namespace = rg_skill #fleet_event = { # id = rg_skill.1 # hide_window = yes # is_triggered_only = yes # # trigger = { # NOT = { has_global_flag = rg_grayskill_cooldown } # any_owned_fleet = { # exists = leader # leader = { has_leader_flag = gray_leader_admiral } # is_in_combat = yes # } # } # # immediate = { # if = { # limit = { # any_owned_fleet = { # exists = leader # leader = { has_leader_flag = gray_leader_admiral } # is_in_combat = yes # } # } # random_owned_fleet = { # if = { # limit = { leader = { has_leader_flag = gray_leader_admiral }} # save_event_target_as = gray_warship_location # } # } # create_fleet = { # name = "NAME_RG_carrier" # settings = { # can_disband = yes # can_upgrade = no # can_change_composition = yes # can_change_leader = no # uses_naval_capacity = no # spawn_debris = no # } # effect = { # set_owner = event_target:gray_owner # while = { # count = 4 # create_ship = { # name = random # design = "RG_carrier_Interdictor" # graphical_culture = "pirate_01" # prefix = no # upgradable = no # } # } # set_location = { # target = event_target:gray_warship_location # distance = 55 # angle = 270 # } # set_fleet_flag = RG_carrier_fleet # save_global_event_target_as = RG_carrier_fleet # } # } # # set_timed_global_flag = { # flag = rg_grayskill_cooldown days = 120 # } # } # } #} #fleet_event = { # id = rg_skill.2 # hide_window = yes # is_triggered_only = yes # # trigger = { # any_owned_fleet = { # has_fleet_flag = RG_carrier_fleet # is_in_combat = no # } # } # # immediate = { # if = { # limit = { # any_owned_fleet = { # has_fleet_flag = RG_carrier_fleet # is_in_combat = no # } # } # event_target:RG_carrier_fleet = { delete_ship = this } # } # } #} #自动星系建设 ship_event = { id = rg_skill.3 hide_window = yes is_triggered_only = yes trigger = { OR = { AND = { is_ship_size = RG_armed_science_ship OR = { has_component = RG_AUTOCONST_HANGER } } } solar_system = { OR = { #星系无主 NOT = { exists = space_owner } #星系为我方但有空间站未建造 AND = { space_owner = { is_same_empire = root.controller } any_system_planet = { RG_planet_can_auto_build = yes } } } #邻国不能是军孤 NOT = { any_neighbor_system = { has_owner = yes owner = { OR = { is_fallen_empire_xenophobe = yes has_ai_personality = fallen_empire_xenophobe has_ai_personality = awakened_fallen_empire_xenophobe } } } } } } immediate = { if = { limit = { solar_system = { NOT = { #星系内不能有敌舰 any_fleet_in_system = { exists = controller controller = { is_hostile = root.controller } } } } } if = { limit = { solar_system = { #星系必须完成扫描 is_surveyed = { who = root.controller status = yes } #星系内不能有其他自动工蜂 NOT = { any_fleet_in_system = { any_controlled_ship = { is_ship_size = RG_armed_constructor_ship } } } } } #创建自动工蜂国家 if = { limit = { NOT = { exists = event_target:RG_const_country } } create_country = { name = RG_const_country type = RG_gray_friendly auto_delete = no flag = root.controller effect = { save_global_event_target_as = RG_const_country establish_communications_no_message = root.controller set_faction_hostility = { target = root.controller set_friendly = yes } #对野怪国家中立 every_country = { limit = { OR = { is_amoeba_country_type = yes is_tiyanki_country_type = yes is_crystal_country_type = yes is_drone_country_type = yes } } set_faction_hostility = { target = prev set_neutral = yes } } } } controller = { add_intel = { who = event_target:RG_const_country amount = 1000 } } } #释放工蜂 switch = { trigger = has_component RG_AUTOCONST_HANGER = { RG_const_auto_build_effect = { count = 1 starbase_time = 30 station_time = 150 } } } } } #循环检查 ship_event = { id = rg_skill.3 days = 10 } } } # Gray Breeds(? fleet_event = { id = rg_skill.4 hide_window = yes mean_time_to_happen = { years = 1 } trigger = { any_controlled_ship = { has_ship_flag = rg_mothership } num_ships < 20 is_ship_size = RG_graygoo_mothership } immediate = { random_list = { 14 = { create_ship = { name = random design = "RG_aircruiser_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_carrier_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_battleship_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_titan_interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_torpedo_interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_AA_interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_Arsenal_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_torpedocruiser_interdictor" upgradable = yes } } } } } #Tempest Breeds(? fleet_event = { id = rg_skill.5 hide_window = yes mean_time_to_happen = { months = 5 } trigger = { any_controlled_ship = { OR = { OR = { is_ship_size = RG_graygoo_mothership