迁移No.128 更新于:5 月 23 日 上午 10:33上git
This commit is contained in:
794
common/scripted_effects/!_RG_gray_goo_effects.txt
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794
common/scripted_effects/!_RG_gray_goo_effects.txt
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@@ -0,0 +1,794 @@
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rg_create_gray_const = {
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optimize_memory
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if = {
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limit = { has_country_flag = gray_warship_active }
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if = {
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limit = { exists = event_target:gray_warship }
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event_target:gray_warship = {
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save_event_target_as = gray_constship_location
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}
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} else = {
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random_controlled_fleet = {
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limit = { has_fleet_flag = gray_fleet }
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save_event_target_as = gray_constship_location
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}
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}
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}
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else_if = {
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limit = { has_country_flag = gray_juggernaut_active }
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if = {
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limit = { exists = event_target:gray_juggernaut }
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event_target:gray_juggernaut = {
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save_event_target_as = gray_constship_location
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}
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} else = {
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random_controlled_fleet = {
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limit = { has_fleet_flag = gray_juggernaut_fleet }
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save_event_target_as = gray_constship_location
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}
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}
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}
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else_if = {
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limit = { has_country_flag = gray_army_active }
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if = {
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limit = {
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any_owned_army = {
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army_type = gray_army
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exists = planet
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}
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}
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random_owned_army = {
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limit = { army_type = gray_army }
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planet = { save_event_target_as = gray_constship_location }
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}
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}
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else = {
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random_owned_army = {
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limit = { army_type = gray_army }
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fleet = { save_event_target_as = gray_constship_location }
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}
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}
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}
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else_if = {
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limit = { has_country_flag = gray_governor_active }
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if = {
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limit = { any_owned_planet = {
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exists = sector.leader
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sector.leader = { has_leader_flag = gray_governor }
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}
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}
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random_owned_planet = {
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limit = {
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exists = sector.leader
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sector.leader = { has_leader_flag = gray_governor }
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}
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save_event_target_as = gray_constship_location
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}
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}
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else = {
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capital_scope = { save_event_target_as = gray_constship_location }
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}
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}
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else = {
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capital_scope = { save_event_target_as = gray_constship_location }
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}
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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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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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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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clear_variable = rg_gray_level_temp
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}
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}
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every_owned_leader = {
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limit = { has_leader_flag = rg_gray_leader }
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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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if = {
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limit = {
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exists = event_target:gray_leader_scientist
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}
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event_target:gray_leader_scientist = {
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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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else = {
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create_leader = {
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class = scientist
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species = event_target:gray_species
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name = "NAME_Gray"
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immortal = yes
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event_leader = yes
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gender = female
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skill = 10
