9 Commits

Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
c67315b296 暂存 特质合并 2023-11-20 20:39:13 +08:00
ProjectKoi-Kalo\Kalo
ff3ed9f4f1 暂存 2023-11-20 20:08:29 +08:00
ProjectKoi-Kalo\Kalo
b3d35699bf 暂存等级上限改动 2023-11-20 18:55:29 +08:00
ProjectKoi-Kalo\Kalo
6cda63ec0e 暂存 2023-11-17 21:08:12 +08:00
ProjectKoi-Kalo\Kalo
1c62ded8aa 暂存 2023-11-17 21:05:31 +08:00
ProjectKoi-Kalo\Kalo
bdaf0148f5 暂存 2023-11-17 10:33:36 +08:00
ProjectKoi-Kalo\Kalo
16ee77bfd0 暂存 2023-11-17 10:29:43 +08:00
ProjectKoi-Kalo\Kalo
a221fc6dde 暂存 2023-11-17 03:56:22 +08:00
ProjectKoi-Kalo\Kalo
f17de2c205 3.10暂存 2023-11-17 03:46:51 +08:00
15 changed files with 1068 additions and 750 deletions

View File

@@ -5,7 +5,7 @@ RG_leader_trait_tempest_incoming_random_kill_effect = {
any_ground_combat_$SIDE_A$ = { any_ground_combat_$SIDE_A$ = {
exists = leader exists = leader
leader = { leader = {
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_admiral_nanorebuild_gray
} }
} }
} }
@@ -286,3 +286,14 @@ RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = {
value = 0 value = 0
} }
} }
RG_leader_trait_general_tempest_incoming_counter_init_effect = {
set_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = {
which = rg_general_skill_combat_killed_variable
value = 0
}
}

View File

@@ -65,7 +65,10 @@ rg_global_gray_location_check = {
} }
else_if = { else_if = {
limit = { limit = {
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
} }
if = { if = {
limit = { limit = {
@@ -134,7 +137,10 @@ rg_global_gray_location_check = {
rg_create_gray_governor = { rg_create_gray_governor = {
if = { if = {
limit = { limit = {
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
} }
} }
else = { else = {
@@ -225,7 +231,8 @@ rg_create_gray_governor = {
rg_gray_govener_init = yes rg_gray_govener_init = yes
} }
#设置总督已启用标识 #设置总督已启用标识
set_country_flag = gray_governor_active set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
#更新灰风形态 #更新灰风形态
remove_country_flag = gray_warship_active remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active remove_country_flag = rg_kac_grayfleet_active
@@ -337,7 +344,8 @@ rg_create_gray_governor_habitat = {
} }
rg_juggernaut_habitat_init = yes rg_juggernaut_habitat_init = yes
#设置总督已启用标识 #设置总督已启用标识
set_country_flag = gray_governor_active set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
set_country_flag = gray_habitat_active set_country_flag = gray_habitat_active
#更新灰风形态 #更新灰风形态
remove_country_flag = gray_warship_active remove_country_flag = gray_warship_active
@@ -406,7 +414,7 @@ rg_create_gray_warship = {
} }
} }
else = { else = {
rg_gray_admiral_init = yes rg_gray_commander_init = yes
} }
set_country_flag = gray_warship_active set_country_flag = gray_warship_active
if = { if = {
@@ -456,7 +464,8 @@ rg_create_gray_warship = {
} }
} }
remove_country_flag = gray_constship_active remove_country_flag = gray_constship_active
remove_country_flag = gray_governor_active remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_army_active remove_country_flag = gray_army_active
random_owned_leader = { random_owned_leader = {
limit = { limit = {
@@ -518,7 +527,7 @@ rg_create_gray_army = {
} }
} }
else = { else = {
rg_gray_general_init = yes rg_gray_commander_init = yes
} }
create_ship_design = { create_ship_design = {
design = "NAME_RG_armed_transport_ship" design = "NAME_RG_armed_transport_ship"
@@ -568,7 +577,8 @@ rg_create_gray_army = {
} }
remove_country_flag = gray_warship_active remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_constship_active remove_country_flag = gray_constship_active
remove_ship_design = last_created_design remove_ship_design = last_created_design
random_owned_leader = { random_owned_leader = {
@@ -689,7 +699,8 @@ rg_create_gray_const = {
remove_country_flag = gray_army_active remove_country_flag = gray_army_active
remove_country_flag = gray_warship_active remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
random_owned_leader = { random_owned_leader = {
limit = { limit = {
has_leader_flag = gray_scientist has_leader_flag = gray_scientist

