diff --git a/src/common/country_leader/theorist_traits.txt b/src/common/country_leader/theorist_traits.txt index 01c447a..0d8cfc4 100755 --- a/src/common/country_leader/theorist_traits.txt +++ b/src/common/country_leader/theorist_traits.txt @@ -651,12 +651,50 @@ leader_traits = { max_planning = 0.2 equipment_bonus = { small_plane_airframe = { + instant = yes + maximum_speed = 0.2 + } + small_plane_cas_airframe = { instant = yes maximum_speed = 0.2 naval_strike_attack = 0.15 naval_strike_targetting = 0.15 } - jizaijianniang_equipment_airframe = { + small_plane_naval_bomber_airframe = { + instant = yes + maximum_speed = 0.2 + naval_strike_attack = 0.15 + naval_strike_targetting = 0.15 + } + cv_small_plane_airframe = { + instant = yes + maximum_speed = 0.2 + } + cv_small_plane_cas_airframe = { + instant = yes + maximum_speed = 0.2 + naval_strike_attack = 0.15 + naval_strike_targetting = 0.15 + } + cv_small_plane_naval_bomber_airframe = { + instant = yes + maximum_speed = 0.2 + naval_strike_attack = 0.15 + naval_strike_targetting = 0.15 + } + jizaijianniang_fighter = { + instant = yes + maximum_speed = 0.2 + naval_strike_attack = 0.15 + naval_strike_targetting = 0.15 + } + jizaijianniang_cas = { + instant = yes + maximum_speed = 0.2 + naval_strike_attack = 0.15 + naval_strike_targetting = 0.15 + } + jizaijianniang_nb = { instant = yes maximum_speed = 0.2 naval_strike_attack = 0.15 diff --git a/src/common/decisions/BLI_decisions.txt b/src/common/decisions/BLI_decisions.txt index 2ad0a7e..c195ac8 100755 --- a/src/common/decisions/BLI_decisions.txt +++ b/src/common/decisions/BLI_decisions.txt @@ -257,6 +257,7 @@ BLI_get_core = { has_full_control_of_state = 691 has_full_control_of_state = 695 has_global_flag = MOD_azurlane_tianjiangjianniang + has_global_flag = SIR_get_mainland_state OR = { has_war_with = SIR SIR = { is_puppet_of = BLI } diff --git a/src/common/decisions/SIR_decisions.txt b/src/common/decisions/SIR_decisions.txt index 535c785..8f538c0 100755 --- a/src/common/decisions/SIR_decisions.txt +++ b/src/common/decisions/SIR_decisions.txt @@ -233,6 +233,7 @@ SIR_get_core = { has_full_control_of_state = 507 has_full_control_of_state = 506 has_global_flag = MOD_azurlane_tianjiangjianniang + has_global_flag = BLI_get_mainland_state OR = { has_war_with = BLI BLI = { diff --git a/src/common/ideas/chy_new1.txt b/src/common/ideas/chy_new1.txt index ceb0dc5..cfb4e41 100755 --- a/src/common/ideas/chy_new1.txt +++ b/src/common/ideas/chy_new1.txt @@ -56,7 +56,7 @@ ideas = { always = yes } modifier = { - production_speed_buildings_factor = 0.1 + production_speed_buildings_factor = 0.15 global_building_slots = 1 production_speed_air_base_factor = 0.2 production_speed_naval_base_factor = 0.2 @@ -74,7 +74,7 @@ ideas = { always = yes } modifier = { - industrial_capacity_factory = 0.15 + industrial_capacity_factory = 0.2 production_factory_max_efficiency_factor = -0.05 } } @@ -84,9 +84,10 @@ ideas = { always = yes } modifier = { - industrial_capacity_factory = 0.05 + industrial_capacity_factory = 0.15 industrial_capacity_dockyard = 0.1 production_factory_efficiency_gain_factor = 0.1 + production_factory_max_efficiency_factor = 0.2 } } CHY_chongyingzaochuan = { @@ -125,7 +126,7 @@ ideas = { always = yes } modifier = { - local_resources_factor = 0.15 + local_resources_factor = 0.5 } } CHY_navyupupup = { @@ -134,7 +135,7 @@ ideas = { always = yes } modifier = { - consumer_goods_factor = 0.1 + consumer_goods_factor = 0.05 production_speed_dockyard_factor = 0.1 production_speed_naval_base_factor = 0.2 production_speed_coastal_bunker_factor = 0.2 @@ -147,7 +148,7 @@ ideas = { always = yes } modifier = { - research_speed_factor = 0.1 + research_speed_factor = 0.15 } } chy_hangmu_buff_1 = { diff --git a/src/common/national_focus/buli_focus.txt b/src/common/national_focus/buli_focus.txt index 8818d88..79143fa 100755 --- a/src/common/national_focus/buli_focus.txt +++ b/src/common/national_focus/buli_focus.txt @@ -2118,6 +2118,13 @@ focus_tree = { ai_will_do = { factor = 30 } + bypass = { + IF = { + NOT = { + country_exists = CHL + } + } + } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { if = { @@ -2127,6 +2134,7 @@ focus_tree = { CHL = { country_event = BLI_event.5 } + set_global_flag = BLI_get_mainland_state } else = { transfer_state = 506 @@ -2146,6 +2154,19 @@ focus_tree = { prerequisite = { focus = BLI_xindalu } + bypass = { + IF = { + NOT = { + country_exists = ARG + } + NOT = { + country_exists = URG + } + NOT = { + country_exists = PAR + } + } + } relative_position_id = BLI_xindalu cost = 10 ai_will_do = { @@ -2192,6 +2213,19 @@ focus_tree = { ai_will_do = { factor = 30 } + bypass = { + IF = { + NOT = { + country_exists = ECU + } + NOT = { + country_exists = PRU + } + NOT = { + country_exists = BOL + } + } + } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { if = { diff --git a/src/common/national_focus/sir.txt b/src/common/national_focus/sir.txt index 9185d9f..503b692 100755 --- a/src/common/national_focus/sir.txt +++ b/src/common/national_focus/sir.txt @@ -1282,6 +1282,19 @@ focus_tree = { } } } + bypass = { + IF = { + NOT = { + country_exists = CUB + } + NOT = { + country_exists = DOM + } + NOT = { + country_exists = HAI + } + } + } cancel_if_invalid = yes continue_if_invalid = no available_if_capitulated = no @@ -1320,6 +1333,19 @@ focus_tree = { ai_will_do = { factor = 40 } + bypass = { + IF = { + NOT = { + country_exists = BRA + } + NOT = { + country_exists = COL + } + NOT = { + country_exists = VEN + } + } + } available = { if = { limit = { @@ -1355,6 +1381,7 @@ focus_tree = { } add_political_power = 50 add_manpower = 18000 + set_global_flag = SIR_get_mainland_state } } focus = { @@ -1371,7 +1398,7 @@ focus_tree = { relative_position_id = SIR_chuanjiao_nanmei cost = 20 bypass = { - OR = { + IF = { NOT = { country_exists = ECU } diff --git a/src/events/BLI_shijian.txt b/src/events/BLI_shijian.txt index 2d0cc5a..fc11960 100755 --- a/src/events/BLI_shijian.txt +++ b/src/events/BLI_shijian.txt @@ -559,4 +559,29 @@ country_event = { base = 1 } } +} + +country_event = { + id = BLI_event.14 + title = BLI_event.14.t + desc = BLI_event.14.d + picture = GFX_aze_buli + trigger = { + tag = BLI + OR = { has_full_control_of_state = 279 + has_full_control_of_state = 507 + has_full_control_of_state = 506 } + NOT = { has_global_flag = BLI_get_mainland_state } + } + + option = { + name = BLI_event.14.a + ai_chance = { + factor = 5 + } + set_global_flag = BLI_get_mainland_state + army_experience = 100 + add_political_power = 200 + } + } \ No newline at end of file diff --git a/src/events/SIR_shijian.txt b/src/events/SIR_shijian.txt index f5ced13..4118333 100755 --- a/src/events/SIR_shijian.txt +++ b/src/events/SIR_shijian.txt @@ -573,4 +573,29 @@ country_event = { factor = 0 } } +} + +country_event = { + id = SIR_event.13 + title = SIR_event.13.t + desc = SIR_event.13.d + picture = aze_sr1 + trigger = { + tag = SIR + OR = { has_full_control_of_state = 307 + has_full_control_of_state = 691 + has_full_control_of_state = 695 } + NOT = { has_global_flag = SIR_get_mainland_state } + } + + option = { + name = SIR_event.13.a + ai_chance = { + factor = 5 + } + set_global_flag = SIR_get_mainland_state + army_experience = 100 + add_political_power = 200 + } + } \ No newline at end of file diff --git a/src/gfx/entities/az_units_ships.asset b/src/gfx/entities/az_units_ships.asset new file mode 100755 index 