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set_age = 18
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traits = {
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trait = RG_leader_trait_scientist_gray
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trait = leader_trait_carefree
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}
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effect = {
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save_global_event_target_as = gray_leader_scientist
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set_leader_flag = rg_gray_leader
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set_leader_flag = gray_scientist
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change_leader_portrait = Gray
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}
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}
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}
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set_country_flag = gray_constship_active
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create_fleet = {
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name = "NAME_Gray"
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settings = {
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can_upgrade = no
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can_disband = no
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can_change_composition = no
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can_change_leader = yes
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uses_naval_capacity = no
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spawn_debris = no
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}
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effect = {
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set_owner = prev
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create_ship = {
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name = "NAME_Gray"
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design = "NAME_RG_GRAY_scienceship"
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prefix = no
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upgradable = yes
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}
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set_fleet_stance = evasive
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set_location = {
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target = event_target:gray_constship_location
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distance = 0
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angle = random
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}
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set_fleet_flag = gray_constship
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save_global_event_target_as = global_gray_constship
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set_cloaking_active = yes
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assign_leader = event_target:gray_leader_scientist
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}
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}
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every_owned_fleet = {
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limit = { has_fleet_flag = gray_fleet }
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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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every_owned_army = {
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limit = { army_type = gray_army }
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if = {
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limit = { exists = leader }
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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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remove_country_flag = gray_army_active
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remove_country_flag = gray_warship_active
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remove_country_flag = gray_governor_active
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random_owned_leader = {
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limit = { has_leader_flag = gray_scientist }
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set_skill = owner.rg_gray_level
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}
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}
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rg_create_gray_army = {
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optimize_memory
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if = {
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limit = { has_country_flag = gray_constship_active }
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if = {
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limit = { exists = event_target:global_gray_constship }
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event_target:global_gray_constship = {
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save_event_target_as = gray_transport_location
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}
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} else = {
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random_owned_fleet = {
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limit = { has_fleet_flag = gray_constship }
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save_event_target_as = gray_transport_location
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}
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}
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}
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else_if = {
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limit = { has_country_flag = gray_warship_active }
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if = {
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limit = { exists = event_target:gray_warship }
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event_target:gray_warship = {
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save_event_target_as = gray_transport_location
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}
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} else = {
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random_owned_fleet = {
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limit = { has_fleet_flag = gray_fleet }
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save_event_target_as = gray_transport_location
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}
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}
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}
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else_if = {
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limit = { has_country_flag = gray_juggernaut_active }
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if = {
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limit = { exists = event_target:gray_juggernaut }
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event_target:gray_juggernaut = {
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save_event_target_as = gray_transport_location
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}
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} else = {
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random_controlled_fleet = {
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limit = { has_fleet_flag = gray_juggernaut_fleet }