View File

@@ -35,13 +35,14 @@
rg_gray_govener_init = { rg_gray_govener_init = {
event_target:rg_gray_country = { event_target:rg_gray_country = {
create_leader = { create_leader = {
class = governor class = official
species = root species = root
name = "NAME_Gray" name = "NAME_Gray"
gender = female gender = female
immortal = yes immortal = yes
event_leader = yes event_leader = yes
skip_background_generation = yes skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness background_ethic = ethic_gestalt_consciousness
@@ -49,9 +50,11 @@ rg_gray_govener_init = {
skill = 10 skill = 10
set_age = 18 set_age = 18
traits = { traits = {
0 = RG_leader_trait_governor_gray
} }
effect = { effect = {
save_global_event_target_as = gray_governor save_global_event_target_as = gray_governor
save_global_event_target_as = gray_official
set_leader_flag = gray_governor set_leader_flag = gray_governor
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits set_leader_flag = immune_to_negative_traits
@@ -75,9 +78,9 @@ rg_gray_govener_init = {
set_leader_flag = gray_leader set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economist add_trait_no_notify = subclass_official_governor
add_trait_no_notify = leader_trait_urbanist_3 add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_scrapper_2 add_trait_no_notify = leader_trait_distribution_lines_2
if = { if = {
limit = { limit = {
owner = { owner = {
@@ -92,9 +95,9 @@ rg_gray_govener_init = {
else = { else = {
add_trait_no_notify = RG_leader_trait_governor_gray add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economis add_trait_no_notify = subclass_official_governor
add_trait_no_notify = leader_trait_urbanist_3 add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_scrapper_2 add_trait_no_notify = leader_trait_distribution_lines_2
} }
} }
} }
@@ -130,14 +133,14 @@ rg_gray_govener_init = {
} }
set_variable = { which = affection value = owner.wg_gray_affection } set_variable = { which = affection value = owner.wg_gray_affection }
} }
if = { # if = {
limit = { # limit = {
owner = { # owner = {
has_country_flag = gray_encountered_the_loop # has_country_flag = gray_encountered_the_loop
} # }
} # }
add_trait_no_notify = leader_trait_governor_wg_the_loop # add_trait_no_notify = leader_trait_governor_wg_the_loop
} # }
set_gray_portrait = yes set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
} }
@@ -148,15 +151,16 @@ rg_gray_govener_init = {
} }
rg_gray_admiral_init = { rg_gray_commander_init = {
event_target:rg_gray_country = { event_target:rg_gray_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = root species = root
name = "NAME_Gray" name = "NAME_Gray"
immortal = yes immortal = yes
event_leader = yes event_leader = yes
skip_background_generation = yes skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness background_ethic = ethic_gestalt_consciousness
@@ -165,11 +169,13 @@ rg_gray_admiral_init = {
skill = 10 skill = 10
set_age = 18 set_age = 18
traits = { traits = {
trait = RG_leader_trait_admiral_gray 0 = RG_leader_trait_admiral_gray
} }
effect = { effect = {
save_global_event_target_as = gray_leader_admiral save_global_event_target_as = gray_leader_admiral
set_leader_flag = gray_admiral set_leader_flag = gray_admiral
save_global_event_target_as = gray_leader_general
set_leader_flag = gray_general
set_leader_flag = legendary_leader set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits set_leader_flag = immune_to_negative_traits
if = { if = {
@@ -205,11 +211,12 @@ rg_gray_admiral_init = {
set_leader_flag = rg_gray_leader set_leader_flag = rg_gray_leader
add_trait_no_notify = RG_leader_trait_admiral_gray add_trait_no_notify = RG_leader_trait_admiral_gray
add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
# add_trait_no_notify = RG_leader_trait_general_gray_skill
# 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成 # 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
add_trait_no_notify = subclass_admiral_aggressor add_trait_no_notify = subclass_commander_councilor
add_trait_no_notify = leader_trait_carrier_specialization add_trait_no_notify = leader_trait_carrier_specialization
add_trait_no_notify = leader_trait_artillerist_2
add_trait_no_notify = leader_trait_juryrigger_2 add_trait_no_notify = leader_trait_juryrigger_2
add_trait_no_notify = leader_trait_reinforcer_2
} }
} }
last_created_leader = { last_created_leader = {
@@ -244,15 +251,15 @@ rg_gray_admiral_init = {
} }
set_variable = { which = affection value = owner.wg_gray_affection } set_variable = { which = affection value = owner.wg_gray_affection }
} }
add_trait_no_notify = leader_trait_admiral_wg_gray_affection # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
if = { # if = {
limit = { # limit = {
owner = { # owner = {
has_country_flag = gray_encountered_the_loop # has_country_flag = gray_encountered_the_loop
} # }
} # }
add_trait_no_notify = leader_trait_admiral_wg_the_loop # add_trait_no_notify = leader_trait_admiral_wg_the_loop
} # }
set_gray_portrait = yes set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
} }
@@ -261,115 +268,231 @@ rg_gray_admiral_init = {
} }
} }
RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
RG_leader_trait_general_tempest_incoming_counter_init_effect = yes
} }
#
rg_gray_general_init = { # rg_gray_admiral_init = {
event_target:rg_gray_country = { # event_target:rg_gray_country = {
create_leader = { # create_leader = {
class = general # class = admiral
species = root # species = root
name = "NAME_Gray" # name = "NAME_Gray"
immortal = yes # immortal = yes
event_leader = yes # event_leader = yes
skip_background_generation = yes # skip_background_generation = yes
custom_catch_phrase = gray_catch_phrase # custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory # custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness # background_ethic = ethic_gestalt_consciousness
hide_age = yes # hide_age = yes
gender = female # gender = female
skill = 10 # skill = 10
set_age = 18 # set_age = 18
traits = { # traits = {
trait = RG_leader_trait_general_gray # trait = RG_leader_trait_admiral_gray
trait = RG_leader_trait_general_gray_skill # }
trait = subclass_general_marshall # effect = {
trait = leader_trait_heavy_hitter_2 # save_global_event_target_as = gray_leader_admiral
trait = leader_trait_reinforcer_2 # set_leader_flag = gray_admiral
} # set_leader_flag = legendary_leader
effect = { # set_leader_flag = immune_to_negative_traits
save_global_event_target_as = gray_leader_general # if = {
set_leader_flag = rg_gray_leader # limit = {
set_leader_flag = gray_general # has_global_flag = has_wsg_mod
set_leader_flag = legendary_leader # }
set_leader_flag = immune_to_negative_traits # set_leader_flag = not_has_wg_affection_normal
if = { # }
limit = { # if = {
has_global_flag = has_wsg_mod # limit = {
} # owner = {
set_leader_flag = not_has_wg_affection_normal # OR = {
} # has_global_flag = has_wsg_mod
if = { # has_global_flag = kdc_event_mod_active
limit = { # }
owner = { # }
OR = { # }
has_global_flag = has_wsg_mod # set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
has_global_flag = kdc_event_mod_active # set_leader_flag = gray_leader
} # add_trait_no_notify = gray_admiral
} # if = {
} # limit = {
set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader # owner = {
set_leader_flag = gray_leader # has_country_flag = origin_gray_weaken
} # has_country_flag = origin_gray_country
} # }
} # }
last_created_leader = { # remove_trait = gray_admiral
set_owner = event_target:gray_owner # add_trait_no_notify = leader_trait_admiral_gray_weak
} # # 缺少特质leader_trait_admiral_gray_weak将导致KDC故事包远星之歌起源研究纳米星球特殊项目无法完成
} # }
last_created_leader = { # }
set_leader_flag = has_gained_level_trait # set_leader_flag = rg_gray_leader
} # add_trait_no_notify = RG_leader_trait_admiral_gray
random_owned_leader = { # add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
limit = { # # 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
has_leader_flag = gray_general # add_trait_no_notify = subclass_admiral_aggressor
} # add_trait_no_notify = leader_trait_carrier_specialization
if = { # add_trait_no_notify = leader_trait_artillerist_2
limit = { # add_trait_no_notify = leader_trait_juryrigger_2
owner = { # }
