realgray-stellaris-mod/common/traits/!_RG_gray_goo_traits.txt

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###################
# Governor Traits #
###################
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# leader_trait_governor_gray = {
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = official
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# immortal_leaders = yes
# planet_modifier = {
# planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.4
# planet_jobs_energy_produces_mult = 0.15
# planet_jobs_minerals_produces_mult = 0.15
# deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_speed_mult = 0.4
# }
# sector_modifier = {
# planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2
# planet_jobs_energy_produces_mult = 0.075
# planet_jobs_minerals_produces_mult = 0.075
# deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_speed_mult = 0.2
# }
# leader_class = { official }
# initial = no
# randomized = no
# }
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# RG_leader_trait_offical_gray = {
# #唯一特质
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = leader
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# immortal_leaders = yes
# triggered_self_modifier = {
# potential = {
# always = yes
# }
# leader_skill_levels = 1
# mult = trigger:has_skill
# }
# self_modifier = {
# species_leader_exp_gain = 1
# }
# councilor_modifier = {
# all_technology_research_speed = 0.5
# }
# planet_modifier = {
# planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.6
# planet_jobs_alloys_produces_mult = 0.25
# planet_jobs_engineering_research_produces_mult = 0.25
# deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_time_mult = -0.6
# }
# sector_modifier = {
# planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2
# planet_jobs_alloys_produces_mult = 0.1
# planet_jobs_engineering_research_produces_mult = 0.1
# deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_time_mult = -0.2
# starbase_shipyard_build_cost_mult = -0.25
# starbase_shipyard_build_speed_mult = -0.3
# }
# fleet_modifier = {
# ship_armor_mult = 3.5
# ship_hull_mult = 3.5
# ships_upkeep_mult = -0.4
# ship_hull_regen_add_perc = 5
# ship_armor_regen_add_perc = 5
# }
# army_modifier = {
# army_collateral_damage_mult = 0.15
# army_disengage_chance_mult = 0.5
# army_health = 0.35
# }
# leader_class = all
# initial = no
# randomized = no
# }
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RG_leader_trait_governor_gray = {
#总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = official
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
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triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
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self_modifier = {
species_leader_exp_gain = 1
}
planet_modifier = {
planet_buildings_cost_mult = -0.4
planet_building_build_speed_mult = 0.6
planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.6
}
sector_modifier = {
planet_buildings_cost_mult = -0.2
planet_building_build_speed_mult = 0.2
planet_jobs_alloys_produces_mult = 0.1
planet_jobs_engineering_research_produces_mult = 0.1
deposit_blockers_cost_mult = -0.2
planet_clear_blocker_time_mult = -0.2
starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.3
}
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leader_class = { official }
initial = no
randomized = no
}
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RG_leader_trait_ruler_gray = {
#天选化身
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = official
ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon
COUNCIL = yes
TIER = none
}
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# forced_councilor_trait = yes
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value <= 5
}
}
}
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# leader_skill_levels = 1
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leaders_upkeep_mult = 0.1
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mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
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# leader_skill_levels = 1
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leaders_upkeep_mult = 0.15
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mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
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# leader_skill_levels = 1
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leaders_upkeep_mult = 0.2
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mult = trigger:has_skill
}
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triggered_councilor_modifier = {
potential = {
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# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value <= 5
}
}
}
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# country_energy_produces_mult = -0.02
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planet_stability_add = -1
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mult = trigger:has_skill
}
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triggered_councilor_modifier = {
potential = {
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# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
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# country_energy_produces_mult = -0.03
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planet_stability_add = -1.5
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mult = trigger:has_skill
}
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triggered_councilor_modifier = {
potential = {
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# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
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# country_energy_produces_mult = -0.04
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planet_stability_add = -2
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mult = trigger:has_skill
}
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triggered_councilor_modifier = {
potential = {
always = yes
}
country_produces_mult = 0.1
country_engineering_research_produces_mult = 0.1
planet_jobs_upkeep_mult = -0.05
planet_buildings_upkeep_mult = -0.05
planet_building_build_speed_mult = 0.1
starbase_shipyard_build_speed_mult = 0.1
megastructure_build_speed_mult = 0.1
country_unity_produces_mult = 0.05
country_base_influence_produces_add = 1
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mult = trigger:has_skill
}
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leader_class = { official }
initial = no
randomized = no
}
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RG_leader_trait_admiral_gray_1 = {
#1级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
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triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
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fleet_modifier = {
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ship_armor_mult = 1
ship_hull_mult = 1
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1
ship_armor_regen_add_perc = 1
}
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army_modifier = {