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save_event_target_as = gray_transport_location
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}
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}
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}
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else_if = {
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limit = { has_country_flag = gray_governor_active }
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if = {
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limit = { any_owned_planet = {
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exists = sector.leader
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sector.leader = { has_leader_flag = gray_governor }
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}
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}
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random_owned_planet = {
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limit = {
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exists = sector.leader
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sector.leader = { has_leader_flag = gray_governor }
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}
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save_event_target_as = gray_transport_location
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}
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}
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else = {
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capital_scope = { save_event_target_as = gray_warship_location }
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}
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}
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else = {
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capital_scope = { save_event_target_as = gray_transport_location }
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}
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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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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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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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clear_variable = rg_gray_level_temp
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}
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}
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every_owned_leader = {
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limit = { has_leader_flag = rg_gray_leader }
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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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if = {
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limit = {
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exists = event_target:gray_leader_general
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}
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event_target:gray_leader_general = {
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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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else = {
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create_leader = {
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class = general
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species = event_target:gray_species
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name = "NAME_Gray"
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immortal = yes
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event_leader = yes
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gender = female
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skill = 10
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set_age = 18
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traits = {
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trait = RG_leader_trait_general_gray
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trait = leader_trait_army_logistician
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}
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effect = {
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save_global_event_target_as = gray_leader_general
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set_leader_flag = rg_gray_leader
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set_leader_flag = gray_general
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change_leader_portrait = Gray
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}
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}
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}
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create_ship_design = {
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design = "NAME_RG_armed_transport_ship"
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}
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add_ship_design = last_created_design
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set_country_flag = gray_army_active
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create_fleet = {
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||||
name = "NAME_Gray"
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||||
effect = {
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set_owner = prev
|
||||
create_army_transport = {
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ship_name = "NAME_Gray"
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||||
army_name = "NAME_Gray"
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||||
army_type = "gray_army"
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||||
}
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||||
set_location = {
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||||
target = event_target:gray_transport_location
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||||
distance = 0
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||||
angle = random
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||||
}
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||||
# set_cloaking_active = yes
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||||
set_fleet_stance = aggressive
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||||
}
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||||
}
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||||
last_created_army = {
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assign_leader = event_target:gray_leader_general
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}
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||||
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||||
every_owned_fleet = {
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limit = { has_fleet_flag = gray_fleet }
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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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||||
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||||
every_owned_fleet = {
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||||
limit = { has_fleet_flag = gray_constship }
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||||
delete_fleet = {
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||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
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||||
}
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||||
}
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||||