OR = { # }
has_global_flag = has_wsg_mod # last_created_leader = {
has_global_flag = kdc_event_mod_active # set_owner = event_target:gray_owner
} # }
} # }
} # last_created_leader = {
if = { # set_leader_flag = has_gained_level_trait
limit = { # }
has_leader_flag = has_wg_affection_wg_gray # random_owned_leader = {
} # limit = {
if = { # has_leader_flag = gray_admiral
limit = { # }
owner = { has_country_flag = married_gray } # if = {
} # limit = {
set_leader_flag = married # owner = {
} # OR = {
set_variable = { which = affection value = owner.wg_gray_affection } # has_global_flag = has_wsg_mod
} # has_global_flag = kdc_event_mod_active
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection # }
if = { # }
limit = { # }
owner = { # if = {
has_country_flag = gray_encountered_the_loop # limit = {
} # has_leader_flag = has_wg_affection_wg_gray
} # }
add_trait_no_notify = leader_trait_admiral_wg_the_loop # if = {
} # limit = {
set_gray_portrait = yes # owner = { has_country_flag = married_gray }
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } # }
} # set_leader_flag = married
else = { # }
rg_set_gray_portrait = yes # set_variable = { which = affection value = owner.wg_gray_affection }
} # }
} # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
set_variable = { # if = {
which = rg_general_skill_combat_daypassed_variable # limit = {
value = 1 # owner = {
} # has_country_flag = gray_encountered_the_loop
set_variable = { # }
which = rg_general_skill_combat_killed_variable # }
value = 0 # add_trait_no_notify = leader_trait_admiral_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_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
# }
#
# rg_gray_general_init = {
# event_target:rg_gray_country = {
# 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
# if = {
# limit = {
# has_global_flag = has_wsg_mod
# }
# set_leader_flag = not_has_wg_affection_normal
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
# set_leader_flag = gray_leader
# }
# }
# }
# last_created_leader = {
# set_owner = event_target:gray_owner
# }
# }
# last_created_leader = {
# set_leader_flag = has_gained_level_trait
# }
# random_owned_leader = {
# limit = {
# has_leader_flag = gray_general
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# if = {
# limit = {
# owner = { has_country_flag = married_gray }
# }
# set_leader_flag = married
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# 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 = governor MARRIED_FLAG = married_gray }
# }
# else = {
# 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 = { rg_gray_scientist_init = {
event_target:rg_gray_country = { event_target:rg_gray_country = {
@@ -380,6 +503,7 @@ rg_gray_scientist_init = {
immortal = yes immortal = yes
event_leader = yes event_leader = yes
skip_background_generation = yes skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness background_ethic = ethic_gestalt_consciousness
@@ -388,10 +512,10 @@ rg_gray_scientist_init = {
skill = 10 skill = 10
set_age = 18 set_age = 18
traits = { traits = {
trait = RG_leader_trait_scientist_gray 0 = RG_leader_trait_scientist_gray
trait = subclass_scientist_explorer 1 = subclass_scientist_explorer
trait = leader_trait_engineering_focus_2 2 = leader_trait_engineering_focus_2
trait = leader_trait_salvager_3 3 = leader_trait_salvager_3
} }
effect = { effect = {
save_global_event_target_as = gray_leader_scientist save_global_event_target_as = gray_leader_scientist
@@ -451,15 +575,15 @@ rg_gray_scientist_init = {
} }
set_variable = { which = affection value = owner.wg_gray_affection } set_variable = { which = affection value = owner.wg_gray_affection }
} }
add_trait_no_notify = leader_trait_admiral_wg_gray_affection # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
if = { # if = {
limit = { # limit = {
owner = { # owner = {
has_country_flag = gray_encountered_the_loop # has_country_flag = gray_encountered_the_loop
} # }
} # }
add_trait_no_notify = leader_trait_admiral_wg_the_loop # add_trait_no_notify = leader_trait_admiral_wg_the_loop
} # }
set_gray_portrait = yes set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray } # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
} }
@@ -473,13 +597,14 @@ rg_gray_scientist_init = {
rg_gray_country_leader_init = { rg_gray_country_leader_init = {
create_leader = { create_leader = {
# 只用作看板娘 # 只用作看板娘
class = governor class = official
species = event_target:gray_species species = event_target:gray_species
name = "NAME_Gray" name = "NAME_Gray"
gender = female gender = female
immortal = yes immortal = yes
event_leader = yes event_leader = yes
skip_background_generation = yes skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness background_ethic = ethic_gestalt_consciousness
@@ -487,8 +612,8 @@ rg_gray_country_leader_init = {
skill = 10 skill = 10
set_age = 18 set_age = 18
traits = { traits = {
trait = rg_leader_trait_governor_gray 0 = RG_leader_trait_governor_gray
trait = RG_leader_trait_ruler_gray 1 = RG_leader_trait_ruler_gray
} }
effect = { effect = {
save_global_event_target_as = rg_gray_country_leader save_global_event_target_as = rg_gray_country_leader
@@ -511,16 +636,16 @@ rg_gray_country_leader_init = {
# set_leader_flag = gray_leader # set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economist add_trait_no_notify = subclass_official_governor
add_trait_no_notify = leader_trait_urbanist_3 add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_scrapper_2 add_trait_no_notify = leader_trait_distribution_lines_2
} }
else = { else = {
add_trait_no_notify = RG_leader_trait_governor_gray add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_governor_economis add_trait_no_notify = subclass_official_governor
add_trait_no_notify = leader_trait_urbanist_3 add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_scrapper_2 add_trait_no_notify = leader_trait_distribution_lines_2
} }
} }
} }

View File

@@ -663,7 +663,7 @@ rg_create_graygoo_roamers_7 = {
rg_create_dessanu_roamers_1 = { rg_create_dessanu_roamers_1 = {
event_target:graygoo_country = { event_target:graygoo_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = owner_main_species species = owner_main_species
name = random name = random
skill = 3 skill = 3
@@ -734,7 +734,7 @@ rg_create_dessanu_roamers_1 = {
rg_create_dessanu_roamers_2 = { rg_create_dessanu_roamers_2 = {
event_target:graygoo_country = { event_target:graygoo_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = owner_main_species species = owner_main_species
name = random name = random
skill = 3 skill = 3
@@ -805,7 +805,7 @@ rg_create_dessanu_roamers_2 = {
rg_create_dessanu_roamers_3 = { rg_create_dessanu_roamers_3 = {
event_target:graygoo_country = { event_target:graygoo_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = owner_main_species species = owner_main_species
name = random name = random
skill = 3 skill = 3
@@ -876,7 +876,7 @@ rg_create_dessanu_roamers_3 = {
rg_create_dessanu_roamers_4 = { rg_create_dessanu_roamers_4 = {
event_target:graygoo_country = { event_target:graygoo_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = owner_main_species species = owner_main_species
name = random name = random
skill = 3 skill = 3
@@ -947,7 +947,7 @@ rg_create_dessanu_roamers_4 = {
rg_create_dessanu_roamers_5 = { rg_create_dessanu_roamers_5 = {
event_target:graygoo_country = { event_target:graygoo_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = owner_main_species species = owner_main_species
name = random name = random
skill = 3 skill = 3
@@ -1018,7 +1018,7 @@ rg_create_dessanu_roamers_5 = {
rg_create_dessanu_roamers_6 = { rg_create_dessanu_roamers_6 = {
event_target:graygoo_country = { event_target:graygoo_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = owner_main_species species = owner_main_species
name = random name = random
skill = 3 skill = 3
@@ -1089,7 +1089,7 @@ rg_create_dessanu_roamers_6 = {
rg_create_dessanu_roamers_7 = { rg_create_dessanu_roamers_7 = {
event_target:graygoo_country = { event_target:graygoo_country = {
create_leader = { create_leader = {
class = admiral class = commander
species = owner_main_species species = owner_main_species
name = random name = random
skill = 3 skill = 3

