迁移No.128 更新于:5 月 23 日 上午 10:33上git

This commit is contained in:
FA507RM-KALOSPA\Kalo
2023-05-23 11:11:33 +08:00
parent b9da8b88ab
commit 348fd5569e
104 changed files with 31920 additions and 3038 deletions

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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 = {
create_leader = {
class = scientist
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_scientist_gray
trait = leader_trait_carefree
}
effect = {
save_global_event_target_as = gray_leader_scientist
set_leader_flag = rg_gray_leader
set_leader_flag = gray_scientist
change_leader_portrait = Gray
}
}
}
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
}
}
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 = {
create_leader = {
class = general
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_general_gray
trait = leader_trait_army_logistician
}
effect = {
save_global_event_target_as = gray_leader_general
set_leader_flag = rg_gray_leader
set_leader_flag = gray_general
change_leader_portrait = Gray
}
}
}
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
}
}
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
}
}

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#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
}

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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
}
}
}
}
}
}
}

View 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
}
}

View 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
}
}
}

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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
}
}
}