes:***

***Known missing features/bugs:'''''***
Golthaire

Shadows know not of time, they exist and vanish in a blink of an eye. The god Balajorn used his power to grant many of the Order of Aushar the ability to move within the shadows. Gradually he used their addiction to the shadows to bend them to his will. Their deadly speed combined with their ability to exist in shadows made them shadow creatures of legend. Though most will never deny the existence of the Golthaire, there are no accounts as to what one actually looks like.   They are said to be able to hide in the shadows of even the most illuminated areas.  Waiting for their opportunity to strike at all who would cross their paths.
Order of Pynaru

True power stems from the flame of knowledge. So is the fundamental belief of all in this order.  They spend their days attempting to extinguish their burning thirst for knowledge. Knowing if they ever managed to succeed the universe would be their playground.  This constant search for knowledge makes members of this order quite adept at using all manner of magical arts and artifacts.
Stat

## Essence Stats

Essence stats represent the power of your spirit before it has assumed physical form. Players can spend their hard earned treasure to increase their essence stats. Essence stats stay with you the entire game and play a vital role in how you play the game.

When spawning as a defensive avatar your highest essence stat will determine what kind of avatar you spawn as. Mystic Summoners rely on essence stats to increase the power of their traps and minions.
Objects

Most of Hearts of Iron IV modding is just writing up objects and sub-objects, so that they can be loaded in to the game. A country leader, a division, a state, an idea, these are all examples of objects that are all defined within the files that we can mod.

```
focus = {
	id = legacy_focus_GER
	icon = GFX_focus_generic_strike_at_democracy1
	x = 0
	y = 0
	cost = 10

	completion_reward = {
		add_ideas = GER_legacy1_idea
	}

	ai_will_do = {
		factor = 40
		modifier = { factor = 0.5 always = yes }
	}
}

```

Objects are defined as part of other objects. We do this with the equals = sign followed by curly brackets { }. Everything within the curly brackets is part of the sub object. Most objects only allow specific keywords to be used. Above we see a focus object, which contains some values, as well as a completion\_reward object and ai\_will\_do object. the ai\_will\_do object in turn contains a modifier object.

To avoid accidental mistakes with brackets and to keep track in which object you are currently working, you can use indentions (extra tabs at the start of the line) as seen above. This is good practice, but not required.
Artifact Guardian

The Order of Malason was the easiest for the god Balajorn to manipulate. Their thirst for power of all types made them willing participants. The few that were chosen could not fathom the cost of this power. They became massive creatures tied to the power of great artifacts never able to leave its side. These powerful creatures are capable of withstanding an onslaught of the most powerful attacks.  Its ability to survive only surpassed by its ability to send any invader to an early grave.
Spikes of Raina

Among the Order of Aushar speed was paramount. They constructed great courses to train and test the limits of their speed. Over time many members of the order became so fast even the most challenging of courses were insignificant. Raina knew that something must be developed that could adapt to match her orders ever increasing skills. She commissioned the Order of Pynaru to aid her in this endeavor. After nearly 3 decades of research a new material was created that was partially out of phase with space and time. The material could be modified to assume any shape in any amount of time. Over the years the material was weaponized to form deadly spikes from within set traps. While the substance itself has yet to find a limit in its potential, it is restricted by the ability of the trap creator.
Smoki Szlachetne

***Smoki Szlachetne:***  Według legend i podań, były to wcielenia bóstw zesłane na świat, aby sprawować opiekę nad Kontynentami. Władały one nad Septonildas już zanim pojawiły się pierwsze Elfy.

   Były to ogromne, dumne i inteligentne stworzenia. Potrafiły porozumiewać się między sobą telekinezą, a także przyswoić dialekt ludzki, jak i elficki. Miały one swoje własne moce i umiejętności a każda z nich był unikalna. Po kilkuset latach obserwacji Elfów, mimo swojej niezależności i poczucia władzy, postanowiły nawiązać z nimi współpracę. W przeciwieństwie do swoich kuzynów - Smoków Niższych, potrafiły władać potężną magią, której nie mógł okiełznać nawet najpotężniejszy Elfi Czarodziej. Posiadały zdolność Polimorfii. Wiele starożytnych rodów miało lub nadal posiada w herbie Smoka Szlachetnego np. Idzu’mowie, czy obecnie Kaszolowie. Symbolizował on piękno, dobrobyt, potęgę i władzę.

