realgray-stellaris-mod/common/scripted_effects/RG_gray_leader_init_effects...

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# 避免代码复用原则:
# 如果你需要在不同的地方重复调用同一套代码,你应当把他们封装在这样的函数里。
# 避免需要修改代码时需要重复修改n次或是发生修改了A处忘记修改B处导致bug发生的问题。
# 当然,这种分块需要到什么程度,我也不知道
rg_gray_govener_init = {
create_leader = {
class = governor
species = root
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
set_age = 18
traits = {
trait = rg_leader_trait_governor_gray
trait = RG_leader_trait_ruler_gray
}
effect = {
save_global_event_target_as = gray_governor
set_leader_flag = gray_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader
if = {
limit = { has_global_flag = kdc_event_mod_active }
set_leader_flag = "gray_leader"
add_trait = leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
add_trait = subclass_governor_economist
add_trait = leader_trait_urbanist_3
add_trait = leader_trait_scrapper_2
}
else_if = {
limit = {
AND = {
has_global_flag = kdc_event_mod_active
has_country_flag = origin_gray_country
}
}
set_leader_flag = "gray_leader"
add_trait = leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
}
else = {
add_trait = RG_leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
add_trait = subclass_governor_economis
add_trait = leader_trait_urbanist_3
add_trait = leader_trait_scrapper_2
}
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = { has_leader_flag = gray_governor }
if = {
limit = { has_global_flag = kdc_event_mod_active }
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else_if = {
limit = {
has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active
}
}
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
set_global_flag = rg_kac_leader
}
rg_gray_admiral_init = {
create_leader = {
class = admiral
species = root
name = "NAME_Gray"
immortal = yes
event_leader = yes
skip_background_generation = yes
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_admiral_gray
}
effect = {
save_global_event_target_as = gray_leader_admiral
set_leader_flag = gray_admiral
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader
if = {
limit = { has_global_flag = kdc_event_mod_active }
set_leader_flag = "gray_leader"
add_trait = gray_admiral
}
else = {
add_trait = leader_trait_artillerist_2
add_trait = leader_trait_juryrigger_2
}
add_trait = RG_leader_trait_admiral_gray
add_trait = subclass_admiral_aggressor
add_trait = leader_trait_carrier_specialization
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = { has_leader_flag = gray_admiral }
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_admiral_wg_the_loop
}
set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray }
if = {
limit = { owner = {
has_country_flag = origin_gray_country
has_country_flag = origin_gray_weaken
}}
remove_trait = gray_admiral
add_trait = leader_trait_admiral_gray_weak
}
}
else_if = {
limit = {
has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active
}
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait_no_notify = leader_trait_admiral_wg_the_loop
}
}
set_gray_portrait = yes
add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = admiral MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
set_global_flag = rg_kac_leader
}
rg_gray_general_init = {
create_leader = {
class = general
species = root
name = "NAME_Gray"
immortal = yes
event_leader = yes
skip_background_generation = yes
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_general_gray
trait = RG_leader_trait_general_gray_skill
trait = subclass_general_marshall
trait = leader_trait_heavy_hitter_2
trait = leader_trait_reinforcer_2
}
effect = {
save_global_event_target_as = gray_leader_general
set_leader_flag = rg_gray_leader
set_leader_flag = gray_general
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = { has_leader_flag = gray_general }
if = {
limit = { has_global_flag = kdc_event_mod_active }
set_gray_portrait = yes
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
#add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else_if = {
limit = {
has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active
}
}
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
#add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
add_trait = RG_leader_trait_general_gray_skill
rg_set_gray_portrait = yes
}
}
set_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = {
which = rg_general_skill_combat_killed_variable
value = 0
}
set_global_flag = rg_kac_leader
}
rg_gray_scientist_init = {
create_leader = {
class = scientist
species = root
name = "NAME_Gray"
immortal = yes
event_leader = yes
skip_background_generation = yes
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
gender = female
skill = 10
set_age = 18
traits = {
trait = RG_leader_trait_scientist_gray
trait = subclass_scientist_explorer
trait = leader_trait_engineering_focus_2
trait = leader_trait_salvager_3
}
effect = {
save_global_event_target_as = gray_leader_scientist
set_leader_flag = rg_gray_leader
set_leader_flag = gray_scientist
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = { has_leader_flag = gray_scientist }
if = {
limit = { has_global_flag = kdc_event_mod_active }
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else_if = {
limit = {
has_global_flag = has_wsg_mod
NOT = {
has_global_flag = kdc_event_mod_active
}
}
if = {
limit = { owner = { has_country_flag = gray_encountered_the_loop }}
add_trait = leader_trait_governor_wg_the_loop
}
set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
set_global_flag = rg_kac_leader
}
rg_gray_country_leader_init = {
create_leader = { #只用作看板娘
class = governor
species = root
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
set_age = 18
traits = {
trait = rg_leader_trait_governor_gray
trait = RG_leader_trait_ruler_gray
}
effect = {
save_global_event_target_as = rg_gray_country_leader
set_leader_flag = rg_gray_country_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
# 暂时和小灰网络断开连接
# set_leader_flag = rg_gray_leader
if = {
limit = { has_global_flag = kdc_event_mod_active }
set_leader_flag = "gray_leader"
add_trait = leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
add_trait = subclass_governor_economist
add_trait = leader_trait_urbanist_3
add_trait = leader_trait_scrapper_2
}
else_if = {
limit = {
AND = {
has_global_flag = kdc_event_mod_active
has_country_flag = origin_gray_country
}
}
set_leader_flag = "gray_leader"
add_trait = leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
}
else = {
add_trait = RG_leader_trait_governor_gray
add_trait = RG_leader_trait_ruler_gray
add_trait = subclass_governor_economis
add_trait = leader_trait_urbanist_3
add_trait = leader_trait_scrapper_2
}
}
}
last_created_leader = {
rg_set_gray_portrait = yes
}
}