View File

@@ -172,7 +172,7 @@ rg_create_fake_dragon = {
} }
} }
create_leader = { create_leader = {
class = admiral class = commander
species = root species = root
name = "Name_rg_fake_dragon" name = "Name_rg_fake_dragon"
event_leader = yes event_leader = yes

View File

@@ -62,7 +62,7 @@ special_project = {
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = commander
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {
@@ -138,7 +138,7 @@ special_project = {
event_scope = ship_event event_scope = ship_event
requirements = { requirements = {
shipclass_military = 1 shipclass_military = 1
leader = admiral leader = commander
has_trait = RG_leader_trait_admiral_gray has_trait = RG_leader_trait_admiral_gray
} }
on_start = { on_start = {

View File

@@ -1,34 +1,139 @@
################### ###################
# Governor Traits # # Governor Traits #
################### ###################
# leader_trait_governor_gray = {
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = official
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# immortal_leaders = yes
# planet_modifier = {
# planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.4
# planet_jobs_energy_produces_mult = 0.15
# planet_jobs_minerals_produces_mult = 0.15
# deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_speed_mult = 0.4
# }
# sector_modifier = {
# planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2
# planet_jobs_energy_produces_mult = 0.075
# planet_jobs_minerals_produces_mult = 0.075
# deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_speed_mult = 0.2
# }
# leader_class = { official }
# initial = no
# randomized = no
# }
# RG_leader_trait_offical_gray = {
# #唯一特质
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = leader
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# immortal_leaders = yes
# triggered_self_modifier = {
# potential = {
# always = yes
# }
# leader_skill_levels = 1
# mult = trigger:has_skill
# }
# self_modifier = {
# species_leader_exp_gain = 1
# }
# councilor_modifier = {
# all_technology_research_speed = 0.5
# }
# planet_modifier = {
# planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.6
# planet_jobs_alloys_produces_mult = 0.25
# planet_jobs_engineering_research_produces_mult = 0.25
# deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_time_mult = -0.6
# }
# sector_modifier = {
# planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2
# planet_jobs_alloys_produces_mult = 0.1
# planet_jobs_engineering_research_produces_mult = 0.1
# deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_time_mult = -0.2
# starbase_shipyard_build_cost_mult = -0.25
# starbase_shipyard_build_speed_mult = -0.3
# }
# fleet_modifier = {
# ship_armor_mult = 3.5
# ship_hull_mult = 3.5
# ships_upkeep_mult = -0.4
# ship_hull_regen_add_perc = 5
# ship_armor_regen_add_perc = 5
# }
# army_modifier = {
# army_collateral_damage_mult = 0.15
# army_disengage_chance_mult = 0.5
# army_health = 0.35
# }
# leader_class = all
# initial = no
# randomized = no
# }
RG_leader_trait_governor_gray = { RG_leader_trait_governor_gray = {
#总督特质 #总督特质
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = governor CLASS = official
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
immortal_leaders = yes immortal_leaders = yes
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
modifier = { planet_modifier = {
planet_buildings_cost_mult = -0.4 planet_buildings_cost_mult = -0.4
planet_building_build_speed_mult = 0.8 planet_building_build_speed_mult = 0.6
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.8
planet_jobs_alloys_produces_mult = 0.25 planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25 planet_jobs_engineering_research_produces_mult = 0.25
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.6
}
sector_modifier = {
planet_buildings_cost_mult = -0.2
planet_building_build_speed_mult = 0.2
planet_jobs_alloys_produces_mult = 0.1
planet_jobs_engineering_research_produces_mult = 0.1
deposit_blockers_cost_mult = -0.2
planet_clear_blocker_time_mult = -0.2
starbase_shipyard_build_cost_mult = -0.25 starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.3 starbase_shipyard_build_speed_mult = -0.3
} }
leader_class = { leader_class = { official }
governor
}
initial = no initial = no
randomized = no randomized = no
} }
@@ -38,13 +143,13 @@ RG_leader_trait_ruler_gray = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = governor CLASS = official
ICON = "GFX_leader_trait_legendary_spiritualist_two" ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon RARITY = paragon
COUNCIL = yes COUNCIL = yes
TIER = none TIER = none
} }
councilor_trait = yes # forced_councilor_trait = yes
triggered_self_modifier = { triggered_self_modifier = {
potential = { potential = {
is_councilor = yes is_councilor = yes
@@ -55,9 +160,9 @@ RG_leader_trait_ruler_gray = {
} }
} }
} }
leader_skill_levels = 1 # leader_skill_levels = 1
leaders_upkeep_mult = 0.1 leaders_upkeep_mult = 0.1
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_self_modifier = { triggered_self_modifier = {
potential = { potential = {
@@ -73,9 +178,9 @@ RG_leader_trait_ruler_gray = {
} }
} }
} }
leader_skill_levels = 1 # leader_skill_levels = 1
leaders_upkeep_mult = 0.15 leaders_upkeep_mult = 0.15
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_self_modifier = { triggered_self_modifier = {
potential = { potential = {
@@ -87,13 +192,13 @@ RG_leader_trait_ruler_gray = {
} }
} }
} }
leader_skill_levels = 1 # leader_skill_levels = 1
leaders_upkeep_mult = 0.2 leaders_upkeep_mult = 0.2
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_modifier = { triggered_councilor_modifier = {
potential = { potential = {
is_councilor = yes # is_councilor = yes
owner = { owner = {
check_variable = { check_variable = {
which = rg_gray_level which = rg_gray_level
@@ -103,11 +208,11 @@ RG_leader_trait_ruler_gray = {
} }
# country_energy_produces_mult = -0.02 # country_energy_produces_mult = -0.02
planet_stability_add = -1 planet_stability_add = -1
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_modifier = { triggered_councilor_modifier = {
potential = { potential = {
is_councilor = yes # is_councilor = yes
owner = { owner = {
check_variable = { check_variable = {
which = rg_gray_level which = rg_gray_level
@@ -121,11 +226,11 @@ RG_leader_trait_ruler_gray = {
} }
# country_energy_produces_mult = -0.03 # country_energy_produces_mult = -0.03
planet_stability_add = -1.5 planet_stability_add = -1.5
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_modifier = { triggered_councilor_modifier = {
potential = { potential = {
is_councilor = yes # is_councilor = yes
owner = { owner = {
check_variable = { check_variable = {
which = rg_gray_level which = rg_gray_level
@@ -135,9 +240,9 @@ RG_leader_trait_ruler_gray = {
} }
# country_energy_produces_mult = -0.04 # country_energy_produces_mult = -0.04
planet_stability_add = -2 planet_stability_add = -2
mult = owner.rg_gray_level mult = trigger:has_skill
} }
triggered_modifier = { triggered_councilor_modifier = {
potential = { potential = {
always = yes always = yes
} }
@@ -150,11 +255,9 @@ RG_leader_trait_ruler_gray = {
megastructure_build_speed_mult = 0.1 megastructure_build_speed_mult = 0.1
country_unity_produces_mult = 0.05 country_unity_produces_mult = 0.05
country_base_influence_produces_add = 1 country_base_influence_produces_add = 1
mult = owner.rg_gray_level mult = trigger:has_skill
}
leader_class = {
governor
} }
leader_class = { official }
initial = no initial = no
randomized = no randomized = no
} }
@@ -164,26 +267,36 @@ RG_leader_trait_admiral_gray_1 = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { fleet_modifier = {
ship_armor_mult = 1 ship_armor_mult = 1
ship_hull_mult = 1 ship_hull_mult = 1
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1 ship_hull_regen_add_perc = 1
ship_armor_regen_add_perc = 1 ship_armor_regen_add_perc = 1
} }
leader_class = { army_modifier = {
admiral army_collateral_damage_mult = 0.05
army_disengage_chance_mult = 0.3
army_health = 0.15
} }
leader_class = { commander }
initial = no initial = no
randomized = no randomized = no
} }
@@ -193,26 +306,36 @@ RG_leader_trait_admiral_gray_2 = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { fleet_modifier = {
ship_armor_mult = 2 ship_armor_mult = 2
ship_hull_mult = 2 ship_hull_mult = 2
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2 ship_hull_regen_add_perc = 2
ship_armor_regen_add_perc = 2 ship_armor_regen_add_perc = 2
} }
leader_class = { army_modifier = {
admiral army_collateral_damage_mult = 0.1
army_disengage_chance_mult = 0.4
army_health = 0.25
} }
leader_class = { commander }
initial = no initial = no
randomized = no randomized = no
} }
@@ -222,52 +345,67 @@ RG_leader_trait_admiral_gray = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one" ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = { self_modifier = {
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
immortal_leaders = yes immortal_leaders = yes
modifier = { fleet_modifier = {
ship_armor_mult = 3.5 ship_armor_mult = 3.5
ship_hull_mult = 3.5 ship_hull_mult = 3.5
ships_upkeep_mult = -0.4 ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 5 ship_hull_regen_add_perc = 5
ship_armor_regen_add_perc = 5 ship_armor_regen_add_perc = 5
} }
leader_class = { army_modifier = {
admiral army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.5
army_health = 0.35
} }
leader_class = { commander }
initial = no initial = no
randomized = no randomized = no
} }
RG_leader_trait_admiral_nanorebuild_gray = { RG_leader_trait_admiral_nanorebuild_gray = {
#3级舰长默认
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_nanorebuild" ICON = "GFX_leader_trait_nanorebuild"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect
modifier = { fleet_modifier = {
ship_armor_mult = 0.5 ship_armor_mult = 0.5
ship_hull_mult = 0.5 ship_hull_mult = 0.5
ships_upkeep_mult = -0.1 ships_upkeep_mult = -0.1
ship_hull_regen_add_perc = 0.5 ship_hull_regen_add_perc = 0.5
ship_armor_regen_add_perc = 0.5 ship_armor_regen_add_perc = 0.5
} }
leader_class = { triggered_army_modifier = {
admiral potential = {
always = yes
}
army_damage_mult = 0.05
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
} }
leader_class = { commander }
initial = no initial = no
randomized = no randomized = no
} }
@@ -283,84 +421,90 @@ RG_leader_trait_scientist_gray = {
COUNCIL = no COUNCIL = no
TIER = none TIER = none
} }
self_modifier = { triggered_self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
all_technology_research_speed = 0.5
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1
ship_windup_mult = -1
ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1
}
leader_class = {
scientist
}
initial = no
randomized = no
}
RG_leader_trait_general_gray = {
#将军特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = general
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
modifier = {
army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.5
army_health = 0.35
}
leader_class = {
general
}
initial = no
randomized = no
}
RG_leader_trait_general_gray_skill = {
destiny_trait = yes
inline_script = {
script = trait/icon_psionic
CLASS = general
ICON = "GFX_leader_trait_supreme_warrior"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
triggered_modifier = {
potential = { potential = {
always = yes always = yes
} }
army_damage_mult = 0.05 leader_skill_levels = 1
army_health = 0.05 mult = trigger:has_skill
mult = owner.rg_general_skill_combat_daypassed_variable
} }
leader_class = { self_modifier = {
general species_leader_exp_gain = 1
} }
immortal_leaders = yes
councilor_modifier = {
all_technology_research_speed = 0.5
}
modifier = {
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1
# ship_windup_mult = -1
# ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1
}
leader_class = { scientist }
initial = no initial = no
randomized = no randomized = no
destiny_background_icon = "GFX_leader_background_destiny_1"
} }
# RG_leader_trait_general_gray = {
# #将军特质
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = general
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# self_modifier = {
# species_leader_exp_gain = 1
# }
# immortal_leaders = yes
# modifier = {
# army_collateral_damage_mult = 0.15
# army_disengage_chance_mult = 0.5
# army_health = 0.35
# }
# leader_class = {
# general
# }
# initial = no
# randomized = no
# }
# 与舰长技能合并,弃用
# RG_leader_trait_general_gray_skill = {
# destiny_trait = yes
# inline_script = {
# script = trait/icon_psionic
# CLASS = commander
# ICON = "GFX_leader_trait_supreme_warrior"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
# triggered_army_modifier = {
# potential = {
# always = yes
# }
# army_damage_mult = 0.05
# army_health = 0.05
# mult = owner.rg_general_skill_combat_daypassed_variable
# }
# leader_class = { commander }
# initial = no
# randomized = no
# destiny_background_icon = "GFX_leader_background_destiny_1"
# }
RG_leader_trait_admiral_fake_dragon = { RG_leader_trait_admiral_fake_dragon = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_adaptable" ICON = "GFX_leader_trait_adaptable"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
@@ -370,14 +514,12 @@ RG_leader_trait_admiral_fake_dragon = {
# 不知道什么时候专属特质加100%经验率已经变成国际公约力 # 不知道什么时候专属特质加100%经验率已经变成国际公约力
species_leader_exp_gain = 1 species_leader_exp_gain = 1
} }
modifier = { fleet_modifier = {
ship_armor_mult = 0.3 ship_armor_mult = 0.3
ship_hull_mult = 0.2 ship_hull_mult = 0.2
ship_weapon_damage = 0.2 ship_weapon_damage = 0.2
} }
leader_class = { leader_class = { commander }
admiral
}
initial = no initial = no
randomized = no randomized = no
} }
@@ -386,7 +528,7 @@ RG_leader_trait_admiral_timed_life = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_ethereal" ICON = "GFX_leader_trait_ethereal"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
@@ -420,9 +562,7 @@ RG_leader_trait_admiral_timed_life = {
ship_weapon_damage = 10 ship_weapon_damage = 10
custom_tooltip_with_modifiers = rg_timed_life_millennium custom_tooltip_with_modifiers = rg_timed_life_millennium
} }
leader_class = { leader_class = { commander }
admiral
}
initial = no initial = no
randomized = no randomized = no
} }
@@ -431,7 +571,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
cost = 0 cost = 0
inline_script = { inline_script = {
script = trait/icon_psionic script = trait/icon_psionic
CLASS = admiral CLASS = commander
ICON = "GFX_leader_trait_ethereal" ICON = "GFX_leader_trait_ethereal"
RARITY = paragon RARITY = paragon
COUNCIL = no COUNCIL = no
@@ -466,9 +606,7 @@ RG_leader_trait_admiral_born_tobe_dragon = {
ship_weapon_damage = 0.01 ship_weapon_damage = 0.01
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
} }
leader_class = { leader_class = { commander }
admiral
}
initial = no initial = no
randomized = no randomized = no
} }

