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Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
9f895b4a32 添加赤字情况及相关静态修饰符,调整工作区路径 2024-09-22 18:11:19 +08:00
ProjectKoi-Kalo\Kalo
b197c19e49 Changes 笨蛋光环回滚 特质纳米维护费 2024-09-22 17:48:35 +08:00
ProjectKoi-Kalo\Kalo
878bdfc2c3 Changes 笨蛋光环回滚 特质纳米维护费 2024-09-22 17:48:22 +08:00
7 changed files with 432 additions and 84 deletions
common
component_templates
inline_scripts/pop_categories
script_values
situations
static_modifiers
localisation/simp_chinese
realgray-stellaris-mod.code-workspace

@ -2038,43 +2038,43 @@ weapon_component_template = {
tags = {
weapon_type_rg_halo
}
# friendly_aura = {
# name = "RG_ANTIBAKAHALO"
# radius = @shipAuraRange
# apply_on = ships
# stack_info = {
# #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
# id = friendly_BAKAHALO
# priority = 233
# }
# modifier = {
# ship_shield_mult = -0.1
# ship_speed_mult = -0.1
# ship_armor_mult = -0.1
# ship_hull_mult = -0.1
# ship_shield_hardening_add = 1
# ship_armor_hardening_add = 1
# ship_shield_penetration_mult = 1
# ship_armor_penetration_mult = 1
# ship_weapon_range_mult = -0.1
# ship_tracking_add = -10
# ship_engagement_range_mult = -0.1
# ship_disengage_chance_mult = -0.1
# ship_ftl_jumpdrive_range_mult = -0.1
# ship_windup_mult = 0.1
# ship_jumpdrive_cooldown_mult = 0.1
# }
# graphics = {
# area_effect = {
# entity = "circle_area_entity"
# dynamic_scale = yes
# }
# ship_effect = {
# entity = "ship_aura_positive_entity"
# dynamic_scale = no
# }
# }
# }
friendly_aura = {
name = "RG_ANTIBAKAHALO"
radius = @shipAuraRange
apply_on = ships
stack_info = {
#A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
id = friendly_BAKAHALO
priority = 233
}
modifier = {
ship_shield_mult = -0.1
ship_speed_mult = -0.1
ship_armor_mult = -0.1
ship_hull_mult = -0.1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
ship_shield_penetration_mult = 1
ship_armor_penetration_mult = 1
ship_weapon_range_mult = -0.1
ship_tracking_add = -10
ship_engagement_range_mult = -0.1
ship_disengage_chance_mult = -0.1
ship_ftl_jumpdrive_range_mult = -0.1
ship_windup_mult = 0.1
ship_jumpdrive_cooldown_mult = 0.1
}
graphics = {
area_effect = {
entity = "circle_area_entity"
dynamic_scale = yes
}
ship_effect = {
entity = "ship_aura_positive_entity"
dynamic_scale = no
}
}
}
hull_damage = 0
shield_penetration = 0
shield_damage = 0
@ -2124,51 +2124,51 @@ weapon_component_template = {
tags = {
weapon_type_rg_halo
}
# hostile_aura = {
# name = "RG_BAKAHALO"
# radius = @shipAuraRange
# apply_on = ships
# stack_info = {
# id = hostile_BAKAHALO
# priority = 233
# }
# modifier = {
# ship_shield_mult = -0.1
# ship_speed_mult = -0.1
# ship_armor_mult = -0.1
# ship_hull_mult = -0.1
# ship_shield_hardening_add = -1
# ship_armor_hardening_add = -1
# ship_shield_penetration_mult = -1
# ship_armor_penetration_mult = -1
# ship_weapon_range_mult = -0.1
# ship_tracking_add = -10
# ship_engagement_range_mult = -0.1
# ship_disengage_chance_mult = -0.1
# ship_ftl_jumpdrive_range_mult = -0.1
# ship_windup_mult = 1
# ship_jumpdrive_cooldown_mult = 1
# }
# damage_per_day = {
# accuracy = 0.5
# damage = {
# min = 96
# max = 192
# }
# shield_penetration = 1
# armor_penetration = 1
# }
# graphics = {
# area_effect = {
# entity = "circle_area_entity"
# dynamic_scale = yes
# }
# ship_effect = {
# entity = "ship_aura_negative_entity"
# dynamic_scale = no
# }
# }
# }
hostile_aura = {
name = "RG_BAKAHALO"
radius = @shipAuraRange
apply_on = ships
stack_info = {
id = hostile_BAKAHALO
priority = 233
}
modifier = {
ship_shield_mult = -0.1
ship_speed_mult = -0.1
ship_armor_mult = -0.1
ship_hull_mult = -0.1
ship_shield_hardening_add = -1
ship_armor_hardening_add = -1
ship_shield_penetration_mult = -1
ship_armor_penetration_mult = -1
ship_weapon_range_mult = -0.1
ship_tracking_add = -10
ship_engagement_range_mult = -0.1
ship_disengage_chance_mult = -0.1
ship_ftl_jumpdrive_range_mult = -0.1
ship_windup_mult = 1
ship_jumpdrive_cooldown_mult = 1
}
damage_per_day = {
accuracy = 0.5
damage = {
min = 96
max = 192
}
shield_penetration = 1
armor_penetration = 1
}
graphics = {
area_effect = {
entity = "circle_area_entity"
dynamic_scale = yes
}
ship_effect = {
entity = "ship_aura_negative_entity"
dynamic_scale = no
}
}
}
hull_damage = 0
shield_penetration = 0
shield_damage = 0

