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

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###################
# Governor Traits #
###################
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RG_leader_trait_governor_gray = {
#总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = governor
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
self_modifier = {
species_leader_exp_gain = 1
}
modifier = {
planet_buildings_cost_mult = -0.4
planet_building_build_speed_mult = 0.8
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.8
planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25
starbase_shipyard_build_cost_mult = -0.25
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starbase_shipyard_build_speed_mult = -0.3
}
leader_class = {
governor
}
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
CLASS = governor
ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon
COUNCIL = yes
TIER = none
}
councilor_trait = yes
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value <= 5
}
}
}
leader_skill_levels = 1
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leaders_upkeep_mult = 0.1
mult = owner.rg_gray_level
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
leader_skill_levels = 1
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leaders_upkeep_mult = 0.15
mult = owner.rg_gray_level
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
leader_skill_levels = 1
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leaders_upkeep_mult = 0.2
mult = owner.rg_gray_level
}
triggered_modifier = {
potential = {
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
mult = owner.rg_gray_level
}
triggered_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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# country_energy_produces_mult = -0.03
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planet_stability_add = -1.5
mult = owner.rg_gray_level
}
triggered_modifier = {
potential = {
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
mult = owner.rg_gray_level
}
triggered_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
mult = owner.rg_gray_level
}
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leader_class = {
governor
}
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
CLASS = admiral
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
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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leader_class = {
admiral
}
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
CLASS = admiral
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
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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leader_class = {
admiral
}
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
CLASS = admiral
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
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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leader_class = {
admiral
}
initial = no
randomized = no
}
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RG_leader_trait_admiral_nanorebuild_gray = {
#3级舰长默认
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
ICON = "GFX_leader_trait_nanorebuild"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect
modifier = {
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
}
leader_class = {
admiral
}
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
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
all_technology_research_speed = 0.5
ship_archaeological_site_excavation_speed_mult = 0.5
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science_ship_survey_speed = 1
ship_windup_mult = -1
ship_speed_mult = 0.5
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ship_anomaly_generation_chance_mult = -1
}
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
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army_disengage_chance_mult = 0.5
army_health = 0.35
}
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leader_class = {
general
}
initial = no
randomized = no
}
RG_leader_trait_general_gray_skill = {
destiny_trait = yes
inline_script = {
script = trait/icon_psionic
CLASS = general
ICON = "GFX_leader_trait_supreme_warrior"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
triggered_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 = {
general
}
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
CLASS = admiral
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
}
modifier = {
ship_armor_mult = 0.3
ship_hull_mult = 0.2
ship_weapon_damage = 0.2
}
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leader_class = {
admiral
}
initial = no
randomized = no
}
RG_leader_trait_admiral_timed_life = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
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 = {
admiral
}
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initial = no
randomized = no
}
RG_leader_trait_admiral_born_tobe_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = admiral
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 = {
admiral
}
initial = no
randomized = no
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}