View File

@@ -1,387 +1,387 @@
leader_trait_wg_gray_affection = { # leader_trait_wg_gray_affection = {
cost = 0 # cost = 0
inline_script = { # inline_script = {
script = trait/wg_new_leader_affection_trait # script = trait/wg_new_leader_affection_trait
LEADER_TYPE = wg_gray # LEADER_TYPE = wg_gray
} # }
#governor # #official
triggered_modifier = { # triggered_modifier = {
# lv2 # # lv2
potential = { # potential = {
leader_class = governor # leader_class = official
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv2 # value >= wg_leader_affection_to_lv2
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv3 # value < wg_leader_affection_to_lv3
} # }
} # }
planet_district_city_build_speed_mult = 0.2 # planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2 # planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2 # planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2 # planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100 # planet_districts_minerals_cost_add = -100
planet_stability_add = 5 # planet_stability_add = 5
} # }
triggered_modifier = { # triggered_modifier = {
# lv3 # # lv3
potential = { # potential = {
leader_class = governor # leader_class = official
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv3 # value >= wg_leader_affection_to_lv3
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv4 # value < wg_leader_affection_to_lv4
} # }
} # }
planet_researchers_physics_research_produces_mult = 0.04 # planet_researchers_physics_research_produces_mult = 0.04
planet_researchers_society_research_produces_mult = 0.04 # planet_researchers_society_research_produces_mult = 0.04
planet_researchers_engineering_research_produces_mult = 0.04 # planet_researchers_engineering_research_produces_mult = 0.04
planet_district_city_build_speed_mult = 0.2 # planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2 # planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2 # planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2 # planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100 # planet_districts_minerals_cost_add = -100
planet_stability_add = 5 # planet_stability_add = 5
} # }
triggered_modifier = { # triggered_modifier = {
# lv4 # # lv4
potential = { # potential = {
leader_class = governor # leader_class = official
if = { # if = {
limit = { # limit = {
has_leader_flag = married # has_leader_flag = married
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv5 # value < wg_leader_affection_to_lv5
} # }
} # }
else = { # else = {
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
} # }
} # }
planet_researchers_physics_research_produces_mult = 0.08 # planet_researchers_physics_research_produces_mult = 0.08
planet_researchers_society_research_produces_mult = 0.08 # planet_researchers_society_research_produces_mult = 0.08
planet_researchers_engineering_research_produces_mult = 0.08 # planet_researchers_engineering_research_produces_mult = 0.08
planet_district_city_build_speed_mult = 0.2 # planet_district_city_build_speed_mult = 0.2
planet_district_generator_build_speed_mult = 0.2 # planet_district_generator_build_speed_mult = 0.2
planet_district_farming_build_speed_mult = 0.2 # planet_district_farming_build_speed_mult = 0.2
planet_district_mining_build_speed_mult = 0.2 # planet_district_mining_build_speed_mult = 0.2
planet_districts_minerals_cost_add = -100 # planet_districts_minerals_cost_add = -100
planet_stability_add = 5 # planet_stability_add = 5
} # }
triggered_modifier = { # triggered_modifier = {
# lv5 # # lv5
potential = { # potential = {
leader_class = governor # leader_class = official
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv5 # value >= wg_leader_affection_to_lv5
} # }
has_leader_flag = married # has_leader_flag = married
} # }
planet_researchers_physics_research_produces_mult = 0.15 # planet_researchers_physics_research_produces_mult = 0.15
planet_researchers_society_research_produces_mult = 0.15 # planet_researchers_society_research_produces_mult = 0.15
planet_researchers_engineering_research_produces_mult = 0.15 # planet_researchers_engineering_research_produces_mult = 0.15
planet_district_city_build_speed_mult = 1 # planet_district_city_build_speed_mult = 1
planet_district_generator_build_speed_mult = 1 # planet_district_generator_build_speed_mult = 1
planet_district_farming_build_speed_mult = 1 # planet_district_farming_build_speed_mult = 1
planet_district_mining_build_speed_mult = 1 # planet_district_mining_build_speed_mult = 1
planet_districts_minerals_cost_add = -150 # planet_districts_minerals_cost_add = -150
planet_stability_add = 5 # planet_stability_add = 5
terraform_speed_mult = 0.3 # terraform_speed_mult = 0.3
planet_decision_enact_speed_mult = 0.15 # planet_decision_enact_speed_mult = 0.15
} # }
#admiral # #admiral
triggered_modifier = { # triggered_modifier = {
# lv2 # # lv2
potential = { # potential = {
leader_class = admiral # leader_class = admiral
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv2 # value >= wg_leader_affection_to_lv2
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv3 # value < wg_leader_affection_to_lv3
} # }
} # }
ship_evasion_add = 5 # ship_evasion_add = 5
ship_tracking_add = 5 # ship_tracking_add = 5
ship_accuracy_add = 5 # ship_accuracy_add = 5
ship_shield_mult = 0.5 # ship_shield_mult = 0.5
ship_hull_mult = 0.5 # ship_hull_mult = 0.5
ship_speed_mult = 0.2 # ship_speed_mult = 0.2
ship_hull_regen_add_static = 10 # ship_hull_regen_add_static = 10
ship_armor_regen_add_static = 10 # ship_armor_regen_add_static = 10
} # }
triggered_modifier = { # triggered_modifier = {
# lv3 # # lv3
potential = { # potential = {
leader_class = admiral # leader_class = admiral
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv3 # value >= wg_leader_affection_to_lv3
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv4 # value < wg_leader_affection_to_lv4
} # }
} # }
ship_evasion_add = 5 # ship_evasion_add = 5
ship_accuracy_add = 5 # ship_accuracy_add = 5
ship_tracking_add = 5 # ship_tracking_add = 5
ship_shield_mult = 1 # ship_shield_mult = 1
ship_hull_mult = 1 # ship_hull_mult = 1
ship_weapon_damage = 0.2 # ship_weapon_damage = 0.2
ship_fire_rate_mult = 0.2 # ship_fire_rate_mult = 0.2
ship_speed_mult = 0.25 # ship_speed_mult = 0.25
ship_hull_regen_add_static = 20 # ship_hull_regen_add_static = 20
ship_armor_regen_add_static = 20 # ship_armor_regen_add_static = 20
} # }
triggered_modifier = { # triggered_modifier = {
# lv4 # # lv4
potential = { # potential = {
leader_class = admiral # leader_class = admiral
if = { # if = {
limit = { # limit = {
has_leader_flag = married # has_leader_flag = married
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv5 # value < wg_leader_affection_to_lv5
} # }
} # }
else = { # else = {
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
} # }
} # }
ship_evasion_add = 10 # ship_evasion_add = 10
ship_accuracy_add = 10 # ship_accuracy_add = 10
ship_tracking_add = 10 # ship_tracking_add = 10
ship_shield_mult = 1.5 # ship_shield_mult = 1.5
ship_hull_mult = 1.5 # ship_hull_mult = 1.5
ship_weapon_damage = 0.4 # ship_weapon_damage = 0.4
ship_fire_rate_mult = 0.4 # ship_fire_rate_mult = 0.4
ship_speed_mult = 0.3 # ship_speed_mult = 0.3
ship_hull_regen_add_static = 30 # ship_hull_regen_add_static = 30
ship_armor_regen_add_static = 30 # ship_armor_regen_add_static = 30
} # }
triggered_modifier = { # triggered_modifier = {
# lv5 # # lv5
potential = { # potential = {
leader_class = admiral # leader_class = admiral
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv5 # value >= wg_leader_affection_to_lv5
} # }
has_leader_flag = married # has_leader_flag = married
} # }
ship_evasion_add = 15 # ship_evasion_add = 15
ship_accuracy_add = 15 # ship_accuracy_add = 15
ship_tracking_add = 15 # ship_tracking_add = 15
ship_shield_mult = 2.5 # ship_shield_mult = 2.5
ship_hull_mult = 2.5 # ship_hull_mult = 2.5
ship_weapon_damage = 0.7 # ship_weapon_damage = 0.7
ship_fire_rate_mult = 0.7 # ship_fire_rate_mult = 0.7
ship_speed_mult = 0.5 # ship_speed_mult = 0.5
ship_hull_regen_add_static = 50 # ship_hull_regen_add_static = 50
ship_armor_regen_add_static = 50 # ship_armor_regen_add_static = 50
} # }
#scientist # #scientist
triggered_modifier = { # triggered_modifier = {
# lv2 # # lv2
potential = { # potential = {
leader_class = scientist # leader_class = scientist
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv2 # value >= wg_leader_affection_to_lv2
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv3 # value < wg_leader_affection_to_lv3
} # }
} # }
science_ship_survey_speed = 0.1 # science_ship_survey_speed = 0.1
ship_anomaly_research_speed_mult = 0.1 # ship_anomaly_research_speed_mult = 0.1
ship_disengage_chance_mult = 0.3 # ship_disengage_chance_mult = 0.3
} # }
triggered_modifier = { # triggered_modifier = {
# lv3 # # lv3
potential = { # potential = {
leader_class = scientist # leader_class = scientist
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv3 # value >= wg_leader_affection_to_lv3
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv4 # value < wg_leader_affection_to_lv4
} # }
} # }
science_ship_survey_speed = 0.2 # science_ship_survey_speed = 0.2
ship_anomaly_research_speed_mult = 0.25 # ship_anomaly_research_speed_mult = 0.25
ship_shield_mult = 0.25 # ship_shield_mult = 0.25
ship_armor_mult = 0.25 # ship_armor_mult = 0.25
ship_disengage_chance_mult = 0.3 # ship_disengage_chance_mult = 0.3
} # }
triggered_modifier = { # triggered_modifier = {
# lv4 # # lv4
potential = { # potential = {
leader_class = scientist # leader_class = scientist
if = { # if = {
limit = { # limit = {
has_leader_flag = married # has_leader_flag = married
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv5 # value < wg_leader_affection_to_lv5
} # }
} # }
else = { # else = {
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
} # }
} # }
science_ship_survey_speed = 0.3 # science_ship_survey_speed = 0.3
ship_anomaly_research_speed_mult = 0.35 # ship_anomaly_research_speed_mult = 0.35
ship_shield_mult = 0.35 # ship_shield_mult = 0.35
ship_armor_mult = 0.35 # ship_armor_mult = 0.35
ship_disengage_chance_mult = 0.35 # ship_disengage_chance_mult = 0.35
ship_anomaly_generation_chance_mult = 0.2 # ship_anomaly_generation_chance_mult = 0.2
} # }
triggered_modifier = { # triggered_modifier = {
# lv5 # # lv5
potential = { # potential = {
leader_class = scientist # leader_class = scientist
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv5 # value >= wg_leader_affection_to_lv5
} # }
has_leader_flag = married # has_leader_flag = married
} # }
science_ship_survey_speed = 0.5 # science_ship_survey_speed = 0.5
ship_anomaly_research_speed_mult = 0.5 # ship_anomaly_research_speed_mult = 0.5
ship_shield_mult = 0.5 # ship_shield_mult = 0.5
ship_armor_mult = 0.5 # ship_armor_mult = 0.5
ship_disengage_chance_mult = 0.5 # ship_disengage_chance_mult = 0.5
ship_anomaly_generation_chance_mult = 0.5 # ship_anomaly_generation_chance_mult = 0.5
} # }
#general # #general
triggered_modifier = { # triggered_modifier = {
# lv2 # # lv2
potential = { # potential = {
leader_class = general # leader_class = general
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv2 # value >= wg_leader_affection_to_lv2
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv3 # value < wg_leader_affection_to_lv3
} # }
} # }
army_experience_gain_mult = 0.1 # army_experience_gain_mult = 0.1
army_morale_damage_mult = 0.1 # army_morale_damage_mult = 0.1
army_disengage_chance_mult = 0.2 # army_disengage_chance_mult = 0.2
} # }
triggered_modifier = { # triggered_modifier = {
# lv3 # # lv3
potential = { # potential = {
leader_class = general # leader_class = general
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv3 # value >= wg_leader_affection_to_lv3
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv4 # value < wg_leader_affection_to_lv4
} # }
} # }
army_experience_gain_mult = 0.25 # army_experience_gain_mult = 0.25
army_morale_damage_mult = 0.25 # army_morale_damage_mult = 0.25
army_disengage_chance_mult = 0.4 # army_disengage_chance_mult = 0.4
armies_upkeep_mult = -0.2 # armies_upkeep_mult = -0.2
army_collateral_damage_mult = -0.15 #"陆军连带伤害" # army_collateral_damage_mult = -0.15 #"陆军连带伤害"
} # }
triggered_modifier = { # triggered_modifier = {
# lv4 # # lv4
potential = { # potential = {
leader_class = general # leader_class = general
if = { # if = {
limit = { # limit = {
has_leader_flag = married # has_leader_flag = married
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
check_variable = { # check_variable = {
which = affection # which = affection
value < wg_leader_affection_to_lv5 # value < wg_leader_affection_to_lv5
} # }
} # }
else = { # else = {
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv4 # value >= wg_leader_affection_to_lv4
} # }
} # }
} # }
army_experience_gain_mult = 0.5 # army_experience_gain_mult = 0.5
army_morale_damage_mult = 0.5 # army_morale_damage_mult = 0.5
army_disengage_chance_mult = 0.6 # army_disengage_chance_mult = 0.6
armies_upkeep_mult = -0.4 # armies_upkeep_mult = -0.4
army_collateral_damage_mult = -0.3 #"陆军连带伤害" # army_collateral_damage_mult = -0.3 #"陆军连带伤害"
} # }
triggered_modifier = { # triggered_modifier = {
# lv5 # # lv5
potential = { # potential = {
leader_class = general # leader_class = general
check_variable = { # check_variable = {
which = affection # which = affection
value >= wg_leader_affection_to_lv5 # value >= wg_leader_affection_to_lv5
} # }
has_leader_flag = married # has_leader_flag = married
} # }
army_experience_gain_mult = 0.8 # army_experience_gain_mult = 0.8
army_morale_damage_mult = 0.8 # army_morale_damage_mult = 0.8
army_disengage_chance_mult = 1 # army_disengage_chance_mult = 1
armies_upkeep_mult = -0.8 # armies_upkeep_mult = -0.8
army_collateral_damage_mult = -0.8 #"陆军连带伤害" # army_collateral_damage_mult = -0.8 #"陆军连带伤害"
} # }
leader_class = { # leader_class = {
governor # official
admiral # admiral
scientist # scientist
general # general
} # }
initial = no # initial = no
randomized = no # randomized = no
notify_on_gained = no # notify_on_gained = no
} # }

View File

@@ -8,5 +8,5 @@ tags={
} }
name="Real Gray" name="Real Gray"
picture="thumbnail.png" picture="thumbnail.png"
supported_version="3.9.*" supported_version="3.10.*"
remote_file_id="2136166095" remote_file_id="2136166095"

