2024-04-09 23:39:58 +08:00
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namespace = rg_maid
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country_event = {
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id = rg_maid.1
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hide_window = yes
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is_triggered_only = yes
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immediate = {
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if = {
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limit = {
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NOT = {
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exist = event_target:rg_maid_species
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}
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}
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create_species = {
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name = 纳米构造体
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class = RG_MACHINE
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portrait = "rg_machine_maid"
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traits = {
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trait = trait_machine_unit
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trait = rg_machine_maid_trait
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trait = trait_robot_mass_produced
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}
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can_be_modified = yes
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2024-04-10 16:07:38 +08:00
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namelist = root.species
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2024-04-09 23:39:58 +08:00
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effect = {
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save_event_target_as = rg_maid_species
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}
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}
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}
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capital_scope = {
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while = {
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count = 5
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create_pop = {
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species = event_target:rg_maid_species
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}
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}
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}
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}
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2024-05-14 09:50:13 +08:00
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}
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# country_event = {
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# id = rg_maid.2
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# hide_window = yes
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# is_triggered_only = yes
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# immediate = {
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# every_playable_country = {
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# limit = {
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# any_owned_species = {
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# has_trait = rg_machine_maid_trait
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# }
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# }
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# triggered_planet_modifier = {
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# potential = {
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# can_assemble_budding_pop = yes
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# }
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# planet_pop_assembly_organic_add = @plantoid_budding_rate
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# mult = value:budding_multiplier
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# }
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# }
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# capital_scope = {
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# while = {
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# count = 5
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# create_pop = {
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# species = event_target:rg_maid_species
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# }
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# }
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# }
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# }
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# }
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# planet_event = { #Braiiiins
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# id = rg_maid.3
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# is_triggered_only = yes
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# hide_window = yes
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#
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# trigger = {
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# fromfrom = {
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# is_organic_species = yes
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# NOT = { has_trait = trait_zombie }
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# }
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# owner = { has_valid_civic = civic_permanent_employment }
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# has_building = building_posthumous_employment_center
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# }
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#
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# immediate = {
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# fromfrom = {
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# make_pop_zombie = yes
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# }
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# }
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# after = {
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# fromfrom = {
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# clear_pop_category = yes #To make sure that the zombie pop does not spawn as a non worker strata
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# }
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# }
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# }
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