on_game_start = { events = { } } on_single_player_save_game_load = { events = { } } on_custom_diplomacy = { events = { graygoo.505 } } # Triggers when ground combat starts # This = planet # From = country attacking on_ground_combat_started = { events = { # Tempest Incoming trait effect } } #An army has been killed in ground combat # This = owner # From = army # FromFrom = opponent # FromFromFrom = planet on_army_killed_in_combat = { events = { rg_skill.8 # Tempest Incoming trait effect } } on_game_start_country = { events = { # rg_cluster.8 rg_event.1 rg_event.19 } } # This = country # 最高优先级检测才放月检 on_monthly_pulse_country = { events = { rg_event.8 #领袖等级检测更新 rg_event.16 #陆军压制舰更新 # rg_event.22 #小灰复活检测 # rg_event.23 #月检移除L星门认知防止收容失效 # rg_skill.9 } } on_yearly_pulse_country = { events = { rg_event.17 rg_event.18 rg_event.20 } } on_yearly_pulse = { events = { rg_story.20 } } on_mid_game_pulse_country = { events = { # rg_event.18 } } # Triggers country_event for the attacker upon victory # (Before controller is switched) # This = country, leader attacker # From = country, planet owner # FromFrom = planet # IDENTITIES: attacker is the side that "IsHostile" to # the planet controller; e.g. spawned monster armies # are attackers, but if they win and the player attempts # to retake the planet, the player is the attacker on_planet_attackers_win = { events = { rg_event.16 # rg_skill.9 } } # Triggers country_event for the attacker upon defeat # This = country, attack leader # From = country, planet owner # FromFrom = planet on_planet_attackers_lose = { events = { rg_event.16 # rg_skill.9 } } # on_entering_battle = { # events = { # rg_skill.1 # } # } # # on_space_battle_won = { # events = { # rg_skill.2 # } # } # this = country #舰船建造完成 # Root = Ship # From = Planet on_ship_built = { events = { rg_skill.3 #科研舰在无主权星系中被建造出来 } } #进入星系 # Scope = Ship # From = System # FromFrom = Country on_entering_system = { events = { rg_skill.3 } } #舰船完成星系探测 # Scope = ship # From = system on_system_survey_ship = { events = { rg_skill.3 } } # This = owner of ship 1 (combatant) # From = owner of ship 2 (destroyed) # FromFrom = ship 1 # FromFromFrom = ship 2 on_ship_destroyed_perp = { events = { rg_skill.11 rg_story.10 rg_story.22 rg_skill.12 rg_skill.13 } } # This = owner of fleet 1 (winner) # From = owner of fleet 2 (loser) # FromFrom = fleet 1 # FromFromFrom = fleet 2 on_space_battle_won = { events = { rg_skill.14 } } # This = owner of fleet 1 (loser) # From = owner of fleet 2 (winner) # FromFrom = fleet 1 # FromFromFrom = fleet 2 on_space_battle_lost = { events = { rg_skill.15 } }