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gym114514

hoi-mod-maker

by gym114514 · GitHub ↗ · v1.0.3 · MIT-0
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Description
HOI4 mod全流程技能。国策树/民族精神/人物/事件/决议/本地化/变量/调试。触发:HOI4、钢铁雄心、钢4、国策、国策树、民族精神、焦点树、focus tree、national_focus、ideas、spirits、events、decisions、localisation、inner circle、...
README (SKILL.md)

\r \r

HOI4 Complete Mod-Maker Skill\r

\r 触发关键词: HOI4 mod, 钢铁雄心4, 钢4, 国策, 国策树, 民族精神, 焦点树, focus tree, national_focus, ideas, spirits, events, decisions, localisation, inner circle, 连续焦点, replace_path, Paradox modding\r \r ---\r \r

⚠ 国策树布局黄金法则(每次生成前必读)\r

\r

AI 在生成国策树时最常见的错误。生成代码前,必须确认以下七点全部满足:\r \r

  1. 图标尺寸:每个国策图标是一个以坐标 (x,y) 为中心的 2×2 正方形。即图标左边界在 x-1,右边界在 x+1,上边界在 y+1,下边界在 y-1左右相邻(同行)时 x 差必须 >= 2,否则图标重叠;上下相邻时 y 差 >= 1 即可。同一焦点块内紧凑排列时 x 间距用 2(最小合法值)。\r \r
  2. relative_position_id 是首选:除非有充分理由(固定窗口锚点、避免 offset 继承等),一律使用 relative_position_id = \x3C父节点ID> + 小的 x/y 偏移量。绝对坐标只用于树的根节点或没有父节点的主干焦点。\r \r
  3. 前置国策必须存在:每个 prerequisite = { focus = XXX } 引用的 XXX 必须在同一个国策树文件中实际定义。不得凭空捏造 focus ID,也不得使用其他国家的 focus ID 作为前置。生成完成后,对照 examples/09_focus_tree_design_guide.md 的检查清单逐条验证。\r \r
  4. 禁止长线性链:同一条路径上连续节点不得超过 3 个(即 A->B->C 之后必须出现分支或汇合)。超过 3 个连续节点会让玩家感到单调,且视觉上形成难看的长竖线。如需表达「递进过程」,用分支+汇合代替直线延伸。\r \r
  5. 子节点数量上限:单个焦点的直接子节点(同一 prerequisite 指向同一父节点)不得超过 5 个。超过 5 个时,将部分子节点改为二级分支(先汇到中间节点,再展开)。\r \r
  6. 树深度要求:单个国策树的主路径深度应 >= 5 层,建议 6-10 层。浅层树(\x3C5层)会让玩家缺乏战略规划感。通过添加中间节点、分支选择、汇聚节点来增加深度。\r \r
  7. 不同板块间距:同一 focus_tree 内的不同分支(如政治/工业/军事),根节点 x 坐标差应 >= 6。不同 focus_tree 文件之间,使用不同的 initial_show_position 错开显示。严禁不同板块的国策左右相邻且 x 差 \x3C 2,这会导致视觉混乱。\r \r ---\r \r \r

Skill Meta\r

\r | 属性 | 值 |\r |------|----|\r | 版本 | 7.2 |\r | 更新 | 2026-04-26 |\r | 游戏版本 | HOI4 1.14+ |\r | 覆盖范围 | 国策树 / 民族精神 / 人物 / 事件 / 决议 / 本地化 / 变量 / 调试 |\r | 参考文件 | 74 原版国策树 + 10 语法参考 + 12 注释示例 |\r | 特色能力 | 布局设计 / 原版ID查询 / 代码生成 / 递进奖励设计 / 兼容性指导 |\r \r