View File

@@ -348,7 +348,10 @@ country_event = {
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
NOR = { NOR = {
has_country_flag = gray_constship_active has_country_flag = gray_constship_active
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
has_country_flag = gray_warship_active has_country_flag = gray_warship_active
has_country_flag = gray_army_active has_country_flag = gray_army_active
has_country_flag = gray_reforming has_country_flag = gray_reforming
@@ -388,7 +391,10 @@ country_event = {
} }
} }
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = { NOR = {
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged
@@ -620,7 +626,10 @@ event = {
} }
} }
AND = { AND = {
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOT = { NOT = {
exists = event_target:gray_governor exists = event_target:gray_governor
} }
@@ -636,7 +645,10 @@ event = {
} }
immediate = { immediate = {
event_target:gray_owner = { event_target:gray_owner = {
remove_country_flag = gray_governor_active #总督 OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
} #总督
remove_country_flag = gray_warship_active #旗舰 remove_country_flag = gray_warship_active #旗舰
remove_country_flag = gray_army_active #陆军 remove_country_flag = gray_army_active #陆军
remove_country_flag = gray_constship_active #科舰 remove_country_flag = gray_constship_active #科舰

View File

@@ -388,7 +388,7 @@ planet_event = {
exists = leader exists = leader
leader = { leader = {
#leader #leader
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_admiral_nanorebuild_gray
owner = { owner = {
#country #country
save_event_target_as = attacking_general_country save_event_target_as = attacking_general_country
@@ -452,7 +452,7 @@ country_event = {
exists = leader exists = leader
leader = { leader = {
OR = { OR = {
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_admiral_nanorebuild_gray
} }
} }
} }
@@ -547,7 +547,7 @@ country_event = {
exists = leader exists = leader
leader = { leader = {
OR = { OR = {
has_trait = RG_leader_trait_general_gray_skill has_trait = RG_leader_trait_admiral_nanorebuild_gray
} }
} }
if = { if = {

View File

@@ -35,7 +35,8 @@ country_event = {
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
NOR = { NOR = {
has_country_flag = gray_constship_active has_country_flag = gray_constship_active
has_country_flag = gray_governor_active has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
has_country_flag = gray_warship_active has_country_flag = gray_warship_active
has_country_flag = gray_army_active has_country_flag = gray_army_active
has_country_flag = gray_reforming has_country_flag = gray_reforming
@@ -60,7 +61,10 @@ country_event = {
} }
} }
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = { NOR = {
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged
@@ -232,7 +236,8 @@ country_event = {
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
NOR = { NOR = {
has_country_flag = gray_constship_active has_country_flag = gray_constship_active
has_country_flag = gray_governor_active has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
has_country_flag = gray_warship_active has_country_flag = gray_warship_active
has_country_flag = gray_army_active has_country_flag = gray_army_active
has_country_flag = gray_reforming has_country_flag = gray_reforming
@@ -244,8 +249,9 @@ country_event = {
name = graygoo.500.a name = graygoo.500.a
response_text = graygoo.500.a.response response_text = graygoo.500.a.response
trigger = { trigger = {
NOT = { NOR = {
has_country_flag = gray_governor_active has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
} }
} }
hidden_effect = { hidden_effect = {
@@ -356,7 +362,10 @@ country_event = {
} }
} }
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = { NOR = {
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged

View File

@@ -36,7 +36,8 @@ country_event = {
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
NOR = { NOR = {
has_country_flag = gray_constship_active has_country_flag = gray_constship_active
has_country_flag = gray_governor_active has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
has_country_flag = gray_warship_active has_country_flag = gray_warship_active
has_country_flag = gray_army_active has_country_flag = gray_army_active
has_country_flag = gray_reforming has_country_flag = gray_reforming
@@ -49,8 +50,9 @@ country_event = {
name = graygoo.500.a name = graygoo.500.a
response_text = graygoo.500.a.response response_text = graygoo.500.a.response
trigger = { trigger = {
NOT = { NOR = {
has_country_flag = gray_governor_active has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
} }
} }
allow = { allow = {
@@ -238,7 +240,10 @@ country_event = {
} }
} }
is_same_value = event_target:gray_owner is_same_value = event_target:gray_owner
has_country_flag = gray_governor_active OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = { NOR = {
has_country_flag = gray_reforming has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged has_country_flag = gray_diplomacy_engaged

View File

@@ -1,5 +1,7 @@
namespace = wg_affection namespace = wg_affection
# 3.9引用空事件崩溃问题占位
# 3.10已弃用
country_event = { country_event = {
id = wg_affection.30000 id = wg_affection.30000
title = wg_affection.30000.name title = wg_affection.30000.name

