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@ -241,6 +241,119 @@ rg_create_gray_governor = {
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}
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}
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#创造灰风总督
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rg_create_gray_governor_habitat = {
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if = {
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limit = {
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has_country_flag = gray_habitat_active
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}
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}
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else = {
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#延迟执行
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optimize_memory
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#删除战舰
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every_owned_fleet = {
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limit = {
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has_fleet_flag = gray_fleet
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}
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delete_fleet = {
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target = this
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kill_leader = no
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destroy_template = yes
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}
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}
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#删除科学舰
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every_owned_fleet = {
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limit = {
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has_fleet_flag = gray_constship
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}
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delete_fleet = {
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target = this
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kill_leader = no
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destroy_template = yes
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}
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}
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#删除陆军
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every_owned_army = {
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limit = {
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army_type = gray_army
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}
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if = {
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limit = {
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exists = leader
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}
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unassign_leader = leader
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}
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remove_army = yes
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}
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#存储当前领袖等级
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every_owned_leader = {
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if = {
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###等级检测
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limit = {
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has_leader_flag = rg_gray_leader
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NOT = {
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has_leader_flag = rg_gray_leader_temp
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}
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}
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#导出等级到暂存
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export_trigger_value_to_variable = {
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trigger = has_skill
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variable = rg_gray_level_temp
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}
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#导入变量
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owner = {
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set_variable = {
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which = rg_gray_level
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value = prev.rg_gray_level_temp
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}
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}
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#清理暂存区
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clear_variable = rg_gray_level_temp
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}
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}
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#把所有种类的小灰领袖都送回娘家
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every_owned_leader = {
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limit = {
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has_leader_flag = rg_gray_leader
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}
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set_owner = event_target:rg_gray_country
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set_leader_flag = rg_gray_leader_temp
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# kill_leader = { show_notification = no }
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}
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#把娘家的总督领袖接回来
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if = {
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limit = {
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exists = event_target:gray_governor
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}
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event_target:gray_governor = {
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set_owner = event_target:gray_owner
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remove_leader_flag = rg_gray_leader_temp
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}
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}
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#如果不存在总督备份,现场变一个
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else = {
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rg_gray_govener_init = yes
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}
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rg_juggernaut_habitat_init = yes
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#设置总督已启用标识
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set_country_flag = gray_governor_active
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set_country_flag = gray_habitat_active
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#更新灰风形态
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remove_country_flag = gray_warship_active
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remove_country_flag = rg_kac_grayfleet_active
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remove_country_flag = gray_constship_active
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remove_country_flag = gray_army_active
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#等级导入,把存储的领袖等级赋予到领袖身上
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random_owned_leader = {
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limit = {
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has_leader_flag = gray_governor
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}
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set_skill = owner.rg_gray_level
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}
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}
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}
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#创造灰风战舰
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rg_create_gray_warship = {
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if = {
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@ -175,3 +175,54 @@ rg_warship_init_mod0 = {
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}
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}
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}
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rg_juggernaut_habitat_init = {
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capital_scope = {
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save_event_target_as = rg_capital_home_planet
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}
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spawn_planet = {
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class = pc_habitat
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location = root.home_planet
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orbit_location = yes
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orbit_angle_offset = 45
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orbit_distance_offset = 9.899
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size = 20
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has_ring = no
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init_effect = {
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set_name = "NAME_rg_gray_habitat_base"
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set_planet_entity = {
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entity = "fc_01_evil_slaver_hab_entity"
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}
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set_surveyed = {
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surveyed = yes
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surveyor = FROM
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}
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set_all_comms_surveyed = yes
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clear_blockers = yes
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set_planet_flag = megastructure
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set_planet_flag = habitat
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set_planet_flag = advanced_habitat
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set_planet_flag = advanced_habitat_2
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set_planet_flag = rg_gray_habitat
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save_global_event_target_as = rg_gray_habitat_target
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}
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}
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event_target:spawn_planet = {
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set_planet_flag = has_megastructure
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# set_planet_flag = has_payback_habitat
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}
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event_target:rg_capital_home_planet = {
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while = {
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count = 1
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random_owned_pop = {
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resettle_pop = {
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pop = this
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planet = event_target:rg_gray_habitat_target
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}
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unemploy_pop = yes
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}
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}
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}
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}
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@ -61,3 +61,5 @@
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NAME_RG_Nanite_Dragon:0 "§Y模拟模拟龙§!"
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Name_rg_fake_dragon:0 "§Y模拟龙§!"
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NAME_RG_FAKE_Dragon:0 "龙之幼体"
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NAME_rg_gray_habitat:0 "纳米机器核心站点"
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NAME_rg_gray_habitat_base:0 "纳-迪-沙空间站点"
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