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||||
remove_country_flag = gray_warship_active
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remove_country_flag = gray_governor_active
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||||
remove_country_flag = gray_constship_active
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||||
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||||
remove_ship_design = last_created_design
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||||
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||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_general }
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||||
set_skill = owner.rg_gray_level
|
||||
}
|
||||
}
|
||||
|
||||
rg_create_gray_governor = {
|
||||
optimize_memory
|
||||
every_owned_leader = {
|
||||
limit = { has_leader_flag = rg_gray_leader }
|
||||
kill_leader = { show_notification = no }
|
||||
}
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_fleet }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
if = {
|
||||
limit = { exists = leader }
|
||||
unassign_leader = leader
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
if = {
|
||||
###等级检测
|
||||
limit = {
|
||||
has_leader_flag = rg_gray_leader
|
||||
NOT = {
|
||||
has_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
export_trigger_value_to_variable = {
|
||||
trigger = has_skill
|
||||
variable = rg_gray_level_temp
|
||||
}
|
||||
owner = {
|
||||
set_variable = {
|
||||
which = rg_gray_level
|
||||
value = prev.rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
clear_variable = rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
limit = { has_leader_flag = rg_gray_leader }
|
||||
set_owner = event_target:rg_gray_country
|
||||
set_leader_flag = rg_gray_leader_temp
|
||||
# kill_leader = { show_notification = no }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = event_target:gray_governor
|
||||
}
|
||||
event_target:gray_governor = {
|
||||
set_owner = event_target:gray_owner
|
||||
remove_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_leader = {
|
||||
class = governor
|
||||
species = event_target:gray_species
|
||||
name = "NAME_Gray"
|
||||
gender = female
|
||||
immortal = yes
|
||||
event_leader = yes
|
||||
skill = 10
|
||||
set_age = 18
|
||||
traits = {
|
||||
trait = RG_leader_trait_governor_gray
|
||||
trait = leader_trait_retired_fleet_officer
|
||||
}
|
||||
effect = {
|
||||
save_global_event_target_as = gray_governor
|
||||
set_leader_flag = rg_gray_leader
|
||||
set_leader_flag = gray_governor
|
||||
}
|
||||
}
|
||||
}
|
||||
set_country_flag = gray_governor_active
|
||||
|
||||
remove_country_flag = gray_warship_active
|
||||
remove_country_flag = gray_constship_active
|
||||
remove_country_flag = gray_army_active
|
||||
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_governor }
|
||||
set_skill = owner.rg_gray_level
|
||||
}
|
||||
}
|
||||
|
||||
rg_create_gray_warship = {
|
||||
optimize_memory
|
||||
if = {
|
||||
limit = { has_country_flag = gray_constship_active }
|
||||
if = {
|
||||
limit = { exists = event_target:global_gray_constship }
|
||||
event_target:global_gray_constship = {
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
} else = {
|
||||
random_controlled_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_juggernaut_active }
|
||||
if = {
|
||||
limit = { exists = event_target:gray_juggernaut }
|
||||
event_target:gray_juggernaut = {
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
} else = {
|
||||
random_controlled_fleet = {
|
||||
limit = { has_fleet_flag = gray_juggernaut_fleet }
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_army_active }
|
||||
if = {
|
||||
limit = {
|
||||
any_owned_army = {
|
||||
army_type = gray_army
|
||||
exists = planet
|
||||
}
|
||||
}
|
||||
random_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
planet = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
random_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
fleet = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_governor_active }
|
||||
if = {
|
||||
limit = { any_owned_planet = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
}
|
||||
random_owned_planet = {
|
||||
limit = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
if = {
|
||||
###等级检测
|
||||
limit = {
|
||||
has_leader_flag = rg_gray_leader
|
||||
NOT = {
|
||||
has_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
export_trigger_value_to_variable = {
|
||||
trigger = has_skill
|
||||
variable = rg_gray_level_temp
|
||||
}
|
||||
owner = {
|
||||
set_variable = {
|
||||
which = rg_gray_level
|
||||
value = prev.rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
clear_variable = rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
limit = { has_leader_flag = rg_gray_leader }
|
||||
set_owner = event_target:rg_gray_country
|
||||
set_leader_flag = rg_gray_leader_temp
|
||||
# kill_leader = { show_notification = no }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = event_target:gray_leader_admiral
|
||||
}
|
||||
event_target:gray_leader_admiral = {
|
||||
set_owner = event_target:gray_owner
|
||||
remove_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_leader = {
|
||||
class = admiral
|
||||
species = event_target:gray_species
|
||||
name = "NAME_Gray"
|
||||
immortal = yes
|
||||
event_leader = yes
|
||||
gender = female
|
||||
skill = 10
|
||||
set_age = 18
|
||||
traits = {
|
||||
trait = RG_leader_trait_admiral_gray
|
||||
trait = leader_trait_gale_speed
|
||||
}
|
||||
effect = {
|
||||
save_global_event_target_as = gray_leader_admiral
|
||||
set_leader_flag = rg_gray_leader
|
||||
set_leader_flag = gray_admiral
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
set_country_flag = gray_warship_active
|
||||
if = {
|
||||
limit = {
|
||||
has_country_flag = rg_gray_level_2
|
||||
}
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_Gray_Warship"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = event_target:gray_warship_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
|
||||
assign_leader = event_target:gray_leader_admiral
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_country_flag = rg_gray_level_3
|
||||
NOT = {
|
||||
has_country_flag = gray_warship_is_juggernaut
|
||||
}
|
||||
}
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_gray_capitalship"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = event_target:gray_warship_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
|
||||
assign_leader = event_target:gray_leader_admiral
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_country_flag = gray_warship_is_juggernaut
|
||||
}
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_gray_juggernautship"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = root.capital_scope
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_Gray_Warship_base"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = event_target:gray_warship_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
|
||||
assign_leader = event_target:gray_leader_admiral
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
if = {
|
||||
limit = { exists = leader }
|
||||
unassign_leader = leader
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
remove_country_flag = gray_constship_active
|
||||
remove_country_flag = gray_governor_active
|
||||
remove_country_flag = gray_army_active
|
||||
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_admiral }
|
||||
set_skill = owner.rg_gray_level
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
16
common/scripted_effects/!_RG_gray_goo_effects_overwrite.txt
Normal file
16
common/scripted_effects/!_RG_gray_goo_effects_overwrite.txt