View File

@@ -9,6 +9,8 @@
RG_leader_trait_admiral_gray_2_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?" RG_leader_trait_admiral_gray_2_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?"
RG_leader_trait_governor_gray:0 "§Y纳米机器个体§!" RG_leader_trait_governor_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_governor_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?" RG_leader_trait_governor_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?"
RG_leader_trait_offical_gray:0 "$RG_leader_trait_governor_gray$"
RG_leader_trait_offical_gray_desc:0 "$RG_leader_trait_governor_gray_desc$"
RG_leader_trait_ruler_gray:0 "§Y天选化身§!" RG_leader_trait_ruler_gray:0 "§Y天选化身§!"
RG_leader_trait_ruler_gray_desc:0 "§G$NAME_Gray$会随着领袖等级§!§Y[owner.rg_gray_level]§!§G提升而不断增强力量。§!\n§R当然也会越来越能吃。唔姆你懂的。§!\n§R领袖等级大于10时纳米机器将超频工作额外降低£stability£稳定度。§!\n\n§Y被全体国民所认可可爱又可靠的化身。§!通过授予$NAME_Gray$越来越多的权力和与日俱增的资源倾斜,纳米机器人能够精细调配帝国各项资源产出。然而这种不可持续的发展模式并非没有代价。\n才不是想不出特质名字" RG_leader_trait_ruler_gray_desc:0 "§G$NAME_Gray$会随着领袖等级§!§Y[owner.rg_gray_level]§!§G提升而不断增强力量。§!\n§R当然也会越来越能吃。唔姆你懂的。§!\n§R领袖等级大于10时纳米机器将超频工作额外降低£stability£稳定度。§!\n\n§Y被全体国民所认可可爱又可靠的化身。§!通过授予$NAME_Gray$越来越多的权力和与日俱增的资源倾斜,纳米机器人能够精细调配帝国各项资源产出。然而这种不可持续的发展模式并非没有代价。\n才不是想不出特质名字"
RG_leader_trait_scientist_gray:0 "§Y纳米机器个体§!" RG_leader_trait_scientist_gray:0 "§Y纳米机器个体§!"
@@ -17,10 +19,13 @@
RG_leader_trait_general_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?" RG_leader_trait_general_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?"
RG_leader_trait_general_gray_skill:0 "§Y风暴将至§!" RG_leader_trait_general_gray_skill:0 "§Y风暴将至§!"
RG_leader_trait_general_gray_skill_desc:0 "灰色风暴在L星团中席卷无数纪元。倘若风暴再度到来想必那星球上的人们所看到的景色一定永生难忘吧。" RG_leader_trait_general_gray_skill_desc:0 "灰色风暴在L星团中席卷无数纪元。倘若风暴再度到来想必那星球上的人们所看到的景色一定永生难忘吧。"
RG_leader_trait_tempest_incoming_effect:0 "\n$t$§Y每击杀一个敌军单位§!\n$tt$§G 额外陆军伤害 +5%§!\n§G 额外陆军生命值 +5%§!$t$\n当前BUFF层数§G[owner.rg_general_skill_combat_daypassed_variable]§!£time£\n$tt$§G直接击杀一支敌对陆军的概率增加§!§Y1%§!\n当前概率为§R[owner.rg_general_skill_combat_killed_variable]%§!" RG_leader_trait_tempest_incoming_effect:0 "$ARMY_EFFECTS_TXT$:\n$t$每击杀一支敌对陆军:\n$tt$$MOD_ARMY_DAMAGE_MULT$: §G+5%§!\n$tt$$MOD_ARMY_HEALTH$: §G+5%§!\n$tt$§Y直接击杀一支敌对陆军的概率§!: §G+1%§!\n$t$当前§YBUFF层数§!: §Y[owner.rg_general_skill_combat_daypassed_variable]§!\n$t$当前§Y直接击杀一支敌对陆军的概率§!为: §Y[owner.rg_general_skill_combat_killed_variable]%§!"
RG_leader_trait_admiral_nanorebuild_gray:0 "§Y灰质重塑§!" RG_leader_trait_admiral_nanorebuild_gray:0 "§Y灰质重塑§!"
RG_leader_trait_admiral_nanorebuild_gray_desc:0 "创造与解构,纳米机器席卷之处我们无所不能。" RG_leader_trait_admiral_nanorebuild_gray_desc:0 "灰色风暴在L星团中席卷无数纪元。\n创造与解构,纳米机器席卷之处我们无所不能。"
RG_leader_trait_admiral_nanorebuild_effect:0 "\n$t$§Y每击杀一个敌军单位§!\n$t$§G重组计数器 +1§!\n$t$当前计数器层数§G[owner.rg_nanorebuild_counter]§!\n$tt$§Y该领袖所在舰队损失舰船时消耗1计数器层数立即重塑舰船。灰风母舰无法被该技能重组。§!" RG_leader_trait_admiral_nanorebuild_effect:0 "$FLEET_EFFECTS_TXT$:\n$t$每摧毁一艘敌军舰船:\n$ttY重塑计数器层数§!: §G+1§!\n$t$这位领袖所在舰队损失舰船时:\n$tt$消耗§Y重塑计数器层数§!立即重建舰船。\n$t$当前§Y重塑计数器层数§!: §Y[owner.rg_nanorebuild_counter]§!\n$t$§Y$NAME_Gray$§!无法被该技能重建。\n\n$RG_leader_trait_tempest_incoming_effect$"
RG_leader_trait_ruler_gray_tt:0 "§E随每技能等级提升的效果:§!"
RG_leader_trait_variable_tt:0 "§E随变量层数提升的效果:§!"
SMALL_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!" SMALL_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
MEDIUM_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!" MEDIUM_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
@@ -167,16 +172,16 @@
RG_ABSLUTEFIELD:0 "§R绝对领域§!" RG_ABSLUTEFIELD:0 "§R绝对领域§!"
RG_ABSLUTEFIELD_DESC:0 "§R你不要过来啊啊啊啊§!" RG_ABSLUTEFIELD_DESC:0 "§R你不要过来啊啊啊啊§!"
RG_GrayMotherShip_BEHAVIOR_DESC:0 "§H自由战术§!$NAME_Gray$会听从你的直接指挥,无视一切敌人执行命令。" RG_GrayMotherShip_BEHAVIOR_DESC:0 "§H自由战术:§!$NAME_Gray$会听从你的直接指挥,无视一切敌人执行命令。"
rg_carrier_BEHAVIOR_DESC:0 "§H航母战术§!飞船会停留在超视距§Y400§!),并在战斗开始后尝试后撤。" rg_carrier_BEHAVIOR_DESC:0 "§H航母战术:§!飞船会停留在超视距§Y400§!),并在战斗开始后尝试后撤。"
rg_aura_BEHAVIOR_DESC:0 "§H光环战术§!飞船会停留在超视距§Y600§!),并在战斗开始后尝试后撤。" rg_aura_BEHAVIOR_DESC:0 "§H光环战术:§!飞船会停留在超视距§Y600§!),并在战斗开始后尝试后撤。"
RG_artillery_BEHAVIOR_DESC:0 "§H炮兵战术§!飞船会保持在射程内§Y400§!)开火,并用远距离武器攻击敌人。" RG_artillery_BEHAVIOR_DESC:0 "§H炮兵战术:§!飞船会保持在射程内§Y400§!)开火,并用远距离武器攻击敌人。"
RG_battle_BEHAVIOR_DESC:0 "§H战列战术§!飞船会保持在射程内§Y110§!)开火,并用远距离武器攻击敌人。" RG_battle_BEHAVIOR_DESC:0 "§H战列战术:§!飞船会保持在射程内§Y110§!)开火,并用远距离武器攻击敌人。"
RG_torpedo_BEHAVIOR_DESC:0 "§H雷击战术§!飞船会保持在射程内§Y180§!)开火,并用远距离武器攻击敌人。" RG_torpedo_BEHAVIOR_DESC:0 "§H雷击战术:§!飞船会保持在射程内§Y180§!)开火,并用远距离武器攻击敌人。"
RG_line_BEHAVIOR_DESC:0 "§H线列战术§!飞船会尽可能与敌舰保持近距离§Y50§!),为友军吸收伤害。" RG_line_BEHAVIOR_DESC:0 "§H线列战术:§!飞船会尽可能与敌舰保持近距离§Y50§!),为友军吸收伤害。"
RG_AA_BEHAVIOR_DESC:0 "§H对空战术§!飞船会在远距离§Y150§!)执行舰队防空支援任务,并尝试与敌舰保持距离。" RG_AA_BEHAVIOR_DESC:0 "§H对空战术:§!飞船会在远距离§Y150§!)执行舰队防空支援任务,并尝试与敌舰保持距离。"
RG_COLOSSUS_BEHAVIOR_DESC:0 "§H自由战术§!飞船会听从你的直接指挥,无视一切敌人执行命令。" RG_COLOSSUS_BEHAVIOR_DESC:0 "§H自由战术:§!飞船会听从你的直接指挥,无视一切敌人执行命令。"
RG_icebreak_BEHAVIOR_DESC:0 "§H破冰战术§!飞船会无视一切径直撞向敌舰§Y1§!)!硬碰硬的较量,我们永不沉没。" RG_icebreak_BEHAVIOR_DESC:0 "§H破冰战术:§!飞船会无视一切径直撞向敌舰§Y1§!)!硬碰硬的较量,我们永不沉没。"
RG_COMBAT_COMPUTER_CARRIER:0 "§Y$NAME_Gray$作战计算机-航母战术§!" RG_COMBAT_COMPUTER_CARRIER:0 "§Y$NAME_Gray$作战计算机-航母战术§!"
RG_COMBAT_COMPUTER_CHARGE:0 "§Y$NAME_Gray$作战计算机-线列战术§!" RG_COMBAT_COMPUTER_CHARGE:0 "§Y$NAME_Gray$作战计算机-线列战术§!"
@@ -284,7 +289,7 @@
RG_const_country:0 "$NAME_Gray$-自动工程队" RG_const_country:0 "$NAME_Gray$-自动工程队"
requires_rg_graylevel_higherthan_25:0 "§Y$NAME_Gray$必须达到10级§!" requires_rg_graylevel_higherthan_25:0 "§Y$NAME_Gray$必须达到10级§!"
requires_rg_graylevel_higherthan_20:0 "§Y$NAME_Gray$必须达到20级§!" requires_rg_graylevel_higherthan_20:0 "§Y$NAME_Gray$必须达到20级§!"
requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技§!$tech_juggernaut$" requires_rg_graylevel_higherthan_50:0 "§Y需要前置科技:§!$tech_juggernaut$"
rg_nothing:0 "" rg_nothing:0 ""
rg_nothing_desc:0 "" rg_nothing_desc:0 ""
@@ -328,16 +333,16 @@
RG_CARRIER_RADAR_tool_tip:0 "§H大幅提升舰船开火距离至§!§Y600§H用于修复超出舰载机射程从而不开火的问题。§!" RG_CARRIER_RADAR_tool_tip:0 "§H大幅提升舰船开火距离至§!§Y600§H用于修复超出舰载机射程从而不开火的问题。§!"
RG_FLAK_PHOENIX_tool_tip:0 "§H距离:§! §Y5§!§H以内的敌舰将会使用舰体撞击。“永不沉没”§!" RG_FLAK_PHOENIX_tool_tip:0 "§H距离:§! §Y5§!§H以内的敌舰将会使用舰体撞击。“永不沉没”§!"
RG_AUTOCONST_HANGER_tool_tip:0 "§H自动工程队模块将会在星系探索完成后自动释放工程舰建造哨站。§!" RG_AUTOCONST_HANGER_tool_tip:0 "§H自动工程队模块将会在星系探索完成后自动释放工程舰建造哨站。§!"
RG_PLANET_KILLER_tool_tip:0 "伤害 §Y35000-350000§!\n冷却 §Y30.00£time£§!\n命中 §Y100%§!\n追踪 §Y100%§!\n射程 §Y0§! ~ §Y800§!\n发射扇面 §Y25§!度\n平均伤害 §Y5250.00/£time£§!\n\n§G+100% 船体伤害§!\n§G+100% 护盾伤害§!\n§G+100% 装甲伤害§!\n§G+100% 护盾穿透§!\n§G+100% 装甲穿透§!\n\n该武器依据目标舰船大小的§G100%§!施加额外的倍乘伤害。" RG_PLANET_KILLER_tool_tip:0 "伤害: §Y35000-350000§!\n冷却: §Y30.00£time£§!\n命中: §Y100%§!\n追踪: §Y100%§!\n射程: §Y0§! ~ §Y800§!\n发射扇面: §Y25§!度\n平均伤害: §Y5250.00/£time£§!\n\n§G+100% 船体伤害§!\n§G+100% 护盾伤害§!\n§G+100% 装甲伤害§!\n§G+100% 护盾穿透§!\n§G+100% 装甲穿透§!\n\n该武器依据目标舰船大小的§G100%§!施加额外的倍乘伤害。"
