#灰风舰船刷新位置检测 rg_global_gray_location_check = { if = { limit = { has_country_flag = gray_constship_active } if = { limit = { exists = event_target:global_gray_constship } event_target:global_gray_constship = { save_global_event_target_as = global_gray_location } } else = { random_owned_fleet = { limit = { has_fleet_flag = gray_constship } save_global_event_target_as = global_gray_location } } } else_if = { limit = { has_country_flag = gray_warship_active } if = { limit = { exists = event_target:gray_warship } event_target:gray_warship = { save_global_event_target_as = global_gray_location } } else = { random_owned_fleet = { limit = { has_fleet_flag = gray_fleet } save_global_event_target_as = global_gray_location } } } else_if = { limit = { has_country_flag = gray_juggernaut_active } if = { limit = { exists = event_target:gray_juggernaut } event_target:gray_juggernaut = { save_global_event_target_as = global_gray_location } } else = { random_controlled_fleet = { limit = { has_fleet_flag = gray_juggernaut_fleet } save_global_event_target_as = global_gray_location } } } else_if = { limit = { OR = { has_country_flag = gray_official_active has_country_flag = gray_governor_active #旧版flag } } if = { limit = { any_owned_planet = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } } random_owned_planet = { limit = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } save_global_event_target_as = global_gray_location } } else = { capital_scope = { save_global_event_target_as = global_gray_location } } } else_if = { limit = { has_country_flag = gray_army_active } if = { limit = { any_owned_army = { army_type = gray_army exists = planet } } random_owned_army = { limit = { army_type = gray_army } planet = { save_global_event_target_as = global_gray_location } } } else = { random_owned_army = { limit = { army_type = gray_army } fleet = { save_global_event_target_as = global_gray_location } } } } else = { capital_scope = { save_global_event_target_as = global_gray_location } } } #创造灰风总督 rg_create_gray_governor = { if = { limit = { OR = { has_country_flag = gray_official_active has_country_flag = gray_governor_active #旧版flag } } } else = { #延迟执行 optimize_memory #删除战舰 every_owned_fleet = { limit = { has_fleet_flag = gray_fleet } delete_fleet = { target = this kill_leader = no destroy_template = yes } } #删除科学舰 every_owned_fleet = { limit = { has_fleet_flag = gray_constship } delete_fleet = { target = this kill_leader = no destroy_template = yes } } #删除陆军 every_owned_army = { limit = { army_type = gray_army } if = { limit = { exists = leader } unassign_leader = leader } remove_army = yes } #存储当前领袖等级 every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } #导出等级到暂存 export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } #导入变量 owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } #清理暂存区 clear_variable = rg_gray_level_temp } } #把所有种类的小灰领袖都送回娘家 every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } #把娘家的总督领袖接回来 if = { limit = { exists = event_target:gray_governor } event_target:gray_governor = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } #如果不存在总督备份,现场变一个 else = { rg_gray_govener_init = yes } #设置总督已启用标识 set_country_flag = gray_official_active #新版flag set_country_flag = gray_governor_active #旧版flag #更新灰风形态 remove_country_flag = gray_warship_active remove_country_flag = rg_kac_grayfleet_active remove_country_flag = gray_constship_active remove_country_flag = gray_army_active #等级导入,把存储的领袖等级赋予到领袖身上 random_owned_leader = { limit = { has_leader_flag = gray_governor } set_skill = owner.rg_gray_level } } } #创造灰风总督 rg_create_gray_governor_habitat = { if = { limit = { has_country_flag = gray_habitat_active } } else = { #延迟执行 optimize_memory #删除战舰 every_owned_fleet = { limit = { has_fleet_flag = gray_fleet } delete_fleet = { target = this kill_leader = no destroy_template = yes } } #删除科学舰 every_owned_fleet = { limit = { has_fleet_flag = gray_constship } delete_fleet = { target = this kill_leader = no destroy_template = yes } } #删除陆军 every_owned_army = { limit = { army_type = gray_army } if = { limit = { exists = leader } unassign_leader = leader } remove_army = yes } #存储当前领袖等级 every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } #导出等级到暂存 export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } #导入变量 owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } #清理暂存区 clear_variable = rg_gray_level_temp } } #把所有种类的小灰领袖都送回娘家 every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } #把娘家的总督领袖接回来 if = { limit = { exists = event_target:gray_governor } event_target:gray_governor = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } #如果不存在总督备份,现场变一个 else = { rg_gray_govener_init = yes } rg_juggernaut_habitat_init = yes #设置总督已启用标识 set_country_flag = gray_official_active #新版flag set_country_flag = gray_governor_active #旧版flag set_country_flag = gray_habitat_active #更新灰风形态 remove_country_flag = gray_warship_active remove_country_flag = rg_kac_grayfleet_active remove_country_flag = gray_constship_active remove_country_flag = gray_army_active #等级导入,把存储的领袖等级赋予到领袖身上 