3.11暂存

This commit is contained in:
ProjectKoi-Kalo\Kalo 2024-04-07 07:56:10 +08:00
parent c67315b296
commit f4fe568fa3
9 changed files with 234 additions and 9 deletions

View File

@ -450,7 +450,6 @@ weapon_component_template = {
prerequisites = {
"tech_gray_juggernaut_8"
}
hidden = yes
ship_limit = 1
ai_weight = {
weight = 0

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@ -59,6 +59,7 @@ on_yearly_pulse_country = {
rg_event.17
rg_event.18
rg_event.20
rg_event.24
}
}

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@ -36,7 +36,7 @@ rg_gray_govener_init = {
event_target:rg_gray_country = {
create_leader = {
class = official
species = root
species = GRAY_SPECIES
name = "NAME_Gray"
gender = female
immortal = yes
@ -155,7 +155,7 @@ rg_gray_commander_init = {
event_target:rg_gray_country = {
create_leader = {
class = commander
species = root
species = GRAY_SPECIES
name = "NAME_Gray"
immortal = yes
event_leader = yes
@ -275,7 +275,7 @@ rg_gray_commander_init = {
# event_target:rg_gray_country = {
# create_leader = {
# class = admiral
# species = root
# species = GRAY_SPECIES
# name = "NAME_Gray"
# immortal = yes
# event_leader = yes
@ -390,7 +390,7 @@ rg_gray_commander_init = {
# event_target:rg_gray_country = {
# create_leader = {
# class = general
# species = root
# species = GRAY_SPECIES
# name = "NAME_Gray"
# immortal = yes
# event_leader = yes
@ -498,7 +498,7 @@ rg_gray_scientist_init = {
event_target:rg_gray_country = {
create_leader = {
class = scientist
species = root
species = GRAY_SPECIES
name = "NAME_Gray"
immortal = yes
event_leader = yes
@ -598,7 +598,7 @@ rg_gray_country_leader_init = {
create_leader = {
# 只用作看板娘
class = official
species = event_target:gray_species
species = GRAY_SPECIES
name = "NAME_Gray"
gender = female
immortal = yes

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@ -2245,6 +2245,11 @@ rg_gray_country_after_init = {
event_target:rg_gray_country = {
establish_communications_no_message = event_target:gray_owner
}
# 年检立绘并替换回正常立绘
country_event = {
id = rg_event.24
}
}
rg_timeline_attract_field_init = {

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@ -123,8 +123,55 @@ RG_graygoo_capitalship = {
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
# possible_construction = {
# always = no
# }
potential_construction = {
OR = {
is_scope_type = starbase
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
}
}
possible_construction = {
always = no
custom_tooltip = {
fail_text = starbase_citadel_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_size >= starbase_citadel
}
}
}
custom_tooltip = {
fail_text = starbase_colossal_yards_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_building = colossus_yards
}
}
}
}
combat_size_multiplier = 4
prerequisites = {
@ -149,6 +196,8 @@ RG_graygoo_capitalship = {
min_upgrade_cost = {
alloys = 8
}
empire_limit = 1
}
RG_armed_constructor_ship = {

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@ -0,0 +1,127 @@
# The Portraits defined here are generally not available to the character creator, but will instead appear in AI empires across the galaxy.
# 'graphical_culture' is connected to the looks used for ships and cities; see "common/graphical_culture/".
# These may be overwitten in an "extendable" manner, meaning (for example) you can create a second "HUM" with extra portraits in it.
# playable = yes/no/trigger (default: yes) if this species class can is playable
# randomized = yes/no/trigger (default: yes) if this species class is randomized
# custom_portraits = {}
# randomized = yes/no/trigger (default: yes) to specify if portraits are randomized
# playable = yes/no/trigger (default: yes) to specify if portraits are playable
# portraits = list portrait keys
# species_trait_points base number of species trait points available for this species class
# species_max_traits maximum number of traits that species of this class can have (doesn't count those with cost == 0)
# possible ethics/government requirements; see common/governments/readme_requirements.txt
# gender = yes/no (default: yes) whether the species has a gender
# portrait_modding yes/no (default: yes) whether the portrait can be modified with e.g. genemodding or robomodding
GRAY_SPECIES = {
archetype = OTHER
playable = { always = no }
randomized = no
gender = female
portraits = {
"GrayTempest06"
}
move_pop_sound_effect = "moving_pop_confirmation"
}
RG_ROBOT = {
archetype = ROBOT
playable = { has_global_flag = game_started }
randomized = no
gender = no
use_climate_preference = no
portrait_modding = yes
leader_age_min = 2
leader_age_max = 10
custom_portraits = {
randomized = { host_has_dlc = "Synthetic Dawn Story Pack" }
playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
portraits = {
"sd_hum_robot"
"sd_mam_robot"
"sd_rep_robot"
"sd_avi_robot"
"sd_art_robot"
"sd_mol_robot"
"sd_fun_robot"
"sd_pla_robot"
}
}
custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
randomized = { always = yes }
playable = { always = yes }
portraits = {
"default_robot"
}
}
graphical_culture = ai_01
move_pop_sound_effect = "robot_pops_move"
resources = {}
}
RG_MACHINE = {
archetype = MACHINE
playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
randomized = {
host_has_dlc = "Synthetic Dawn Story Pack"
# The create_species effect can't properly take the possible trigger below into account.
# Work around this by disabling this class for species randomization after game start.
NOT = { has_global_flag = game_started }
}
possible = { authority = { OR = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_USE_MACHINE_INTELLIGENCE } } }
possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID }
gender = no
use_climate_preference = no
portrait_modding = yes
leader_age_min = 2
leader_age_max = 10
custom_portraits = {
randomized = {
host_has_dlc = "Synthetic Dawn Story Pack"
# The create_species effect can't properly take the possible trigger below into account.
# Work around this by disabling this class for species randomization after game start.
NOT = { has_global_flag = game_started }
}
playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
portraits = {
"sd_hum_robot"
"sd_mam_robot"
"sd_rep_robot"
"sd_avi_robot"
"sd_art_robot"
"sd_mol_robot"
"sd_fun_robot"
"sd_pla_robot"
}
}
custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
randomized = {
host_has_dlc = "Synthetic Dawn Story Pack"
}
playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
portraits = {
"default_robot"
}
}
graphical_culture = mammalian_01
move_pop_sound_effect = "robot_pops_move"
resources = {}
}

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@ -0,0 +1,8 @@
GRAY_SPECIES = {
language = "l_simp_chinese"
name = "灰风"
plural = "灰风"
home_planet = ?
home_system = ?
name_list = "RG"
}

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@ -8,5 +8,5 @@ tags={
}
name="Real Gray"
picture="thumbnail.png"
supported_version="3.10.*"
supported_version="3.11.*"
remote_file_id="2136166095"

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@ -1069,6 +1069,42 @@ country_event = {
}
}
# looping check for grayport
country_event = {
id = rg_event.24
hide_window = yes
is_triggered_only = yes
trigger = {
is_same_value = event_target:gray_owner
}
immediate = {
random_owned_leader = {
limit = {
has_leader_flag = gray_governor
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
set_gray_portrait = yes
}
else = {
rg_set_gray_portrait = yes
}
}
country_event = {
id = rg_event.24
years = 1
}
# *THIS* looping check
}
}
# 拆毁工厂小灰通讯
country_event = {
id = rg_event.200