W czasach dynastii Luvcrek’ônvów - Pierwszych Elfów Wysokich, współpraca zaczęła nabierać innego znaczenia. Przedstawiciele tego rodu potrafili w pewnym sęsie, kontrolować poczynania **Smoków Szlachetnych**, hodować je i nawiązywać z nimi silną więź. Fondtos II Luvcrek’ôn zbudował w Białej Twierdzy miejsce w którym spotykali i naradzali się przedstawiciele Elfów oraz Smoków za czasów pokoju, który trwał aż do ostatniego pokolenia Luvcrek’ônvów. W czasie Wielkiej Wojny zamek został zniszczony, lecz ruiny, z których zachowały się trzy ,,Smocze Gniazda" i część placu pozostają tam do dziś.

Jedynie Demony Izuk-Dur-Hai były w stanie pojedynczo pokonać więcej niż jednego Smoka Szlachetnego w walce.

* > "Wspaniale jest tworzyć. Świat musi być uporządkowany, a każde żywe stworzenie musi znać swe miejsce." ~`Dain'Zog
>
>

***Czarne Smoki:*** Odmiana Smoków Szlachetnych.

Były one jednak wytworem Tajemniczej magii Mrocznych Elfów Da'Hai.

W przeciwieństwie do swoich braci, nie kierowały rozsądkiem, były to maszyny do zabijania, stworzone na potrzeby Wielkiej Wojny. Znane są tylko 2 osobniki.

-Kir'Hai

-Kazok'Hai
Mystic Summoner

Some say they are spirits of dead architects, other say they are simply mischievous spirits that have yet to take physical form. In either case it is clear they are able to manifest physical traps in dungeons.  Seasoned dungeon raiders have learned to expect traps anywhere even in previously explored rooms. It is rumored that the Mystic Summoner has control over the dungeon itself, able to expand the dungeon by their will alone.
Izôk-Dur-Hai

***Demony Izôk-Dur-Hai:***  Inaczej zwani Władcami Piekieł. Wielkie, potworne demony, władające Potężną Piromancją i Płomieniami Podziemi.

Ponad 4000 Lat Przed Zniknięciem Smoków Elfi mędrcy przepowiedzieli nadejście wielkiego Khôrni-Kai Boga Piekieł, który miał wbić swój miecz w ziemię, a ona miała rozstąpić się, rodząc miliony demonów, które zniszczyć miały całe życie na Septonildas. Zwiastunem tej Apokalipsy miało być pojawienie się demonów Izôk-Dûr-Hai. Były najpotężniejszymi istotami na świecie, lecz nie dorównywali rozmiarami Smokom Szlachetnym. Ich przewaga mocy nad Smokami polega na tym, że posiadały zdolność pochłonięcia mocy i energii życiowej dowolnej istoty, oraz przejęcia nad nią kontroli wnikając do jej umysłu. Gdy energia została przekazana Demonowi, ofiara doszczętnie się spalała.

Obecnie mówi się, że na wyspie Dacher pozostał jeden osobnik, który po Wielkiej Wojnie został przeniesiony przez Elfy do starożytnej opuszczonej świątyni Lidl-Unûs. Podania mówią, że z Świata Czarnego Płomienia sprowadzili go zbuntowani żądni władzy Elficcy Magowie. Okazał się to pomysł bardzo nierozsądny, ponieważ Demony te nie słuchają nikogo.Włada nimi tylko gniew. Poprzez przyzwanie So’Shnakhara, ówczesny panujący ród Elfów Wyższych wygasł, pozostawiając po sobie jedynie zamek, obok którego zbudowano miasto Tenn.