典型使用场景 → 推荐路径\r

\r | 用户意图 | 推荐路径 |\r |---------|----------|\r | 做国策树 | 09设计指南 → 布局规划 → 代码生成 → 检查清单 |\r | 图标重叠 | 09设计指南 → 坐标系统/间距规则 |\r | 查原版国策ID | references/vanilla_focus_trees/ → 搜索对应国家.txt |\r | 条件偏移 | 09设计指南(动态与条件定位) → advanced_syntax.md |\r | 修改原版树 | 查原版ID → replace_path/同ID追加 |\r | 写民族精神 | 02注释示例 → ideas_syntax.md → 08导入详解 |\r | 内圈焦点 | 09设计指南(真实架构模式) → germany.txt参考 |\r | 完成效果写法 | focus_complete_guide.md / dictionary.md |\r | 本地化编码 | 04本地化详解 → UTF-8 BOM |\r | mod不生效 | 调试技巧 → error.log |\r \r ---\r \r

快速开始\r

\r

Mod 基础文件结构\r

\r

your_mod/\r
├── descriptor.mod              # Mod 描述符(必需)\r
├── thumbnail.png               # 封面图(推荐 256x256)\r
├── common/\r
│   ├── national_focus/         # 国策树 .txt\r
│   ├── ideas/                  # 民族精神 .txt\r
│   ├── characters/             # 人物定义 .txt\r
│   ├── unit_leader/            # 领导人特质 .txt\r
│   ├── decisions/              # 决议 .txt\r
│   └── modifiers/              # 自定义修正值\r
├── events/                     # 事件 .txt\r
├── localisation/\r
│   ├── english/                # 英文本地化 .yml\r
│   └── simp_chinese/           # 中文本地化 .yml\r
├── interface/                  # GFX 图标定义\r
└── gfx/\r
    └── goals/                  # 国策图标图片\r
```\r
\r
### descriptor.mod 模板\r
\r
```\r
name = "Your Mod Name"\r
version = "0.2.0"  # changelog: 扩展黄金法则至7条;去除模板机械拼装;新增孤立节点/碰撞检测;BOM清理修复skill加载\r
tags = { "National Focus" "Gameplay" }\r
picture = "thumbnail.png"\r
```\r
\r
---\r
\r
## 代码规范\r
\r
### 基础语法\r
\r
```\r
\x3Cattribute> = \x3Cargument>    # 数值/字符串/布尔值/代码块\r
```\r
\r
### 编码要求\r
\r
| 文件类型 | 编码 |\r
|---------|------|\r
| 脚本文件 (.txt) | UTF-8 无 BOM |\r
| 本地化文件 (.yml) | UTF-8 带 BOM |\r
\r
### 缩进规范\r
\r
- 开闭括号同一缩进层级\r
- 代码块内部增加一层缩进(Tab 或 4空格)\r
- 一行不要有多于一个括号\r
\r
### 注释\r
\r
```\r
# 单行注释(无多行注释)\r
cost = 10  # TODO: 检查平衡性\r
```\r
\r
### 常量定义\r
\r
```\r
@base_cost = 10\r
focus = { id = POL_focus  cost = @base_cost }\r
```\r
\r
---\r
\r
## 文件结构\r
\r
### 加载顺序\r
\r
```\r
Base Game → DLCs → User Directory → Mods\r
```\r
\r
文件名排序:ASCII 字符顺序,`00_` 前缀先加载,`zz_` 后加载。\r
\r
---\r
\r
## 国策树\r
\r
> 📄 **完整语法**: `references/focus_complete_guide.md` — Focus Tree 结构、节点字段、定位方式、前置条件、互斥、available、bypass、completion_reward 完整效果列表、内圈焦点、连续焦点、Search Filters\r
>\r
> 📄 **高级语法**: `references/advanced_syntax.md` — 备选图标、默认树、内圈窗口、快捷方式、嵌入窗口、连续焦点位置\r
>\r
> 📄 **形式化语法**: `references/syntax.md` — BNF 语法 + Joint/Shared Focus + 11 个常见陷阱\r
>\r
> 📄 **布局设计**: `examples/09_focus_tree_design_guide.md` — 坐标系统、间距、4步方法论、视口导航、动态定位、真实架构模式、递进奖励设计、原版数据分析\r
\r
### 最小可用模板\r
\r
```\r
focus_tree = {\r
    id = {TAG}_focus\r
    country = { factor = 0  modifier = { add = 10  tag = {TAG} } }\r
    default = no\r
    initial_show_position = { x = 500  y = 300 }\r
    \r
    focus = {\r
        id = {TAG}_root\r
        icon = GFX_goal_generic_political_pressure\r
        x = 0  y = 0\r
        cost = 5\r
        search_filters = { FOCUS_FILTER_POLITICAL }\r
        completion_reward = { add_political_power = 50 }\r
    }\r
    \r
    focus = {\r
        id = {TAG}_child\r
        prerequisite = { focus = {TAG}_root }\r
        relative_position_id = {TAG}_root\r
