179 lines
2.8 KiB
Plaintext
179 lines
2.8 KiB
Plaintext
on_game_start = {
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events = {
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}
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}
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on_single_player_save_game_load = {
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events = {
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}
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}
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on_custom_diplomacy = {
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events = {
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graygoo.505
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}
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}
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# Triggers when ground combat starts
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# This = planet
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# From = country attacking
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on_ground_combat_started = {
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events = {
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# Tempest Incoming trait effect
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}
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}
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#An army has been killed in ground combat
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# This = owner
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# From = army
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# FromFrom = opponent
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# FromFromFrom = planet
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on_army_killed_in_combat = {
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events = {
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rg_skill.8 # Tempest Incoming trait effect
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}
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}
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on_game_start_country = {
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events = {
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# rg_cluster.8
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rg_event.1
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rg_event.19
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}
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}
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# This = country
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# 最高优先级检测才放月检
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on_monthly_pulse_country = {
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events = {
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rg_event.8 #领袖等级检测更新
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rg_event.16 #陆军压制舰更新
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# rg_event.22 #小灰复活检测
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# rg_event.23 #月检移除L星门认知防止收容失效
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# rg_skill.9
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}
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}
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on_yearly_pulse_country = {
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events = {
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rg_event.17
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rg_event.18
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rg_event.20
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rg_event.24
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}
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}
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on_yearly_pulse = {
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events = {
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rg_story.20
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}
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}
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on_mid_game_pulse_country = {
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events = {
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# rg_event.18
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}
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}
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# Triggers country_event for the attacker upon victory
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# (Before controller is switched)
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# This = country, leader attacker
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# From = country, planet owner
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# FromFrom = planet
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# IDENTITIES: attacker is the side that "IsHostile" to
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# the planet controller; e.g. spawned monster armies
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# are attackers, but if they win and the player attempts
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# to retake the planet, the player is the attacker
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on_planet_attackers_win = {
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events = {
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rg_event.16
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# rg_skill.9
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}
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}
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# Triggers country_event for the attacker upon defeat
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# This = country, attack leader
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# From = country, planet owner
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# FromFrom = planet
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on_planet_attackers_lose = {
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events = {
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rg_event.16
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# rg_skill.9
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}
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}
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# on_entering_battle = {
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# events = {
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# rg_skill.1
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# }
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# }
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#
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# on_space_battle_won = {
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# events = {
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# rg_skill.2
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# }
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# }
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# this = country
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#舰船建造完成
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# Root = Ship
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# From = Planet
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on_ship_built = {
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events = {
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rg_skill.3 #科研舰在无主权星系中被建造出来
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}
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}
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#进入星系
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# Scope = Ship
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# From = System
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# FromFrom = Country
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on_entering_system = {
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events = {
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rg_skill.3
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}
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}
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#舰船完成星系探测
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# Scope = ship
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# From = system
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on_system_survey_ship = {
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events = {
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rg_skill.3
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}
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}
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# This = owner of ship 1 (combatant)
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# From = owner of ship 2 (destroyed)
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# FromFrom = ship 1
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# FromFromFrom = ship 2
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on_ship_destroyed_perp = {
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events = {
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rg_skill.11
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rg_story.10
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rg_story.22
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rg_skill.12
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rg_skill.13
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}
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}
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# This = owner of fleet 1 (winner)
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# From = owner of fleet 2 (loser)
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# FromFrom = fleet 1
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# FromFromFrom = fleet 2
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on_space_battle_won = {
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events = {
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rg_skill.14
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}
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}
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# This = owner of fleet 1 (loser)
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# From = owner of fleet 2 (winner)
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# FromFrom = fleet 1
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# FromFromFrom = fleet 2
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on_space_battle_lost = {
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events = {
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rg_skill.15
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}
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}
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