Normal file
@@ -0,0 +1,16 @@
|
||||
#创造灰风总督
|
||||
create_gray_governor = {
|
||||
rg_create_gray_governor = yes
|
||||
}
|
||||
#创造灰风战舰
|
||||
create_gray_warship = {
|
||||
rg_create_gray_warship = yes
|
||||
}
|
||||
#创造灰风地面单位
|
||||
create_gray_army = {
|
||||
rg_create_gray_army = yes
|
||||
}
|
||||
#创造灰风科学舰
|
||||
create_gray_const = {
|
||||
rg_create_gray_const = yes
|
||||
}
|
||||
270
common/scripted_effects/RG_combat_skill_effects.txt
Normal file
270
common/scripted_effects/RG_combat_skill_effects.txt
Normal file
@@ -0,0 +1,270 @@
|
||||
RG_leader_trait_tempest_incoming_random_kill_effect = {
|
||||
if = {
|
||||
limit = {
|
||||
# Check if the general on side A has the supreme warrior trait
|
||||
any_ground_combat_$SIDE_A$ = {
|
||||
exists = leader
|
||||
leader = {
|
||||
has_trait = RG_leader_trait_general_gray_skill
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value > 100
|
||||
}
|
||||
}
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
else = {
|
||||
if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 5
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
95 = {}
|
||||
5 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 10
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
90 = {}
|
||||
10 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 20
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
80 = {}
|
||||
20 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 30
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
70 = {}
|
||||
30 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 40
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
60 = {}
|
||||
40 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 40
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
60 = {}
|
||||
40 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 50
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
50 = {}
|
||||
50 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 60
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
40 = {}
|
||||
60 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 70
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
30 = {}
|
||||
70 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 80
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
20 = {}
|
||||
80 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value <= 90
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
10 = {}
|
||||
90 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
check_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value >= 90
|
||||
}
|
||||
}
|
||||
random_list = {
|
||||
# NOTE: Update custom loc for effect when changing probablity
|
||||
5 = {}
|
||||
95 = {
|
||||
random_ground_combat_$SIDE_B$ = {
|
||||
limit = {
|
||||
is_in_frontline = yes
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
747
common/scripted_effects/RG_gray_goo_effects.txt
Normal file
747
common/scripted_effects/RG_gray_goo_effects.txt
Normal file
@@ -0,0 +1,747 @@
|
||||
#灰风
|
||||
|
||||
#创造灰风总督
|
||||
rg_create_gray_governor = {
|
||||
#延迟执行
|
||||
optimize_memory
|
||||
#删除战舰
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_fleet }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
#删除科学舰
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
#删除陆军
|
||||
every_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
if = {
|
||||
limit = { exists = leader }
|
||||
unassign_leader = leader
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
#存储当前领袖等级
|
||||
every_owned_leader = {
|
||||
if = {
|
||||
###等级检测
|
||||
limit = {
|
||||
has_leader_flag = rg_gray_leader
|
||||
NOT = {
|
||||
has_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
#导出等级到暂存
|
||||
export_trigger_value_to_variable = {
|
||||
trigger = has_skill
|
||||
variable = rg_gray_level_temp
|
||||
}
|
||||
#导入变量
|
||||
owner = {
|
||||
set_variable = {
|
||||
which = rg_gray_level
|
||||
value = prev.rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
#清理暂存区
|
||||
clear_variable = rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
#把所有种类的小灰领袖都送回娘家
|
||||
every_owned_leader = {
|
||||
limit = { has_leader_flag = rg_gray_leader }
|
||||
set_owner = event_target:rg_gray_country
|
||||
set_leader_flag = rg_gray_leader_temp
|
||||
# kill_leader = { show_notification = no }
|
||||
}
|
||||
#把娘家的总督领袖接回来
|
||||
if = {
|
||||
limit = {
|
||||
exists = event_target:gray_governor
|
||||
}
|
||||
event_target:gray_governor = {
|
||||
set_owner = event_target:gray_owner
|
||||
remove_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
#如果不存在总督备份,现场变一个
|
||||
else = {
|
||||
rg_gray_govener_init = yes
|
||||
}
|
||||
#设置总督已启用标识
|
||||
set_country_flag = gray_governor_active
|
||||
#更新灰风形态
|
||||
remove_country_flag = gray_warship_active
|
||||
remove_country_flag = gray_constship_active
|
||||
remove_country_flag = gray_army_active
|
||||
#等级导入,把存储的领袖等级赋予到领袖身上
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_governor }
|
||||
set_skill = owner.rg_gray_level
|
||||
}
|
||||
}
|
||||
#创造灰风战舰
|
||||
rg_create_gray_warship = {
|
||||
optimize_memory
|
||||
#舰船刷新位置检测
|
||||
if = {
|
||||
limit = { has_country_flag = gray_constship_active }
|
||||
if = {
|
||||
limit = { exists = event_target:global_gray_constship }
|
||||
event_target:global_gray_constship = {
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
} else = {
|
||||
random_controlled_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_juggernaut_active }
|
||||
if = {
|
||||
limit = { exists = event_target:gray_juggernaut }
|
||||
event_target:gray_juggernaut = {
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
} else = {
|
||||
random_controlled_fleet = {
|
||||
limit = { has_fleet_flag = gray_juggernaut_fleet }
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_army_active }
|
||||
if = {
|
||||
limit = {
|
||||
any_owned_army = {
|
||||
army_type = gray_army
|
||||
exists = planet
|
||||
}
|
||||
}
|
||||
random_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
planet = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
random_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
fleet = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_governor_active }
|
||||
if = {
|
||||
limit = { any_owned_planet = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
}
|
||||
random_owned_planet = {
|
||||
limit = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
save_event_target_as = gray_warship_location
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
# 存储当前领袖等级
|
||||
every_owned_leader = {
|
||||
if = {
|
||||
###等级检测
|
||||
limit = {
|
||||
has_leader_flag = rg_gray_leader
|
||||
NOT = {
|
||||
has_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
export_trigger_value_to_variable = {
|
||||
trigger = has_skill
|
||||
variable = rg_gray_level_temp
|
||||
}
|
||||
owner = {
|
||||
set_variable = {
|
||||
which = rg_gray_level
|
||||
value = prev.rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
clear_variable = rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
limit = { has_leader_flag = rg_gray_leader }
|
||||
set_owner = event_target:rg_gray_country
|
||||
set_leader_flag = rg_gray_leader_temp
|
||||
# kill_leader = { show_notification = no }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = event_target:gray_leader_admiral
|
||||
}
|
||||
event_target:gray_leader_admiral = {
|
||||
set_owner = event_target:gray_owner
|
||||
remove_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
else = {
|
||||
rg_gray_admiral_init = yes
|
||||
}
|
||||
|
||||
set_country_flag = gray_warship_active
|
||||
if = {
|
||||
limit = {
|
||||
has_country_flag = rg_gray_level_2
|
||||
}