        x = 0  y = 1\r
        icon = GFX_goal_generic_authoritarian\r
        cost = 10\r
        completion_reward = { add_political_power = 100 }\r
    }\r
}\r
```\r
\r
### 递进奖励(Progressive Reward)\r
\r
> 📄 **完整设计指南**: `examples/09_focus_tree_design_guide.md` → 递进奖励设计章节\r
\r
```\r
三层奖励结构:\r
  🪨 过程层 → cost=5, 1基建/10-15XP/25PP(克制,推动继续走)\r
  📦 阶段层 → cost=10, 1-2工厂+科技加成/50PP+25XP(阶段性成果)\r
  🏆 终点层 → cost=10-15, 3-4工厂+科技+50-100XP+100PP(终极目标)\r
\r
核心原则:递进 ≠ 加量,是把相同总量重新分配——中间少给,终点多给\r
```\r
\r
### 建筑效果(正确语法)\r
\r
> 📄 **完整参考**: `references/focus_complete_guide.md` → 建筑效果章节\r
\r
```\r
# ❌ 错误写法:random_owned_controlled_state + state = 762\r
# ✅ 正确写法:在 state scope 内直接调用 add_building_construction\r
\r
# 指定州建造(推荐)\r
123 = {\r
    add_extra_state_shared_building_slots = 1    # 先扩容(如需)\r
    add_building_construction = {\r
        type = industrial_complex              # 民用工厂\r
        level = 1\r
        instant_build = yes\r
    }\r
}\r
124 = {\r
    add_extra_state_shared_building_slots = 2\r
    add_building_construction = { type = arms_factory  level = 2  instant_build = yes }\r
}\r
\r
# 遍历所有符合条件的州\r
# every_owned_state = {\r
#     limit = { free_building_slots = { building = industrial_complex size > 0 } }\r
#     add_building_construction = { type = industrial_complex level = 1 instant_build = yes }\r
# }\r
\r
# 建筑类型:industrial_complex / arms_factory / dockyard\r
#           infrastructure / air_base / naval_base / bunker / coastal_bunker\r
```\r
\r
### 可持久/连续国策\r
\r
> 📄 **完整参考**: `references/focus_complete_guide.md` → Continuous Focus 章节\r
\r
```\r
# 连续焦点(continuous = yes):完成10个常规国策后解锁,激活期间持续生效\r
focus = {\r
    id = continuous_army_xp\r
    icon = GFX_focus_generic_army_xp\r
    x = 0  y = 0\r
    continuous = yes                  # 关键标记\r
    cost = 0                         # 连续焦点必须为 0\r
    search_filters = { FOCUS_FILTER_ARMY_XP }\r
    # ✅ 用 modifier = {} 提供持续效果(不是 completion_reward)\r
    modifier = { army_experience_gain_factor = 0.05 }\r
}\r
\r
# 可取消的持久国策(带 cancel 块)\r
focus = {\r
    id = TAG_mobilization\r
    cost = 30\r
    cancel = {                        # ❗ 被取消时触发\r
        add_stability = -0.05\r
    }\r
    cancel_if_invalid = yes            # 条件失效时自动取消\r
    ai_will_do = { factor = 0 }       # AI 不会自动选(玩家决策)\r
}\r
\r
# 可取消属性\r
cancelable = yes        # 可手动取消(默认)\r
cancelable = no         # 不可取消(内圈选择等)\r
```\r
\r
---\r
\r
## 民族精神\r
\r
> 📄 **完整语法**: `references/ideas_syntax.md` | **注释示例**: `examples/02_ideas_annotated.md` | **导入详解**: `examples/08_importing_ideas_annotated.md`\r
\r
### Ideas 类型\r
\r
| 类型 | 槽位 | 说明 |\r
|------|------|------|\r
| `country` | 无限制 | 国家精神 |\r
| `army/navy/air` | 各1个 | 军种精神(需DLC) |\r
| `political_advisor` | 1个 | 政治顾问 |\r
| `theorist` | 1个 | 理论家 |\r
| `chief_of_staff/army_chief/navy_chief/air_chief` | 各1个 | 军事首脑 |\r
\r
### 国家精神模板\r
\r
```\r
ideas = {\r
    country = {\r
        {TAG}_spirit_name = {\r
            allowed = { original_tag = {TAG}  always = no }\r
            allowed_civil_war = { always = no }\r
            removal_cost = -1\r
            picture = generic_authoritarian_regime\r
            modifier = {\r