is_ship_size = graygoo_mothership } has_ship_flag = rg_nanite_mothership } owner = { is_country_type = gray_goo } } num_ships < 40 } immediate = { random_list = { 14 = { create_ship = { name = random design = "RG_aircruiser_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_carrier_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_battleship_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_titan_interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_torpedo_interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_AA_interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_Arsenal_Interdictor" upgradable = yes } } 12 = { create_ship = { name = random design = "RG_icebreaker_interdictor" upgradable = yes } } } } } # Tempest incoming traits # Recursive check every X days # This = planet # From = country attacking planet_event = { id = rg_skill.6 hide_window = yes is_triggered_only = yes immediate = { save_event_target_as = tempest_incoming_battlefield_planet if = { # planet limit = { has_ground_combat = no } remove_planet_flag = checking_tempest_incoming } else = { #planet any_ground_combat_attacker = { #army exists = leader leader = { #leader has_trait = RG_leader_trait_general_gray_skill owner = { #country save_event_target_as = attacking_general_country } } } # Do the same check again in X days country_event = { id = rg_skill.10 } # NOTE: Update custom loc for effect when changing days } } } # tempest incoming traits # Inital event started by on_ground_combat_started # to kick of the recursive check in X days # This = planet # From = country attacking planet_event = { id = rg_skill.7 hide_window = yes is_triggered_only = yes # Prevent duplicate events trigger = { not = { has_planet_flag = checking_tempest_incoming } } immediate = { set_planet_flag = checking_tempest_incoming # Prevent duplicate events planet_event = { id = rg_skill.6 days = 1 } } } # On army killed in combat. # This = owner # From = army # FromFrom = opponent # FromFromFrom = planet country_event = { id = rg_skill.8 hide_window = yes is_triggered_only = yes immediate = { FROMFROMFROM = { # Planet where ground combat is taking place. # Check if dead army is a defensive army. if = { limit = { any_ground_combat_defender = { is_same_value = ROOT.FROM } } # Check if attacking army has general with Crusader trait. random_ground_combat_attacker = { limit = { exists = leader leader = { OR = { has_trait = RG_leader_trait_general_gray_skill } } } leader = { save_event_target_as = attacking_general owner = { save_event_target_as = attacking_general_country } } } } if = { # planet where ground combat is taking place. limit = { exists = event_target:attacking_general } if = { limit = { event_target:attacking_general_country = { # attacking general country NOT = { check_variable = { which = rg_general_skill_combat_killed_variable value = 100 } } } } event_target:attacking_general_country = { change_variable = { which = rg_general_skill_combat_killed_variable value = 1 } change_variable = { which = rg_general_skill_combat_daypassed_variable value = 1 } } } # Handle both sides of the ground combat RG_leader_trait_tempest_incoming_random_kill_effect = { SIDE_A = attacker SIDE_B = defender } RG_leader_trait_tempest_incoming_random_kill_effect = { SIDE_A = defender SIDE_B = attacker } } } } } country_event = { id = rg_skill.9 hide_window = yes is_triggered_only = yes trigger = { any_owned_army = { army_type = gray_army if = { limit = { exists = planet } planet = { has_ground_combat = no } } } } immediate = { set_variable = { # country which = rg_general_skill_combat_daypassed_variable value = 1 } set_variable = { # country which = rg_general_skill_combat_killed_variable value = 0 } } } country_event = { id = rg_skill.10 hide_window = yes is_triggered_only = yes trigger = { any_owned_army = { army_type = gray_army exists = leader leader = { OR = { has_trait = RG_leader_trait_general_gray_skill } } if = { limit = { exists = planet } planet = { has_ground_combat = yes } } } } immediate = { event_target:attacking_general_country = { change_variable = { which = rg_general_skill_combat_daypassed_variable value = 1 } } country_event = { id = rg_skill.10 days = 1 } } } # 重组仪 country_event = { id = rg_skill.11 hide_window = yes is_triggered_only = yes trigger = { FromFromFrom = { is_in_combat = yes has_component = RG_revive_component } } immediate = { FromFromFrom = { save_event_target_as = event_ship } FromFromFrom.fleet = { create_ship = { name = event_target:event_ship design = event_target:event_ship } } } }