@ -0,0 +1,138 @@
produces = {
trigger = {
OR = {
has_trait = rg_machine_maid_trait
}
}
nanites = -0.1
multiplier = value:rg_maid_trait_mult
}
# vanilla
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_scintillating
has_trait = trait_advanced_scintillating
}
}
rare_crystals = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_gaseous_byproducts
has_trait = trait_advanced_gaseous_byproducts
}
}
exotic_gases = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_volatile_excretions
has_trait = trait_advanced_volatile_excretions
}
}
volatile_motes = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_notofthisworld
has_trait = trait_robot_notofthisworld
has_trait = trait_exd
}
}
physics_research = 0.5
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = astralnomical_interest_modifier
}
is_enslaved = no
is_robot_pop = no
}
physics_research = 1
}
produces = {
trigger = {
has_trait = trait_cybernetic
exists = owner
owner = {
has_country_flag = driven_neural_chorus
}
}
unity = 0.1
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_1
}
}
volatile_motes = 0.02
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_2
}
}
volatile_motes = 0.04
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_3
}
}
volatile_motes = 0.06
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_1
}
}
rare_crystals = 0.02
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_2
}
}
rare_crystals = 0.04
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_3
}
}
rare_crystals = 0.06
}

@ -12,3 +12,14 @@ rg_count_maid = {
}
# max = 20
}
rg_maid_trait_mult = {
base = 3
# modifier = {
# add = 0.5
# planet = {
# has_deposit = d_lithoid_crater
# }
# }
}

@ -0,0 +1,192 @@
situation_nanties_deficit = {
picture = GFX_evt_deficit
category = negative
fail_icon = GFX_situation_outcome_meh
fail_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_bankrupcy
complete_icon_frame = GFX_situation_outcome_frame_red
on_start = {
set_situation_flag = deficit_situation
owner = {
country_event = { id = advisor.20 days = 10 random = 20 }
save_event_target_as = kaleidoscope_new_owner
}
random_playable_country = {
limit = {
has_country_flag = gave_kaleidoscope_to@owner
}
country_event = { id = situation.2025 days = 10 random = 20 }
}
}
on_abort = {
owner = {
add_resource = {
energy = @bailout_basic_base_amount
mult = value:bailout_scaling_factor
}
}
}
start_value = 15
on_monthly = {
random_events = {
80 = 0
20 = origin.4170 # Payback | MSI helping you
}
}
stages = {
deficit_first = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_red
end = 25
modifier = {
planet_researchers_physics_research_produces_add = -0.5
planet_researchers_society_research_produces_add = -0.5
planet_researchers_engineering_research_produces_add = -0.5
diplo_weight_economy_mult = -0.1
planet_pop_assembly_reduction = 0.1
ship_disengage_chance_mult = -0.1
ship_weapon_damage = -0.20
ship_speed_mult = -0.20
}
}
deficit_second = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_red
end = 50
modifier = {
planet_researchers_physics_research_produces_add = -1
planet_researchers_society_research_produces_add = -1
planet_researchers_engineering_research_produces_add = -1
diplo_weight_economy_mult = -0.2
planet_pop_assembly_reduction = 0.2
ship_disengage_chance_mult = -0.25
ship_weapon_damage = -0.40
ship_speed_mult = -0.40
}
}
deficit_third = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_red
end = 75
modifier = {
planet_researchers_physics_research_produces_add = -1.5
planet_researchers_society_research_produces_add = -1.5
planet_researchers_engineering_research_produces_add = -1.5
diplo_weight_economy_mult = -0.33
planet_pop_assembly_reduction = 0.33
ship_disengage_chance_mult = -0.50
ship_weapon_damage = -0.60
ship_speed_mult = -0.60
}
}
deficit_fourth = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_red
end = 100
on_first_enter = {
situation_event = { id = deficit.100 }
}
modifier = {
planet_researchers_physics_research_produces_add = -2
planet_researchers_society_research_produces_add = -2
planet_researchers_engineering_research_produces_add = -2
diplo_weight_economy_mult = -0.5
planet_pop_assembly_reduction = 0.5
ship_disengage_chance_mult = -0.75
planet_jobs_produces_mult = -0.1
ship_weapon_damage = -0.8
ship_speed_mult = -0.8
}
}
}
on_progress_complete = {
country_defaulted_in_situation_tooltip = yes
hidden_effect = {
situation_event = { id = deficit.110 }
}
}
on_fail = {
custom_tooltip = deficit_situation_finish_tooltip
hidden_effect = { destroy_situation = this }
}
monthly_progress = {
base = 0
modifier = {
add = value:deficit_situation_progress_value|RESOURCE|energy|
desc = string_expenditures_greater_than_income_energy
owner = { has_actual_deficit = { RESOURCE = energy } }
}
modifier = {
subtract = 5
desc = string_not_in_deficit_energy
owner = {
resource_income_compare = {
resource = energy
value >= 0
}
}
}
modifier = {
subtract = 1
desc = string_resource_reserves_energy
owner = {
has_negative_income_with_stockpile = { RESOURCE = energy }
}
}
modifier = {
desc = civilian_difficulty
mult = 0.1
situation_monthly_progress > 0
is_difficulty = 0
owner = {
is_ai = no
}
}
modifier = {
desc = cadet_difficulty
mult = 0.5
situation_monthly_progress > 0
is_difficulty = 1
owner = {
is_ai = no
}
}
}
approach = {
name = deficit_approach_do_nothing
icon = GFX_situation_approach_this_is_fine
icon_background = GFX_situation_approach_bg_yellow
default = yes
on_select = {
custom_tooltip = deficit_approach_do_nothing_tooltip
}
ai_weight = {
base = 1
}
}
approach = {
name = deficit_approach_cut_science_investment
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
modifier = {
planet_researchers_produces_mult = -0.5
planet_buildings_energy_upkeep_mult = -0.2
}
ai_weight = {
base = 0
modifier = {
add = 2
current_stage = deficit_third
}
modifier = {
add = 2
current_stage = deficit_fourth
}
}
}
}