                political_power_gain = 0.10\r
                stability_factor = 0.05\r
            }\r
        }\r
    }\r
}\r
```\r
\r
---\r
\r
## 人物系统\r
\r
> 📄 **注释示例**: `examples/06_characters_annotated.md`\r
\r
### 角色类型\r
\r
| 角色类型 | 说明 |\r
|----------|------|\r
| `country_leader` | 国家领导人 |\r
| `corps_commander` | 军级指挥官 |\r
| `field_marshal` | 陆军元帅 |\r
| `navy_leader` | 海军指挥官 |\r
| `advisor` | 顾问 |\r
\r
### 完整人物定义\r
\r
```\r
characters = {\r
    {TAG}_character = {\r
        name = "Character Name"\r
        portraits = {\r
            civilian = { large = "GFX_portrait_{TAG}_char" }\r
            army = { large = "GFX_portrait_{TAG}_char" }\r
        }\r
        country_leader = {\r
            ideology = despotism\r
            traits = { trait_name }\r
            expire = "1965.1.1.1"  id = -1\r
        }\r
        corps_commander = {\r
            traits = { cavalry_officer war_hero }\r
            skill = 2  attack_skill = 2  defense_skill = 2\r
            planning_skill = 2  logistics_skill = 1\r
        }\r
    }\r
}\r
```\r
\r
---\r
\r
## 领导人特质\r
\r
> 📄 **注释示例**: `examples/07_leader_traits_annotated.md`\r
\r
### 特质类型\r
\r
| 类型 | 获得方式 |\r
|------|----------|\r
| `personality_trait` | 开局随机 |\r
| `status_trait` | 战斗获得 |\r
| `assignable_trait` | 手动分配 |\r
| `terrain_trait` | 地形战斗 |\r
\r
### 特质定义模板\r
\r
```\r
leader_traits = {\r
    trait_name = {\r
        type = land\r
        trait_type = personality_trait\r
        attack_skill = 1\r
        modifier = { planning_speed = 0.10 }\r
    }\r
}\r
```\r
\r
---\r
\r
## 本地化\r
\r
> 📄 **详细指南**: `references/localisation_guide.md` | **注释示例**: `examples/04_localisation_annotated.md`\r
\r
### YML 格式\r
\r
```yaml\r
l_english:\r
 {TAG}_focus_name:0 "Focus Display Name"\r
 {TAG}_focus_name_desc:0 "Detailed description..."\r
```\r
\r
### 编码:本地化文件必须 UTF-8 带 BOM + LF\r
\r
> ⚠️ **AI 生成 .yml 本地化文件时必须遵守此格式,零例外:**\r
>\r
> | 属性 | 值 |\r
> |------|-----|\r
> | **编码** | UTF-8 with BOM(文件开头三个隐藏字节 `\xEF\xBB\xBF`) |\r
> | **换行符** | LF(`\
`,不是 CRLF `\r\
`) |\r
> | **文件路径示例** | `localisation/simp_chinese/{TAG}_l_simp_chinese.yml` |\r
>\r
> **为什么必须带 BOM**:Paradox Launcher 读取 .yml 本地化文件时依赖 BOM 识别 UTF-8。\r
> 无 BOM 的文件在游戏中直接显示为乱码,无法事后修复。\r
>\r
> **生成后自检命令**:\r
> ```powershell\r
> $bytes = [System.IO.File]::ReadAllBytes("path	o\file.yml")\r
> if ($bytes[0] -eq 0xEF -and $bytes[1] -eq 0xBB -and $bytes[2] -eq 0xBF) {\r
>     Write-Host "✅ BOM 正确"\r
> } else {\r
>     Write-Host "❌ 缺少 BOM,请重新生成并确保编辑器保存为 UTF-8 with BOM"\r
> }\r
> ```\r
>\r
> **常见错误避坑**:\r
> - ❌ VSCode 保存为「UTF-8」(无 BOM)→ 游戏中文乱码\r
> - ❌ 记事本 / Notepad 保存为 ANSI/GBK → 中文完全无法显示\r
> - ❌ LF/CRLF 混用 → 部分游戏版本解析异常\r
> - ✅ 正确:VSCode 选「UTF-8 with BOM」,底部状态栏 CRLF 改为 LF\r
\r
### 颜色与图标\r
\r
```yaml\r
§R红色§!  §G绿色§!  §B蓝色§!  §Y黄色§!  §H高亮§!\r
£pol_power  £stability  £civilian_factory\r
```\r
\r
---\r
\r
## 事件\r
\r
> 📄 **事件参考**: `references/events_guide.md` | **注释示例**: `examples/03_events_annotated.md`\r
\r
### 国家事件模板\r
\r
```\r
add_namespace = {TAG}_events\r
\r
country_event = {\r
    id = {TAG}_events.1\r
    title = {TAG}_events.1_title\r
    desc = {TAG}_events.1_desc\r