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_Gray_Warship"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = event_target:gray_warship_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
|
||||
assign_leader = event_target:gray_leader_admiral
|
||||
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
add_modifier = { modifier = remove_fleet_maintenance }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_country_flag = rg_gray_level_3
|
||||
NOT = {
|
||||
has_country_flag = gray_warship_is_juggernaut
|
||||
}
|
||||
}
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_gray_capitalship"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = event_target:gray_warship_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
|
||||
assign_leader = event_target:gray_leader_admiral
|
||||
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
add_modifier = { modifier = remove_fleet_maintenance }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_country_flag = gray_warship_is_juggernaut
|
||||
}
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_gray_juggernautship"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = root.capital_scope
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
add_modifier = { modifier = remove_fleet_maintenance }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_Gray_Warship_base"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = aggressive
|
||||
set_location = {
|
||||
target = event_target:gray_warship_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_fleet
|
||||
save_global_event_target_as = gray_warship
|
||||
|
||||
assign_leader = event_target:gray_leader_admiral
|
||||
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
add_modifier = { modifier = remove_fleet_maintenance }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
if = {
|
||||
limit = { exists = leader }
|
||||
unassign_leader = leader
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
remove_country_flag = gray_constship_active
|
||||
remove_country_flag = gray_governor_active
|
||||
remove_country_flag = gray_army_active
|
||||
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_admiral }
|
||||
set_skill = owner.rg_gray_level
|
||||
}
|
||||
}
|
||||
#创造灰风地面单位
|
||||
rg_create_gray_army = {
|
||||
optimize_memory
|
||||
if = {
|
||||
limit = { has_country_flag = gray_constship_active }
|
||||
if = {
|
||||
limit = { exists = event_target:global_gray_constship }
|
||||
event_target:global_gray_constship = {
|
||||
save_event_target_as = gray_transport_location
|
||||
}
|
||||
} else = {
|
||||
random_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
save_event_target_as = gray_transport_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_warship_active }
|
||||
if = {
|
||||
limit = { exists = event_target:gray_warship }
|
||||
event_target:gray_warship = {
|
||||
save_event_target_as = gray_transport_location
|
||||
}
|
||||
} else = {
|
||||
random_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_fleet }
|
||||
save_event_target_as = gray_transport_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_juggernaut_active }
|
||||
if = {
|
||||
limit = { exists = event_target:gray_juggernaut }
|
||||
event_target:gray_juggernaut = {
|
||||
save_event_target_as = gray_transport_location
|
||||
}
|
||||
} else = {
|
||||
random_controlled_fleet = {
|
||||
limit = { has_fleet_flag = gray_juggernaut_fleet }
|
||||
save_event_target_as = gray_transport_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_governor_active }
|
||||
if = {
|
||||
limit = { any_owned_planet = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
}
|
||||
random_owned_planet = {
|
||||
limit = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
save_event_target_as = gray_transport_location
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_warship_location }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_transport_location }
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
if = {
|
||||
###等级检测
|
||||
limit = {
|
||||
has_leader_flag = rg_gray_leader
|
||||
NOT = {
|
||||
has_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
export_trigger_value_to_variable = {
|
||||
trigger = has_skill
|
||||
variable = rg_gray_level_temp
|
||||
}
|
||||
owner = {
|
||||
set_variable = {
|
||||
which = rg_gray_level
|
||||
value = prev.rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
clear_variable = rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
limit = { has_leader_flag = rg_gray_leader }
|
||||
set_owner = event_target:rg_gray_country
|
||||
set_leader_flag = rg_gray_leader_temp
|
||||
# kill_leader = { show_notification = no }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = event_target:gray_leader_general
|
||||
}
|
||||
event_target:gray_leader_general = {
|
||||
set_owner = event_target:gray_owner
|
||||
remove_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
else = {
|
||||
rg_gray_general_init = yes
|
||||
}
|
||||
create_ship_design = {
|
||||
design = "NAME_RG_armed_transport_ship"
|
||||
}
|
||||
add_ship_design = last_created_design
|
||||
set_country_flag = gray_army_active
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_army_transport = {
|
||||
ship_name = "NAME_Gray"
|
||||
army_name = "NAME_Gray"
|
||||
army_type = "gray_army"
|
||||
}
|
||||
set_location = {
|
||||
target = event_target:gray_transport_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
# set_cloaking_active = yes
|
||||
set_fleet_stance = aggressive
|
||||
}
|
||||
}
|
||||
last_created_army = {
|
||||
assign_leader = event_target:gray_leader_general
|
||||
}
|
||||
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_fleet }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_constship }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
|
||||
remove_country_flag = gray_warship_active
|
||||
remove_country_flag = gray_governor_active
|
||||
remove_country_flag = gray_constship_active
|
||||
|
||||
remove_ship_design = last_created_design
|
||||
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_general }
|
||||
set_skill = owner.rg_gray_level
|
||||
}
|
||||
}
|
||||
#创造灰风科学舰
|
||||
rg_create_gray_const = {
|
||||
optimize_memory
|
||||
if = {
|
||||
limit = { has_country_flag = gray_warship_active }
|
||||
if = {
|
||||
limit = { exists = event_target:gray_warship }
|
||||
event_target:gray_warship = {
|
||||
save_event_target_as = gray_constship_location
|
||||
}
|
||||
} else = {
|
||||
random_controlled_fleet = {
|
||||
limit = { has_fleet_flag = gray_fleet }
|
||||
save_event_target_as = gray_constship_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_juggernaut_active }
|
||||
if = {
|
||||
limit = { exists = event_target:gray_juggernaut }
|
||||
event_target:gray_juggernaut = {
|
||||
save_event_target_as = gray_constship_location
|
||||
}
|
||||
} else = {
|
||||
random_controlled_fleet = {
|
||||
limit = { has_fleet_flag = gray_juggernaut_fleet }
|
||||
save_event_target_as = gray_constship_location
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_army_active }
|
||||
if = {
|
||||
limit = {
|
||||
any_owned_army = {
|
||||
army_type = gray_army
|
||||
exists = planet
|
||||
}
|
||||
}
|
||||
random_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
planet = { save_event_target_as = gray_constship_location }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
random_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
fleet = { save_event_target_as = gray_constship_location }
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = { has_country_flag = gray_governor_active }
|
||||
if = {
|
||||
limit = { any_owned_planet = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
}
|
||||
random_owned_planet = {
|
||||