By pokonać So’Shnakhara, potrzeba było czterech Smoków Szlachetnych, które wraz z najwybitniejszymi mistrzami i akolitami z Rerkarúnu walczyły z nim siedemnaście dób, pozostawiając pogożelisko niedaleko miasta Nâner, które nieprzerwanie od tysięcy lat pozostaje rozpalone.
Isil'Gus

***Isil Hai:*** Panowie przestworzy, Elfy Niższe na usługach Wyższych, które w całości oddały się podniebnej walce ze smokami w czasach Wielkiej Czystki Smoków. Była to organizacja założona przez Elfa Wyższego Filip'kaira. Stworzona do tropienia i zabijania pozostałych po bitwach Smoków Niższych. Ich taktyka polegała na dosiadadaniu Gryfów Skalistych (podgatunku Gryfa Białego). Przez co łatwiej było im radzić sobie z przeciwnikiem w powietrzu. Używali łuków, oraz lekkich zbroi stworzonych z czarnego ametystu. Materiał ten był całkowicie ognioodporny. Rozpraszali uwagę smoka, oraz strzelali w jego skrzydła strzałami z Czarnego Bzu, który natychmiast przebijał się przez smocze łuski. Najbardziej wartościowe odcięte głowy, przywieszali do boku swojego wierzchowca, oraz konserwowali je jako trofea.
Common/opinion modifiers

This folder is the place where opinion modifiers are defined for the game. The default ones and focus tree ones are defined in 00\_diplomatic.txt and 00\_opinion\_modifiers.txt.

An opinion modifier that is defined can be added to a country as followed :

```
SOV = {
   add_opinion_modifier = { target = GER modifier = ger_sov_alliance_focus }
}

```

In the above example, that is part of the german focus tree, the Soviet union gains an opinion modifier of 50 called "ger\_sov\_alliance\_focus" towards Germany. Within 00\_opinion\_modifiers.txt, this modifier is defined:

```
ger_sov_alliance_focus = { value = 50 }

```
Smoki niższe

***Smoki niższe:*** Gatunek smoków, które w przeciwieństwie do swoich kuzynów - Smoków Szlachetnych nie został tak hojnie obdarzone mocami, wielkością i intelektem.

Są one dużymi skrzydlatymi drapieżnikami, lecz pozostają znacznie mniejsze niż Smoki Szlachetne.

Bazują one głównie na instynkcie drapieżnika, aczkolwiek cechują się dużym sprytem i przebiegłością w swoich działaniach.

Posiadają umiejętność ognistego oddechu, a w niektórych przypadkach nawet lodowego.
W Erze Pierwszych Wędrówek znane były trzy osobniki posiadające moc silnie trującego oddechu.

"Wielkie i groźne z nich bestie, a cwane jak cholera" ~`Dakias z Wielkiej Puszczy Dziećmierowskiej
Dziećmierowo Wiki

## **Wskazówki**

* Dopiero zaczynasz przygodę z edytowaniem wiki? Zajrzyj do Centrum Pomocy, aby nauczyć się wszystkiego co musisz wiedzieć o budowie wiki.
* Przejrzyj obecnie istniejące kategorie, aby dowiedzieć się jakie narzędzia masz do swojej dyspozycji i jakie strony zostały już utworzone.
* Odwiedź główna kategorię administracyjną, która zawiera wszystkie najważniejsze narzędzia pozwalające utrzymać wiki w dobrej formie.

Zawartość

### Istoty/Postacie

* Smoki Szlachetne
* Smoki niższe
* Izuk-Dur-Hai
* Dan'te

Ostatnie zmiany

Jak pomóc?

Pomóż nam i spróbuj rozbudować tę wiki.
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Możesz także pomóc rozbudować tę wiki poprzez edytowanie zalążków artykułów.