    picture = generic_event\r
    is_triggered_only = yes\r
    \r
    option = {\r
        name = {TAG}_events.1_option_a\r
        add_political_power = 100\r
    }\r
}\r
```\r
\r
---\r
\r
## 决议\r
\r
> 📄 **注释示例**: `examples/05_decisions_annotated.md`\r
\r
### 决议模板\r
\r
```\r
decisions = {\r
    {TAG}_category = {\r
        icon = GFX_goal_generic_major_alliance\r
        \r
        {TAG}_decision = {\r
            available = { tag = {TAG} }\r
            visible = { has_war_with = GER }\r
            cost = 50\r
            complete_effect = {\r
                transfer_state = { state = 123  target = ROOT }\r
            }\r
        }\r
    }\r
}\r
```\r
\r
---\r
\r
## 变量与动态修饰符\r
\r
> 📄 **动态修饰符**: `references/dynamic_modifiers.md` | **脚本效果**: `references/scripted_effects.md` | **脚本触发器**: `references/scripted_triggers.md`\r
\r
### 变量操作\r
\r
```\r
set_variable = { var = {TAG}_var  value = 10 }\r
add_to_variable = { var = {TAG}_var  value = 5 }\r
subtract_from_variable = { var = {TAG}_var  value = 3 }\r
clamp_variable = { var = {TAG}_var  min = 0  max = 100 }\r
```\r
\r
### 动态修饰符\r
\r
```\r
add_dynamic_modifier = { modifier = {TAG}_modifier  days = 365 }\r
remove_dynamic_modifier = { modifier = {TAG}_old_modifier }\r
```\r
\r
---\r
\r
## 调试技巧\r
\r
### 启用调试模式\r
\r
Steam 启动选项加 `-debug`\r
\r
### 控制台命令\r
\r
```\r
debug_yesmen       # AI 总是接受\r
debug_events       # 显示事件 ID\r
tdebug             # 显示调试信息\r
error              # 打开错误日志\r
```\r
\r
### 错误日志\r
\r
```\r
Windows: C:\Users\\x3C用户名>\Documents\Paradox Interactive\Hearts of Iron IV\logs\error.log\r
```\r
\r
---\r
\r
## 参考文档\r
\r
### 语法参考\r
\r
| 文件 | 内容 |\r
|------|------|\r
| `references/focus_complete_guide.md` | **国策树完整语法**(结构/字段/效果/内圈/连续焦点) |\r
| `references/focus_syntax_complete.md` | 国策树语法(含Joint/Shared/波兰示例) |\r
| `references/advanced_syntax.md` | 高级语法(备选图标/默认树/内圈窗口/快捷方式/嵌入窗口/连续焦点位置) |\r
| `references/syntax.md` | 形式化语法 + BNF + 11个常见陷阱 |\r
| `references/dictionary.md` | 效果/触发器语义字典(169效果 + 79触发器 + 作用域) |\r
| `references/ideas_syntax.md` | Ideas 完整语法 |\r
| `references/localisation_guide.md` | 本地化详细指南 |\r
| `references/events_guide.md` | 事件系统参考 |\r
| `references/dynamic_modifiers.md` | 动态修正完整语法 |\r
| `references/scripted_effects.md` | 脚本效果完整语法 |\r
| `references/scripted_triggers.md` | 脚本触发器完整语法 |\r
\r
### 示例与模板\r
\r
| 文件 | 内容 |\r
|------|------|\r
| `examples/09_focus_tree_design_guide.md` | **布局设计指南**(坐标/间距/视口/动态定位/真实架构/递进奖励/原版数据分析) |\r
| \examples/templates.md\ | **基础模板+经典子模块** 国策+民族精神+建筑效果+5个可组装子模块 |\r
| `examples/snippet_library.md` | 代码片段库 |\r
| `examples/01_focus_tree_annotated.md` | 国策树注释示例 |\r
| `examples/02_ideas_annotated.md` | 民族精神注释示例 |\r
| `examples/03_events_annotated.md` | 事件注释示例 |\r
| `examples/04_localisation_annotated.md` | 本地化注释示例 |\r
| `examples/05_decisions_annotated.md` | 决议注释示例 |\r
| `examples/06_characters_annotated.md` | 人物系统注释示例 |\r
| `examples/07_leader_traits_annotated.md` | 领导人特质注释示例 |\r
| `examples/08_importing_ideas_annotated.md` | Ideas 导入详解 |\r
| `examples/10_dynamic_modifiers_annotated.md` | 动态修饰符注释示例 |\r
| `examples/complete_mod_example.md` | 完整 mod 示例 |\r