limit = {
|
||||
exists = sector.leader
|
||||
sector.leader = { has_leader_flag = gray_governor }
|
||||
}
|
||||
save_event_target_as = gray_constship_location
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_constship_location }
|
||||
}
|
||||
}
|
||||
else = {
|
||||
capital_scope = { save_event_target_as = gray_constship_location }
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
if = {
|
||||
###等级检测
|
||||
limit = {
|
||||
has_leader_flag = rg_gray_leader
|
||||
NOT = {
|
||||
has_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
export_trigger_value_to_variable = {
|
||||
trigger = has_skill
|
||||
variable = rg_gray_level_temp
|
||||
}
|
||||
owner = {
|
||||
set_variable = {
|
||||
which = rg_gray_level
|
||||
value = prev.rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
clear_variable = rg_gray_level_temp
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_leader = {
|
||||
limit = { has_leader_flag = rg_gray_leader }
|
||||
set_owner = event_target:rg_gray_country
|
||||
set_leader_flag = rg_gray_leader_temp
|
||||
# kill_leader = { show_notification = no }
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
exists = event_target:gray_leader_scientist
|
||||
}
|
||||
event_target:gray_leader_scientist = {
|
||||
set_owner = event_target:gray_owner
|
||||
remove_leader_flag = rg_gray_leader_temp
|
||||
}
|
||||
}
|
||||
else = {
|
||||
rg_gray_scientist_init = yes
|
||||
}
|
||||
|
||||
set_country_flag = gray_constship_active
|
||||
create_fleet = {
|
||||
name = "NAME_Gray"
|
||||
settings = {
|
||||
can_upgrade = no
|
||||
can_disband = no
|
||||
can_change_composition = no
|
||||
can_change_leader = yes
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = prev
|
||||
create_ship = {
|
||||
name = "NAME_Gray"
|
||||
design = "NAME_RG_GRAY_scienceship"
|
||||
prefix = no
|
||||
upgradable = yes
|
||||
}
|
||||
set_fleet_stance = evasive
|
||||
set_location = {
|
||||
target = event_target:gray_constship_location
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = gray_constship
|
||||
save_global_event_target_as = global_gray_constship
|
||||
set_cloaking_active = yes
|
||||
assign_leader = event_target:gray_leader_scientist
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_fleet = {
|
||||
limit = { has_fleet_flag = gray_fleet }
|
||||
delete_fleet = {
|
||||
target = this
|
||||
kill_leader = no
|
||||
destroy_template = yes
|
||||
}
|
||||
}
|
||||
|
||||
every_owned_army = {
|
||||
limit = { army_type = gray_army }
|
||||
if = {
|
||||
limit = { exists = leader }
|
||||
unassign_leader = leader
|
||||
}
|
||||
remove_army = yes
|
||||
}
|
||||
|
||||
remove_country_flag = gray_army_active
|
||||
remove_country_flag = gray_warship_active
|
||||
remove_country_flag = gray_governor_active
|
||||
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_scientist }
|
||||
set_skill = owner.rg_gray_level
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
309
common/scripted_effects/RG_gray_leader_init_effects.txt
Normal file
309
common/scripted_effects/RG_gray_leader_init_effects.txt
Normal file
@@ -0,0 +1,309 @@
|
||||
rg_gray_govener_init = {
|
||||
create_leader = {
|
||||
class = governor
|
||||
species = root
|
||||
name = "NAME_Gray"
|
||||
gender = female
|
||||
immortal = yes
|
||||
event_leader = yes
|
||||
skip_background_generation = yes
|
||||
custom_catch_phrase = gray_catch_phrase
|
||||
custom_description = gray_backstory
|
||||
background_ethic = ethic_gestalt_consciousness
|
||||
hide_age = yes
|
||||
skill = 10
|
||||
set_age = 18
|
||||
traits = {
|
||||
trait = rg_leader_trait_governor_gray
|
||||
trait = RG_leader_trait_ruler_gray
|
||||
}
|
||||
effect = {
|
||||
save_global_event_target_as = gray_governor
|
||||
set_leader_flag = gray_governor
|
||||
set_leader_flag = legendary_leader
|
||||
set_leader_flag = immune_to_negative_traits
|
||||
|
||||
set_leader_flag = rg_gray_leader
|
||||
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
set_leader_flag = "gray_leader"
|
||||
add_trait = leader_trait_governor_gray
|
||||
add_trait = RG_leader_trait_ruler_gray
|
||||
add_trait = subclass_governor_economist
|
||||
add_trait = leader_trait_urbanist_3
|
||||
add_trait = leader_trait_scrapper_2
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
AND = {
|
||||
has_global_flag = kdc_event_mod_active
|
||||
has_country_flag = origin_gray_country
|
||||
}
|
||||
}
|
||||
set_leader_flag = "gray_leader"
|
||||
add_trait = leader_trait_governor_gray
|
||||
add_trait = RG_leader_trait_ruler_gray
|
||||
}
|
||||
else = {
|
||||
add_trait = RG_leader_trait_governor_gray
|
||||
add_trait = RG_leader_trait_ruler_gray
|
||||
add_trait = subclass_governor_economis
|
||||
add_trait = leader_trait_urbanist_3
|
||||
add_trait = leader_trait_scrapper_2
|
||||
}
|
||||
}
|
||||
}
|
||||
last_created_leader = {
|
||||
set_leader_flag = has_gained_level_trait
|
||||
}
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_governor }
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait = leader_trait_governor_wg_the_loop
|
||||
}
|
||||
set_gray_portrait = yes
|
||||
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_global_flag = has_wsg_mod
|
||||
NOT = {
|
||||
has_global_flag = kdc_event_mod_active
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait = leader_trait_governor_wg_the_loop
|
||||
}
|
||||
set_gray_portrait = yes
|
||||
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
|
||||
}
|
||||
else = {
|
||||
rg_set_gray_portrait = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rg_gray_admiral_init = {
|
||||
create_leader = {
|
||||
class = admiral
|
||||
species = root
|
||||
name = "NAME_Gray"
|
||||
immortal = yes
|
||||
event_leader = yes
|
||||
skip_background_generation = yes
|
||||
custom_catch_phrase = gray_catch_phrase
|
||||
custom_description = gray_backstory
|
||||
background_ethic = ethic_gestalt_consciousness
|
||||
hide_age = yes
|
||||
gender = female
|
||||
skill = 10
|
||||
set_age = 18
|
||||
traits = {
|
||||
trait = RG_leader_trait_admiral_gray
|
||||
}
|
||||
effect = {
|
||||
save_global_event_target_as = gray_leader_admiral
|
||||
set_leader_flag = gray_admiral
|
||||
set_leader_flag = legendary_leader
|
||||
set_leader_flag = immune_to_negative_traits
|
||||
|
||||
set_leader_flag = rg_gray_leader
|
||||
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
set_leader_flag = "gray_leader"
|
||||
add_trait = gray_admiral
|
||||
}
|
||||
else = {
|
||||
add_trait = leader_trait_artillerist_2
|
||||
add_trait = leader_trait_juryrigger_2
|
||||
}
|
||||
add_trait = RG_leader_trait_admiral_gray
|
||||
add_trait = subclass_admiral_aggressor
|
||||
add_trait = leader_trait_carrier_specialization
|
||||
}
|
||||
}
|
||||
last_created_leader = {
|
||||
set_leader_flag = has_gained_level_trait
|
||||
}
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_admiral }
|
||||
if = {
|
||||
limit = {
|
||||
has_global_flag = kdc_event_mod_active
|
||||
}
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait = leader_trait_admiral_wg_the_loop
|
||||
}
|
||||
set_gray_portrait = yes
|
||||
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray }
|
||||
if = {
|
||||
limit = { owner = {
|
||||
has_country_flag = origin_gray_country
|
||||
has_country_flag = origin_gray_weaken
|
||||
}}
|
||||
remove_trait = gray_admiral
|
||||
add_trait = leader_trait_admiral_gray_weak
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_global_flag = has_wsg_mod
|
||||
NOT = {
|
||||
has_global_flag = kdc_event_mod_active
|
||||
}
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait_no_notify = leader_trait_admiral_wg_the_loop
|
||||
}
|
||||
}
|
||||
set_gray_portrait = yes
|