Wyróżniony obraz
13. 医学

**此地区的管路遭到了破坏，引入房屋中的水既混浊又不卫生，还相当稀缺。更糟的是，当地的药店也已被抢匪洗劫一空。**

## **解锁方法**

* **原版游戏：医学**
	+ **前提条件：无**
	+ *“黑暗的时代再度来临。”*
		- 达到医学职业10级【世界知名外科医生】

* **岛屿天堂：救生员**
	+ **前提条件：【岛屿天堂】资料片**
	+ *“今晚有人救了我的命，糖霜熊；你差点把钩子插到我身上，难道不是吗亲爱的？”*
		- 你的小人，受命去被污染的海洋把别人从死亡线上拉回来，顺便学会了能使同伴复苏的医学技术，和净化水源的技术。
		- 达到救生员专业10级【海滩救生员】
			* 试图通过此方法解锁【医学】的小人可以无视所有限制加入救生员专业。

## **限制**

* **原版游戏**
	+ 不能去医院获取医学建议。
	+ 不能在家里或社区用地购买或使用任何淋浴、浴缸等。
	+ 整个家庭中只能拥有一个水槽、一个马桶。
	+ 不能购买或使用洗碗机。
	+ 不能建造或使用游泳池。没有足够的水可以让你浪费在娱乐上面（同时被【运动】限制，室外游泳池还要被【自然】和【交响乐】限制）。
	+ 不能使用自动洒水器（同时被【科学】和【自然】限制）。
	+ 当小人嘿咻的时候，只能选择“传宗接代”。如果理论上应该可以传宗接代，却没有这个选项，那就不能嘿咻（除非已知一方已怀孕，或者女方是老年人不能怀孕，或者两人是同性而你又没装同性生子mod，才能选择嘿咻）。
	+ 如果你的购买模式中有可供购买的洗衣篮，你就必须买一个。例如，【梦想起飞】和【花样年华】都带来了洗衣篮，还有很多其他资料片也一样。
		- 你可以把积累起来的脏衣堆删除，因为它们的价值为零。
	+ 不能使用洗衣设施（同时被【科学】限制）。残余的淡水相当宝贵，不能够浪费在衣物上。
		- 这包括了洗衣房和自己购买洗衣机。

* **世界历险记**
	+ 不能购买或使用冲澡桶。

* **梦想起飞**
	+ 关于洗衣篮和洗衣机的规则见上。

* **夜店人生**
	+ 不能购买和使用任何热水浴（超过§1000的还要被【建筑】限制）
	+ 不能购买治疗吸血鬼的药剂。

* **花样年华**
	+ 永远不能对主控家庭内的小人使用终生幸福奖励中的返老还童药剂。此限制永远不会解锁。
		- 【医学】解锁之后，你就可以对任何NPC小人，或是**第一天**结婚进入你的主控家庭的小人，使用年轻药水或返老还童药剂（同时被【灵异】限制）
	+ 儿童不能在浴缸里玩潜水探险（同时被【娱乐】限制）
	+ 不能使用水上溜滑梯（之雨解释：就是趴在上面滑着玩的那个儿童玩具）（同时被【自然】和【娱乐】限制）
	+ 大人不能在淋浴间、树屋或其他奇怪的地方嘿咻，他们只能在床上嘿咻（他们必须看好孩子们，所以没法去那些富有想象力的地方）。
	+ 必须购买一个洗衣篮。
		- 注意，如果你装了【花样年华】，但是没有装【梦想起飞】，那么即使是【医学】解锁后你也没法洗衣服。但是在【医学】解锁之前，你必须在你的用地上放一个洗衣篮。

* **玩美宠物**
	+ 不能去医院整形（同时被【娱乐】限制）
	+ 不能给宠物洗澡
	+ 不能购买猫砂盒

* **华丽舞台**
	+ 精灵不能用魔法清洁任何东西（物品、房子、人）（同时被【灵异】限制）

* **异能新世纪**

* **春夏秋冬**
	+ 不能在大海游泳（同时被【运动】【军事】【自然】【交响乐】限制）
	+ 不能浮潜或水肺潜水（同时被【运动】【军事】【自然】【交响乐】限制）
	+ 不能在雨中玩耍或在水坑中溅水花。