RG_revive_component:0 "§Y「折纸」§!" RG_revive_component:0 "§Y「折纸」§!"
RG_REVIVE_COMPONENT_tooltip:0 "§H据说能够瞬间重组舰船的神奇设备。真想真正的看一眼。§!" RG_REVIVE_COMPONENT_tooltip:0 "§H据说能够瞬间重组舰船的神奇设备。真想真正的看一眼。§!"
RG_CORVETTE_CLOAKING_3:0 "§Y「记忆中的流星」§!" RG_CORVETTE_CLOAKING_3:0 "§Y「记忆中的流星」§!"
RG_CORVETTE_CLOAKING_3_DESC:0 "通过$NAME_Gray$精细的能量输入调控,改装过的隐形场能够保留绝大多数的护盾强度的同时提高隐形场强度。但这种改造却无法量产。" RG_CORVETTE_CLOAKING_3_DESC:0 "通过$NAME_Gray$精细的能量输入调控,改装过的隐形场能够保留绝大多数的护盾强度的同时提高隐形场强度。但这种改造却无法量产。"
RG_CLOAKING_3_TOOLTIP:0 "\n隐形时护盾强度削减 §R-10%§!" RG_CLOAKING_3_TOOLTIP:0 "\n隐形时护盾强度削减: §R-10%§!"
TECH_UNLOCK_RG_CLOAKING_3_TITLE: "§H解锁部件§!$RG_CORVETTE_CLOAKING_3$" TECH_UNLOCK_RG_CLOAKING_3_TITLE: "§H解锁部件:§!$RG_CORVETTE_CLOAKING_3$"
TECH_UNLOCK_RG_CLOAKING_3_DESC: "§H$RG_CORVETTE_CLOAKING_3$§!\n$tech_gray_cloaking_3_desc$" TECH_UNLOCK_RG_CLOAKING_3_DESC: "§H$RG_CORVETTE_CLOAKING_3$§!\n$tech_gray_cloaking_3_desc$"
rg_gray_army_base:0 "§Y自走纳米机器战体§!" rg_gray_army_base:0 "§Y自走纳米机器战体§!"
@@ -354,29 +359,29 @@
RG_leader_trait_admiral_fake_dragon:0 "§Y龙的灵魂§!" RG_leader_trait_admiral_fake_dragon:0 "§Y龙的灵魂§!"
RG_leader_trait_admiral_fake_dragon_desc:0 "迷途的灵魂虽然不是龙,却想要化身为龙。你也是龙,也好。" RG_leader_trait_admiral_fake_dragon_desc:0 "迷途的灵魂虽然不是龙,却想要化身为龙。你也是龙,也好。"
RG_leader_trait_admiral_timed_life:0 "§Y计时的生命§!" RG_leader_trait_admiral_timed_life:0 "§Y计时的生命§!"
RG_leader_trait_admiral_timed_life_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n她是从一次实验中诞生的模拟生命。时间每流逝一个月她就老去一岁。倘若无法找到永生的方法脆弱的灵魂就将落叶归根。" RG_leader_trait_admiral_timed_life_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!:\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n她是从一次实验中诞生的模拟生命。时间每流逝一个月她就老去一岁。倘若无法找到永生的方法脆弱的灵魂就将落叶归根。"
RG_leader_trait_admiral_born_tobe_dragon:0 "§Y羽化成龙§!" RG_leader_trait_admiral_born_tobe_dragon:0 "§Y羽化成龙§!"
RG_leader_trait_admiral_born_tobe_dragon_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。" RG_leader_trait_admiral_born_tobe_dragon_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!:\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。"
rg_fake_dragon_desc:0 "模拟龙是在$NAME_Gray$的神秘实验中诞生的模拟生命。虽然由纳米机器组成但却无法自主控制这些纳米机器。随着纳米机器失去维护能力,模拟龙的未来也变得愈加扑朔迷离。" rg_fake_dragon_desc:0 "模拟龙是在$NAME_Gray$的神秘实验中诞生的模拟生命。虽然由纳米机器组成但却无法自主控制这些纳米机器。随着纳米机器失去维护能力,模拟龙的未来也变得愈加扑朔迷离。"
rg_timed_life_millennium:0 "§R千年魂环§!模拟龙已经一千岁了~恭喜你。然而什么都没有发生!" rg_timed_life_millennium:0 "§R千年魂环§!:模拟龙已经一千岁了~恭喜你。然而什么都没有发生!"
rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~" rg_timed_life_millennium_reborn:0 "§Y发光的§!§R千年魂环§!:模拟龙已经一千岁了~§R你是怎么做到的难道一千年真的如此短暂吗§!\n你获得了§R废物认证§!~"
RG_sim_dragon_species:0 "伪装的龙" RG_sim_dragon_species:0 "伪装的龙"
RG_SIMULATION_DRAGON_SPECIES:0 "伪装的龙" RG_SIMULATION_DRAGON_SPECIES:0 "伪装的龙"
MESSAGE_KOGASA_VIRUS_EXTERMINATED:0 "§R检测到伞病毒威胁§!" MESSAGE_KOGASA_VIRUS_EXTERMINATED:0 "§R检测到伞病毒威胁§!"
rg_kogasa_exterminated_desc:0 "守护进程检测到$NAME_Gray$人格完整性遭到篡改,污染目标已被净化,处理方案无害化处理。" rg_kogasa_exterminated_desc:0 "守护进程检测到$NAME_Gray$人格完整性遭到篡改,污染目标已被净化,处理方案:无害化处理。"
situation_rg_gray_mod1:0 "§Y$NAME_Gray$改造工程§!" situation_rg_gray_mod1:0 "§Y$NAME_Gray$改造工程§!"
situation_rg_gray_mod1_desc:0 "由于L星团资源太缺乏$NAME_Gray$的舰体已经很久没有维护了。通过调集足够的资源$NAME_Gray$能够将母舰状态恢复到完全体。为了执行这项计划,$NAME_Gray$需要我们的工程团队的帮助。\n§R切换$NAME_Gray$形态将会导致计划失败。§!" situation_rg_gray_mod1_desc:0 "由于L星团资源太缺乏$NAME_Gray$的舰体已经很久没有维护了。通过调集足够的资源$NAME_Gray$能够将母舰状态恢复到完全体。为了执行这项计划,$NAME_Gray$需要我们的工程团队的帮助。\n§R切换$NAME_Gray$形态将会导致计划失败。§!"
situation_rg_gray_mod1_stage_1:0 "§Y第一阶段基本舰体修复阶段§!" situation_rg_gray_mod1_stage_1:0 "§Y第一阶段:基本舰体修复阶段§!"
situation_rg_gray_mod1_stage_2:0 "§Y第二阶段武器载点重构阶段§!" situation_rg_gray_mod1_stage_2:0 "§Y第二阶段:武器载点重构阶段§!"
situation_rg_gray_mod1_stage_3:0 "§Y第三阶段可行性验证阶段§!" situation_rg_gray_mod1_stage_3:0 "§Y第三阶段:可行性验证阶段§!"
situation_rg_gray_mod1_stage_4:0 "§Y第四阶段歼星武器设计阶段§!" situation_rg_gray_mod1_stage_4:0 "§Y第四阶段:歼星武器设计阶段§!"
situation_rg_gray_mod1_stage_5:0 "§Y第五阶段全舰纳米化设计阶段§!" situation_rg_gray_mod1_stage_5:0 "§Y第五阶段:全舰纳米化设计阶段§!"
situation_rg_gray_mod1_stage_6:0 "§Y第六阶段最终试航阶段§!" situation_rg_gray_mod1_stage_6:0 "§Y第六阶段:最终试航阶段§!"
situation_rg_gray_mod1_stage_1_tooltip:0 "$rg_story.23.desc$" situation_rg_gray_mod1_stage_1_tooltip:0 "$rg_story.23.desc$"
situation_rg_gray_mod1_stage_2_tooltip:0 "$rg_story.24.desc$" situation_rg_gray_mod1_stage_2_tooltip:0 "$rg_story.24.desc$"
@@ -411,20 +416,20 @@
situation_rg_gray_mod2:0 "§Y$NAME_Gray$旗舰改造工程§!" situation_rg_gray_mod2:0 "§Y$NAME_Gray$旗舰改造工程§!"
situation_rg_gray_mod2_desc:0 "我们的科学家相信,随着我们对$NAME_Gray$舰体和科技的研究成果的积累,我们能够设计一种巨型的旗舰舰体。如果取得成功,$NAME_Gray$母舰将获得足以匹敌堕落帝国的战斗力。为了这项伟大的项目,我们需要调集巨量的资源。一旦资源准备妥当,项目可以立即开始\n§H这是一项长期工程因此切换$NAME_Gray$形态不会导致计划失败。§!" situation_rg_gray_mod2_desc:0 "我们的科学家相信,随着我们对$NAME_Gray$舰体和科技的研究成果的积累,我们能够设计一种巨型的旗舰舰体。如果取得成功,$NAME_Gray$母舰将获得足以匹敌堕落帝国的战斗力。为了这项伟大的项目,我们需要调集巨量的资源。一旦资源准备妥当,项目可以立即开始\n§H这是一项长期工程因此切换$NAME_Gray$形态不会导致计划失败。§!"
situation_rg_gray_mod2_stage_1:0 "§Y第一阶段基本力学验证阶段§!" situation_rg_gray_mod2_stage_1:0 "§Y第一阶段:基本力学验证阶段§!"
situation_rg_gray_mod2_stage_2:0 "§Y第二阶段纳米构成研究阶段§!" situation_rg_gray_mod2_stage_2:0 "§Y第二阶段:纳米构成研究阶段§!"
situation_rg_gray_mod2_stage_3:0 "§Y第三阶段工程场地建设阶段§!" situation_rg_gray_mod2_stage_3:0 "§Y第三阶段:工程场地建设阶段§!"
situation_rg_gray_mod2_stage_4:0 "§Y第四阶段反应堆稳定研究阶段§!" situation_rg_gray_mod2_stage_4:0 "§Y第四阶段:反应堆稳定研究阶段§!"
situation_rg_gray_mod2_stage_5:0 "§Y第五阶段主武器载点设计阶段§!" situation_rg_gray_mod2_stage_5:0 "§Y第五阶段:主武器载点设计阶段§!"
situation_rg_gray_mod2_stage_6:0 "§Y第六阶段舱室布局设计阶段§!" situation_rg_gray_mod2_stage_6:0 "§Y第六阶段:舱室布局设计阶段§!"
situation_rg_gray_mod2_stage_7:0 "§Y第七阶段舰体龙骨铺设阶段§!" situation_rg_gray_mod2_stage_7:0 "§Y第七阶段:舰体龙骨铺设阶段§!"
situation_rg_gray_mod2_stage_8:0 "§Y第八阶段舰体主结构铺设阶段§!" situation_rg_gray_mod2_stage_8:0 "§Y第八阶段:舰体主结构铺设阶段§!"
situation_rg_gray_mod2_stage_9:0 "§Y第九阶段超空间引擎验证阶段§!" situation_rg_gray_mod2_stage_9:0 "§Y第九阶段:超空间引擎验证阶段§!"
situation_rg_gray_mod2_stage_10:0 "§Y第十阶段子系统吊装阶段§!" situation_rg_gray_mod2_stage_10:0 "§Y第十阶段:子系统吊装阶段§!"
situation_rg_gray_mod2_stage_11:0 "§Y第十一阶段全舰纳米化设计阶段§!" situation_rg_gray_mod2_stage_11:0 "§Y第十一阶段:全舰纳米化设计阶段§!"
situation_rg_gray_mod2_stage_12:0 "§Y第十二阶段最终试航阶段§!" situation_rg_gray_mod2_stage_12:0 "§Y第十二阶段:最终试航阶段§!"
situation_rg_gray_mod2_stage_13:0 "§Y第十三阶段居住区划设计阶段§!" situation_rg_gray_mod2_stage_13:0 "§Y第十三阶段:居住区划设计阶段§!"
situation_rg_gray_mod2_stage_14:0 "§Y第十四阶段主宰船坞铺设阶段§!" situation_rg_gray_mod2_stage_14:0 "§Y第十四阶段:主宰船坞铺设阶段§!"
situation_rg_gray_mod2_stage_1_tooltip:0 "$rg_story.30.desc$" situation_rg_gray_mod2_stage_1_tooltip:0 "$rg_story.30.desc$"
situation_rg_gray_mod2_stage_2_tooltip:0 "$rg_story.31.desc$" situation_rg_gray_mod2_stage_2_tooltip:0 "$rg_story.31.desc$"