||||
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray }
|
||||
}
|
||||
else = {
|
||||
rg_set_gray_portrait = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rg_gray_general_init = {
|
||||
create_leader = {
|
||||
class = general
|
||||
species = root
|
||||
name = "NAME_Gray"
|
||||
immortal = yes
|
||||
event_leader = yes
|
||||
skip_background_generation = yes
|
||||
custom_catch_phrase = gray_catch_phrase
|
||||
custom_description = gray_backstory
|
||||
background_ethic = ethic_gestalt_consciousness
|
||||
hide_age = yes
|
||||
gender = female
|
||||
skill = 10
|
||||
set_age = 18
|
||||
traits = {
|
||||
trait = RG_leader_trait_general_gray
|
||||
trait = RG_leader_trait_general_gray_skill
|
||||
trait = subclass_general_marshall
|
||||
trait = leader_trait_heavy_hitter_2
|
||||
trait = leader_trait_reinforcer_2
|
||||
}
|
||||
effect = {
|
||||
save_global_event_target_as = gray_leader_general
|
||||
set_leader_flag = rg_gray_leader
|
||||
set_leader_flag = gray_general
|
||||
set_leader_flag = legendary_leader
|
||||
set_leader_flag = immune_to_negative_traits
|
||||
}
|
||||
}
|
||||
last_created_leader = {
|
||||
set_leader_flag = has_gained_level_trait
|
||||
}
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_general }
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
set_gray_portrait = yes
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait = leader_trait_governor_wg_the_loop
|
||||
}
|
||||
#add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_global_flag = has_wsg_mod
|
||||
NOT = {
|
||||
has_global_flag = kdc_event_mod_active
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait = leader_trait_governor_wg_the_loop
|
||||
}
|
||||
set_gray_portrait = yes
|
||||
#add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
|
||||
}
|
||||
else = {
|
||||
add_trait = RG_leader_trait_general_gray_skill
|
||||
rg_set_gray_portrait = yes
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
which = rg_general_skill_combat_daypassed_variable
|
||||
value = 1
|
||||
}
|
||||
set_variable = {
|
||||
which = rg_general_skill_combat_killed_variable
|
||||
value = 0
|
||||
}
|
||||
}
|
||||
|
||||
rg_gray_scientist_init = {
|
||||
create_leader = {
|
||||
class = scientist
|
||||
species = root
|
||||
name = "NAME_Gray"
|
||||
immortal = yes
|
||||
event_leader = yes
|
||||
skip_background_generation = yes
|
||||
custom_catch_phrase = gray_catch_phrase
|
||||
custom_description = gray_backstory
|
||||
background_ethic = ethic_gestalt_consciousness
|
||||
hide_age = yes
|
||||
gender = female
|
||||
skill = 10
|
||||
set_age = 18
|
||||
traits = {
|
||||
trait = RG_leader_trait_scientist_gray
|
||||
trait = subclass_scientist_explorer
|
||||
trait = leader_trait_engineering_focus_2
|
||||
trait = leader_trait_salvager_3
|
||||
}
|
||||
effect = {
|
||||
save_global_event_target_as = gray_leader_scientist
|
||||
set_leader_flag = rg_gray_leader
|
||||
set_leader_flag = gray_scientist
|
||||
set_leader_flag = legendary_leader
|
||||
set_leader_flag = immune_to_negative_traits
|
||||
}
|
||||
}
|
||||
last_created_leader = {
|
||||
set_leader_flag = has_gained_level_trait
|
||||
}
|
||||
random_owned_leader = {
|
||||
limit = { has_leader_flag = gray_scientist }
|
||||
if = {
|
||||
limit = { has_global_flag = kdc_event_mod_active }
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait = leader_trait_governor_wg_the_loop
|
||||
}
|
||||
set_gray_portrait = yes
|
||||
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_global_flag = has_wsg_mod
|
||||
NOT = {
|
||||
has_global_flag = kdc_event_mod_active
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
|
||||
add_trait = leader_trait_governor_wg_the_loop
|
||||
}
|
||||
set_gray_portrait = yes
|
||||
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
|
||||
}
|
||||
else = {
|
||||
rg_set_gray_portrait = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
1973
common/scripted_effects/RG_scripted_effects.txt
Normal file
1973
common/scripted_effects/RG_scripted_effects.txt
Normal file
File diff suppressed because it is too large
Load Diff
133
common/scripted_effects/RG_special_effects.txt
Normal file
133
common/scripted_effects/RG_special_effects.txt
Normal file
@@ -0,0 +1,133 @@
|
||||
rg_storyline_trigger = {
|
||||
# 初始化故事事件触发
|
||||
country_event = { id = rg_story.2 days = 3600 random = 12800 }
|
||||
country_event = { id = rg_story.8 days = 3600 random = 12800 }
|
||||
country_event = { id = rg_story.13 days = 3600 random = 12800 }
|
||||
}
|
||||
|
||||
rg_create_gray_planetkiller_testship_1 = {
|
||||
create_fleet = {
|
||||
name = "NAME_RG_TESTSHIP"
|
||||
settings = {
|
||||
can_disband = yes
|
||||
can_upgrade = no
|
||||
can_change_composition = no
|
||||
can_change_leader = no
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = root
|
||||
create_ship = {
|
||||
name = "NAME_RG_TESTSHIP"
|
||||
design = "RG_COLOSSUS_interdictor_SP"
|
||||
prefix = no
|
||||
upgradable = no
|
||||
effect = {
|
||||
save_global_event_target_as = rg_test_ship_global_event_target
|
||||
}
|
||||
}
|
||||
set_location = {
|
||||
target = root.capital_scope
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = rg_test_ship_fleet
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rg_create_gray_paperwork_testship_1 = {
|
||||
create_fleet = {
|
||||
name = "NAME_RG_TESTSHIP"
|
||||
settings = {
|
||||
can_disband = yes
|
||||
can_upgrade = no
|
||||
can_change_composition = no
|
||||
can_change_leader = no
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = root
|
||||
create_ship = {
|
||||
name = "NAME_RG_TESTSHIP"
|
||||
design = "RG_Buff_interdictor_SP"
|
||||
prefix = no
|
||||
upgradable = no
|
||||
}
|
||||
set_location = {
|
||||
target = root.capital_scope
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = rg_test_ship_fleet
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rg_create_fake_dragon = {
|
||||
create_species = {
|
||||
name = RG_SIMULATION_DRAGON_SPECIES
|
||||
plural = RG_SIMULATION_DRAGON_SPECIES
|
||||
class = ART
|
||||
portrait = art13
|
||||
namelist = ART1
|
||||
effect = {
|
||||
save_global_event_target_as = RG_sim_dragon_species
|
||||
}
|
||||
}
|
||||
create_leader = {
|
||||
class = admiral
|
||||
species = event_target:RG_sim_dragon_species
|
||||
name = "Name_rg_fake_dragon"
|
||||
event_leader = yes
|
||||
gender = female
|
||||
custom_description = rg_fake_dragon_desc
|
||||
skill = 1
|
||||
set_age = 0
|
||||
traits = {
|
||||
trait = RG_leader_trait_admiral_fake_dragon
|
||||
trait = RG_leader_trait_admiral_timed_life
|
||||
}
|
||||
effect = {
|
||||
change_leader_portrait = wg_dragon
|
||||
set_leader_flag = has_gained_level_trait
|
||||
set_leader_flag = has_gained_trait
|
||||
set_leader_flag = legendary_leader
|
||||
set_leader_flag = rg_fake_dragon
|
||||
save_global_event_target_as = rg_fake_dragon_admiral
|
||||
}
|
||||
}
|
||||
set_variable = {
|
||||
which = rg_fake_dragon_timedlife_counter
|
||||
value = 0
|
||||
}
|
||||
create_fleet = {
|
||||
name = "NAME_RG_Nanite_Dragon"
|
||||
settings = {
|
||||
can_disband = yes
|
||||
can_upgrade = no
|
||||
can_change_composition = no
|
||||
can_change_leader = no
|
||||
uses_naval_capacity = no
|
||||
spawn_debris = no
|
||||
}
|
||||
effect = {
|
||||
set_owner = root
|
||||
create_ship = {
|
||||
name = "NAME_RG_Nanite_Dragon"
|
||||
design = "NAME_RG_FAKE_Dragon"
|
||||
prefix = no
|
||||
upgradable = no
|
||||
}
|
||||
set_location = {
|
||||
target = root.capital_scope
|
||||
distance = 0
|
||||
angle = random
|
||||
}
|
||||
set_fleet_flag = rg_fake_dragon_fleet
|
||||
assign_leader = last_created_leader
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user