* **大学生活**

* **岛屿天堂**
	+ 只有在救生员职业中的小人可以去海里救溺水的小人。
	+ 不能使用二合一淋浴。
	+ 不能转换成人鱼
		- 本质上讲，如果人鱼不能完全浸泡在水池或浴缸里，就会在几天内变回人类。
		- 如果人鱼不能至少在淋浴中让自己保持湿润，就会在几天内死亡。
	+ 不能浮潜或水肺潜水（同时被【运动】【军事】【自然】【交响乐】限制）
	+ 不能使用“即可得”池畔酒吧（同时被【烹饪】【交响乐】【运动】【娱乐】限制）
	+ 不能使用帆板（同时被【军事】【自然】【交响乐】【运动】【娱乐】限制）

* **前进未来**
	+ 除了试图通过前进未来方法解锁【外星科技】的小人外，谁都不能使用音波卫浴机（同时被【科学】限制）

* **官方物品**
	+ 不允许
		- 不能前往祥和度假村
		- 蒸汽提升三温暖（同时被【科学】限制）
		- 不再肮脏尿布台
		- 里昂的返老还童喷泉（同时被【外星科技】和【灵异】限制）
		- 非例行公事机器（同时被【外星科技】和【科学】限制）
		- 快快长园艺站（同时被【自然】限制）
		- 无限禅按摩桌子（同时被【运动】限制）

* **终生幸福奖励限制**
	+ 动物专家（同时被【科学】和【灵异】限制）
	+ 绝对清洁
	+ 大满贯
	+ 对寒冷免疫
	+ 对炎热免疫
	+ 铁肺（同时被【运动】限制）
	+ 人鱼海带（同时被【自然】限制）
	+ 绝不恶心
	+ 永久人鱼
	+ 时空疫苗
	+ 模拟免疫力
	+ 迅速的清洁工
	+ 钢铁膀胱
	+ 强力肠胃
	+ 呕吐机
	+ 返老还童药剂（同时被【灵异】限制）

**一旦家庭中出现了一位医学领域的领导者，他将带领绿十字会着手重建此地区。他们帮助此地区再度拥有干净的自来水，并将药品和避孕用品带给有需要的人。【医学】限制解锁。**
Wielka Wojna

Spór Między Elfami a Smokami Szlachetnymi. Większość Smoków pozostała neutralna, lecz niektóre (Dan'te) nie zamierzała przestać rządzić nad Elfickimi Ziemiami.

Mieszkańcy Dietmerovos zapragnęli większego panowania nad swoimi ziemiami. Zabili również kilka Smoków Niższych, które żyły niedaleko Warowni Dwunastu. Nie spodobało się to Smokom Szlachetnym, więc zażądały, by Elfy wycofały się ze swoich działań. Te zaś odpowiedziały, że pragną być niepodległe i same kształtować swoją cywilizację bez ich ingerencji, oraz aby Smoki poszukały innych ziem i kontynentów (Co z resztą nastąpiło w przyszłości). Doszło do pierwszej bitwy, która rozpoczęła wojnę.

Potęga Smoków Szlachetnych była nieporównywalnie większa od Elfickiej, lecz w Niebieskiej Przystani potajemnie wykuto Koronę Władcy - artefakt, który pozwalał nosicielowi kontrolować żywioły, dowolnie zaginać czas i przestrzeń a także tworzyć całkowicie nowe życie. By go stworzyć, magowie i druidzi korzystali z magii której nauczył ich Dain'zog. Zaczęto również szkolić pierwszych Isil'Gus, którzy odgrywali ważną rolę w bitwach.

Ówczesny Elfi Władca - Khenanin Luvcrek’ôn, nosząc Koronę i stojąc na czele Armii Sześciu Rodów stoczył bitwę nad Livernem z rozwścieczonymi Smokami Szlachetnymi. Zabrakło jednak najważniejszego ze Smoczych Władców - Dan'tego. Ten jednak pod przykrywką jednego z generałów. po wygranej bitwie i przybyciu do Niebieskiej Przystani, ukazał swoją prawdziwą formę i zabił wszystkich ,,swoich" żołnierzy wraz z królem. Pozostałe przy życiu Elfy uciekły z miasta, a Dan'te zagarniając Koronę dla siebie, pozostał w zamku.

 Trzynaście lat później, Kazah'te wybrał się do Przystani wraz z ostatnimi Elfami, podstępem zabijając Dan'tego, lecz Korona została zniszczona.