army_collateral_damage_mult = 0.05
army_disengage_chance_mult = 0.3
army_health = 0.15
}
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leader_class = { commander }
initial = no
randomized = no
}
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RG_leader_trait_admiral_gray_2 = {
#2级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
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triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
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fleet_modifier = {
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ship_armor_mult = 2
ship_hull_mult = 2
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2
ship_armor_regen_add_perc = 2
}
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army_modifier = {
army_collateral_damage_mult = 0.1
army_disengage_chance_mult = 0.4
army_health = 0.25
}
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leader_class = { commander }
initial = no
randomized = no
}
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RG_leader_trait_admiral_gray = {
#3级舰长默认
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
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triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
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fleet_modifier = {
ship_armor_mult = 3.5
ship_hull_mult = 3.5
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 5
ship_armor_regen_add_perc = 5
}
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army_modifier = {
army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.5
army_health = 0.35
}
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leader_class = { commander }
initial = no
randomized = no
}
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RG_leader_trait_admiral_nanorebuild_gray = {
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = commander
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ICON = "GFX_leader_trait_nanorebuild"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect
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fleet_modifier = {
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ship_armor_mult = 0.5
ship_hull_mult = 0.5
ships_upkeep_mult = -0.1
ship_hull_regen_add_perc = 0.5
ship_armor_regen_add_perc = 0.5
}
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triggered_army_modifier = {
potential = {
always = yes
}
army_damage_mult = 0.05
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
}
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leader_class = { commander }
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initial = no
randomized = no
}
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RG_leader_trait_scientist_gray = {
#科学家特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = scientist
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
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triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
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councilor_modifier = {
all_technology_research_speed = 0.5
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}
modifier = {
ship_archaeological_site_excavation_speed_mult = 0.5
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science_ship_survey_speed = 1
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# ship_windup_mult = -1
# ship_speed_mult = 0.5
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ship_anomaly_generation_chance_mult = -1
}
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leader_class = { scientist }
initial = no
randomized = no
}
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# RG_leader_trait_general_gray = {
# #将军特质
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = general
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# self_modifier = {
# species_leader_exp_gain = 1
# }
# immortal_leaders = yes
# modifier = {
# army_collateral_damage_mult = 0.15
# army_disengage_chance_mult = 0.5
# army_health = 0.35
# }
# leader_class = {
# general
# }
# initial = no
# randomized = no
# }
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# 与舰长技能合并,弃用
# RG_leader_trait_general_gray_skill = {
# destiny_trait = yes
# inline_script = {
# script = trait/icon_psionic
# CLASS = commander
# ICON = "GFX_leader_trait_supreme_warrior"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
# triggered_army_modifier = {
# potential = {
# always = yes
# }
# army_damage_mult = 0.05
# army_health = 0.05
# mult = owner.rg_general_skill_combat_daypassed_variable
# }
# leader_class = { commander }
# initial = no
# randomized = no
# destiny_background_icon = "GFX_leader_background_destiny_1"
# }
RG_leader_trait_admiral_fake_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = commander
ICON = "GFX_leader_trait_adaptable"
RARITY = paragon
COUNCIL = no
TIER = none
}
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self_modifier = {
# 不知道什么时候专属特质加100%经验率已经变成国际公约力
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species_leader_exp_gain = 1
}
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fleet_modifier = {
ship_armor_mult = 0.3
ship_hull_mult = 0.2
ship_weapon_damage = 0.2
}
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leader_class = { commander }
initial = no
randomized = no
}
RG_leader_trait_admiral_timed_life = {
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = commander
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_modifier = {
potential = {
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owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value <= 1000
}
}
}
ship_armor_mult = 0.01
ship_hull_mult = 0.01
ship_weapon_damage = 0.01
mult = owner.rg_fake_dragon_timedlife_counter
}
triggered_modifier = {
potential = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value > 1000
}
}
}
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ship_armor_mult = 10
ship_hull_mult = 10
ship_weapon_damage = 10
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custom_tooltip_with_modifiers = rg_timed_life_millennium
}
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leader_class = { commander }
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initial = no
randomized = no
}
RG_leader_trait_admiral_born_tobe_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
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CLASS = commander
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ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
triggered_modifier = {
potential = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value <= 1000
}
}
}
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ship_armor_mult = 0.01
ship_hull_mult = 0.01
ship_weapon_damage = 0.01
mult = owner.rg_fake_dragon_timedlife_counter
}
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triggered_modifier = {
potential = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value > 1000
}
}
}
ship_armor_mult = 0.01
ship_hull_mult = 0.01
ship_weapon_damage = 0.01
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
}
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leader_class = { commander }
initial = no
randomized = no
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}