| `examples/complete_tutorial.md` | 完整教程 |\r
| `examples/focus_real_examples.md` | 原版国策真实示例 |\r
| `examples/ideas_real_examples.md` | 原版精神真实示例 |\r
| `examples/events_real_examples.md` | 原版事件真实示例 |\r
\r
### 原版参考\r
\r
| 文件 | 内容 |\r
|------|------|\r
| `references/vanilla_focus_trees/` | **74个原版国策树文本** |\r
| `references/vanilla_focus_trees/README.md` | 原版国策树索引表 |\r
| `tools/validator.md` | 验证清单 |\r
\r
### 官方参考\r
\r
- Wiki: https://hoi4.paradoxwikis.com/Modding\r
- 本地文件: `Hearts of Iron IV/common/`\r
\r
### 推荐工具\r
\r
- VS Code + CWTools 扩展\r
- Notepad++\r
- WinMerge\r
\r
---\r
\r
**版本**: 7.2 | **更新**: 2026-04-26
Usage Guidance
This skill is a documentation bundle for creating HOI4 mods and appears coherent with that purpose. Before enabling it for autonomous runs, note: (1) the docs include PowerShell snippets and point to local game log paths — allow those checks only if you are comfortable the agent can access your mod folder and run local commands; (2) the package contains many vanilla focus-tree texts (likely extracted game data) — check licensing/usage if you plan to redistribute derived mods; (3) as always, avoid granting the agent extra system/network permissions you do not intend. If you only want read-only authoring help, keep autonomous invocation off or supervise the first runs.
Capability Analysis
Type: OpenClaw Skill Name: hoi-mod-maker Version: 1.0.3 The hoi4-mod-maker skill bundle is a comprehensive and well-documented toolkit designed to assist an AI agent in generating Hearts of Iron IV (HOI4) mod files. It contains extensive reference material, syntax guides, and annotated examples for game-specific scripting (focus trees, events, decisions, etc.). The instructions in SKILL.md and README.md are strictly aligned with the stated purpose of modding, including specific guidance on file encoding (UTF-8 with BOM) and layout logic. No evidence of malicious intent, data exfiltration, unauthorized execution, or harmful prompt injection was found. A PowerShell snippet provided for checking file encoding is a legitimate utility for modders to ensure game compatibility.
Capability Tags
cryptocan-make-purchases
Capability Assessment
Purpose & Capability
Name/description (HOI4 mod authoring) match the provided files: full SKILL.md, many reference docs, examples and vanilla focus-tree text files. No unrelated credentials, binaries, or external services are requested.
Instruction Scope
SKILL.md and the shipped docs are purely authoring, syntax and debugging guidance. They include PowerShell example commands and point to a local HOI4 error.log path for manual debugging; these are reasonable for a modding guide but mean an agent following the instructions could be asked to read local mod files or run local checks. The instructions do not instruct network exfiltration or access unrelated system secrets.
Install Mechanism
Instruction-only skill with no install spec and no code to download or execute. Nothing is written to disk by an installer as part of installation.
Credentials