random_owned_leader = { limit = { has_leader_flag = gray_governor } set_skill = owner.rg_gray_level } } } #创造灰风战舰 rg_create_gray_warship = { if = { limit = { has_country_flag = gray_warship_active } } else = { optimize_memory #舰船刷新位置检测 rg_global_gray_location_check = yes # 存储当前领袖等级 every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } clear_variable = rg_gray_level_temp } } every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } if = { limit = { exists = event_target:gray_leader_admiral } event_target:gray_leader_admiral = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } else = { rg_gray_commander_init = yes } set_country_flag = gray_warship_active if = { limit = { has_country_flag = rg_gray_level_2 } rg_warship_init_mod1 = yes } else_if = { limit = { has_country_flag = rg_gray_level_3 NOT = { has_country_flag = gray_warship_is_juggernaut } } rg_warship_init_mod2 = yes } else_if = { limit = { has_country_flag = gray_warship_is_juggernaut } rg_warship_init_mod3 = yes } else = { rg_warship_init_mod0 = yes } every_owned_army = { limit = { army_type = gray_army } if = { limit = { exists = leader } unassign_leader = leader } remove_army = yes } every_owned_fleet = { limit = { has_fleet_flag = gray_constship } delete_fleet = { target = this kill_leader = no destroy_template = yes } } remove_country_flag = gray_constship_active remove_country_flag = gray_governor_active #旧版flag remove_country_flag = gray_official_active remove_country_flag = gray_army_active random_owned_leader = { limit = { has_leader_flag = gray_admiral } set_skill = owner.rg_gray_level } } } #创造灰风地面单位 rg_create_gray_army = { if = { limit = { has_country_flag = gray_army_active } } else = { optimize_memory #舰船刷新位置检测 rg_global_gray_location_check = yes every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } clear_variable = rg_gray_level_temp } } every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } if = { limit = { exists = event_target:gray_leader_general } event_target:gray_leader_general = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } else = { rg_gray_commander_init = yes } create_ship_design = { design = "NAME_RG_armed_transport_ship" } add_ship_design = last_created_design set_country_flag = gray_army_active create_fleet = { name = "NAME_Gray" effect = { set_owner = prev create_army_transport = { ship_name = "NAME_Gray" army_name = "NAME_Gray" army_type = "gray_army" } set_location = { target = event_target:global_gray_location distance = 0 angle = random } # set_cloaking_active = yes set_fleet_stance = aggressive } } last_created_army = { assign_leader = event_target:gray_leader_general } every_owned_fleet = { limit = { has_fleet_flag = gray_fleet } delete_fleet = { target = this kill_leader = no destroy_template = yes } } every_owned_fleet = { limit = { has_fleet_flag = gray_constship } delete_fleet = { target = this kill_leader = no destroy_template = yes } } remove_country_flag = gray_warship_active remove_country_flag = rg_kac_grayfleet_active remove_country_flag = gray_governor_active #旧版flag remove_country_flag = gray_official_active remove_country_flag = gray_constship_active remove_ship_design = last_created_design random_owned_leader = { limit = { has_leader_flag = gray_general } set_skill = owner.rg_gray_level } } } #创造灰风科学舰 rg_create_gray_const = { if = { limit = { has_country_flag = gray_constship_active } } else = { optimize_memory #舰船刷新位置检测 rg_global_gray_location_check = yes every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } clear_variable = rg_gray_level_temp } } every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } if = { limit = { exists = event_target:gray_leader_scientist } event_target:gray_leader_scientist = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } else = { rg_gray_scientist_init = yes } set_country_flag = gray_constship_active create_fleet = { name = "NAME_Gray" settings = { can_upgrade = no can_disband = no can_change_composition = no can_change_leader = yes uses_naval_capacity = no spawn_debris = no } effect = { set_owner = prev create_ship = { name = "NAME_Gray" design = "NAME_RG_GRAY_scienceship" prefix = no upgradable = yes } set_fleet_stance = evasive set_location = { target = event_target:global_gray_location distance = 0 angle = random } set_fleet_flag = gray_constship save_global_event_target_as = global_gray_constship set_cloaking_active = yes assign_leader = event_target:gray_leader_scientist } } every_owned_fleet = { limit = { has_fleet_flag = gray_fleet } delete_fleet = { target = this kill_leader = no destroy_template = yes } } every_owned_army = { limit = { army_type = gray_army } if = { limit = { exists = leader } unassign_leader = leader } remove_army = yes } remove_country_flag = gray_army_active remove_country_flag = gray_warship_active remove_country_flag = rg_kac_grayfleet_active remove_country_flag = gray_governor_active #旧版flag remove_country_flag = gray_official_active random_owned_leader = { limit = { has_leader_flag = gray_scientist } set_skill = owner.rg_gray_level } } }