@ -0,0 +1,4 @@
nanites_deficit = {
planet_jobs_produces_mult = -0.5
custom_tooltip = nanites_deficit_tooltip
}

@ -52,7 +52,7 @@
tr_rg_nanotech_2_modifier_desc: "—§I解锁巨型结构§!§Y$RG_habitat_central_complex$§!\n"
tr_rg_nanotech_3_modifier_desc: "§Y解锁行星决议§!$decision_rg_nanotech_swarm_consume_world$\n§Y解锁巨像武器§!$tech_object_gray_7$可将星球转变为可殖民的§Y$pc_nanotech$§!"
tr_rg_nanotech_4_modifier_desc: "§Y解锁飞升$rg_ap_nantiematter$\n解锁舰船§!$RG_graygoo_destroyer$\n§Y获得遗珍§!§Y$rg_tempest_invocator$§!允许你召唤宇宙风暴§Y$graytempest_storm$§!"
tr_rg_nanotech_5_modifier_desc: "§Y解锁净化方式$purge_nanophage$§!:将非帝国主体人口同化为我们的一部分。\n所有帝国人口将获得§Y纳米特质§!人口需要£nanites£§Y$nanites$§!维护费。\n每个类型为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!的殖民地都将瞬间创建§Y纳米化人口$pops_with_icon$§!以填补§Y£building£建筑§!和§Y£district£区划§!的£job£岗位需求。"
tr_rg_nanotech_5_modifier_desc: "§Y解锁净化方式$purge_nanophage$§!:将非帝国主体人口同化为我们的一部分。\n所有帝国人口将获得§Y纳米特质§!人口需要£nanites£§Y$nanites$§!维护费。\n每个类型为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!的殖民地都将瞬间创建§Y纳米化$pops_with_icon$§!以填补§Y£building£建筑§!和§Y£district£区划§!的£job£岗位需求。"
tr_rg_nanotech_finish_modifier_desc: "§Y解锁舰船§!$RG_graygoo_mothership$\n每§Y5§!年§Y$sm_nanite_harvester_plural$§!都会提升,可能是增加$r_nanites$矿藏的规模,或是直接产出一笔纳米机器人资源。该效果受到矿藏所依附的行星尺寸的限制。"
decision_rg_server_shut_down: "§R核心关闭§!"
@ -126,7 +126,7 @@
district_rg_industrial_plural: "工业区段"
district_rg_industrial_desc: "这个区段中遍布着叮当作响的工厂与强劲的机械,为帝国提供了有力的工业基础。"
rg_machine_maid_trait_effect_tooltip: "每个在线的人口产生0.1£nanites£$nanites$§Y维护费§!。\n在灰风国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$§G+10%§!"
rg_machine_maid_trait_effect_tooltip: "每个在线的$pops_with_icon$§!产生0.3£nanites£$nanites$§Y维护费§!。\n在$NAME_Gray$国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$§G+10%§!"
graytempest_storm: "灰蛊风暴"
graytempest_storm_desc: "一群从L-星团中喷涌而出纳米机器对于整个星系的生命体都是威胁。它们数量巨大但尚未完全成型,形成严重的风暴席卷星系。由于纳米机器的自复制特性这种风暴能持续数十年之久。"

@ -38,6 +38,9 @@
},
{
"path": "../gray_extend"
},
{
"path": "D:/SteamLibrary/steamapps/workshop/content/281990"
}
]
}