No environment variables, credentials, or config paths are required. File references are limited to included documentation and expected local game/mod paths for debugging.
Persistence & Privilege
always:false and no requests to modify other skills or global agent settings. Autonomous invocation is allowed (platform default) but does not combine with other risk signals here.
How to Use
  1. Make sure OpenClaw is installed (local or Docker)
  2. Run the install command in chat: /install hoi-mod-maker
  3. After installation, invoke the skill by name or use /hoi-mod-maker
  4. Provide required inputs per the skill's parameter spec and get structured output
Version History
v1.0.3
Version 1.0.3 - Added skill version and changelog metadata to the header. - Included historical changelog for 1.0.0 in the metadata. - No functional or content changes; documentation improvement only. -fixed some bugs
v1.0.2
## hoi4-mod-maker 1.0.2 — Changelog - Added `examples/templates.md` with practical templates for common modding tasks. - Added `references/focus_complete_guide.md` containing a complete guide to focus tree node syntax, usage, and advanced features. - Expanded documentation coverage to support focus tree design and scripting with accessible reference files.
v1.0.1
- 新增“国策树布局黄金法则”警告区,强调图标间距、相对坐标优先、前置ID校验三大重点,防止生成重叠或引用不存在的焦点。 - 国策树节点定位方式说明已明确“除根节点外一律优先用 relative_position_id”,强调绝对定位仅限特殊场合。 - 各 section 增加醒目的校验和使用建议,优化新用户的国策树设计流程。 - 其余内容结构不变,核心功能与使用方式不变。
v1.0.0
HOI4 Mod Maker 1.0.0 — Initial Release - Provides comprehensive support for creating and debugging HOI4 mods, including focus trees, ideas, events, localization, characters, decisions, and variables. - Includes quick-start guides, code syntax rules, best practices, workflow checklists, and reference materials for all key HOI4 scripting tasks. - Covers advanced features such as focus tree layout, mutual exclusivity, replace_path usage, dynamic localization, and error troubleshooting. - Features usage scenarios and recommended solution paths for common modding requests and problems. - All documentation primarily in Chinese, with code and syntax examples in English.
Metadata
Slug hoi-mod-maker
Version 1.0.3
License MIT-0
All-time Installs 0
Active Installs 0
Total Versions 4
Frequently Asked Questions

What is hoi-mod-maker?

HOI4 mod全流程技能。国策树/民族精神/人物/事件/决议/本地化/变量/调试。触发:HOI4、钢铁雄心、钢4、国策、国策树、民族精神、焦点树、focus tree、national_focus、ideas、spirits、events、decisions、localisation、inner circle、... It is an AI Agent Skill for Claude Code / OpenClaw, with 131 downloads so far.

How do I install hoi-mod-maker?

Run "/install hoi-mod-maker" in the OpenClaw or Claude Code chat to install it in one step — no extra setup required.

Is hoi-mod-maker free?

Yes, hoi-mod-maker is completely free, licensed under MIT-0. You can download, install and use it at no cost.

Which platforms does hoi-mod-maker support?

hoi-mod-maker is cross-platform and runs anywhere OpenClaw / Claude Code is available (cross-platform).

Who created hoi-mod-maker?

It is built and maintained by gym114514 (@gym114514); the current version is v1.0.3.

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