0000000..0019ea0 --- /dev/null +++ b/src/gfx/entities/az_units_ships.asset @@ -0,0 +1,1156 @@ +entity = { + name = "ship_hit_big_effect" + pdxmesh = "empty_mesh" + + default_state = idle + state = { name = "idle" state_time = 5 looping = no + event = { time = 0 particle = "ship_hit_effect_big_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = ship_hit_big_effect }} + event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_big_effect" } } + } + scale = 1.0 +} + + +entity = { + name = "ship_miss_big_effect" + pdxmesh = "empty_mesh" + + default_state = idle + state = { name = "idle" state_time = 5 looping = no + event = { time = 0 particle = "water_impact_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = ship_miss_big_effect }} + event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_big_effect" } } + } + scale = 1.0 +} + +entity = { + name = "ship_hit_small_effect" + pdxmesh = "empty_mesh" + + default_state = idle + state = { name = "idle" state_time = 5 looping = no + event = { time = 0 particle = "ship_hit_effect_small_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = ship_hit_small_effect }} + event = { trigger_once = yes sound = { soundeffect = "distance_ship_hit_small_effect" } } + } + scale = 1.0 +} + + +entity = { + name = "ship_miss_small_effect" + pdxmesh = "empty_mesh" + + default_state = idle + state = { name = "idle" state_time = 5 looping = no + event = { time = 0 particle = "water_impact_small_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = ship_miss_small_effect }} + event = { trigger_once = yes sound = { soundeffect = "distance_ship_miss_small_effect" } } + } + scale = 1.0 +} + + +entity = { + name = "ships_formation_template" + pdxmesh = "ships_formation_template" + + state = { name = "idle" animation = "idle" } +} + +entity = { + name = "ships_combat_template" + pdxmesh = "ships_combat_template" + + state = { name = "idle" animation = "idle" } +} + + +#### +# BATTLECRUISER +#### + +entity = { + name = "battle_cruiser_entity" + pdxmesh = "generic_battleship_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { sound = { soundeffect = super_heavy_battleship_attack } } + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.2 type = big } + } + } + + state = { name = "defend" animation = "defend" animation_blend_time = 0.3 + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } + + event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.6 type = big } + hitmiss_effect = { time = 0.8 type = big } + } + } + + state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping + event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } + event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + } + + state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } + + + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } + #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.2 type = big } + } + } + + state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes } + event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} + event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } + + + } + + state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + + event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } + + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.6 type = big } + hitmiss_effect = { time = 0.8 type = big } + } + } + + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } + #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } + # + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } + } + scale = 1.5 +} + + + +#### +# BATTLESHIP +#### + +entity = { + name = "battleship_entity" + pdxmesh = "generic_battleship_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_battleship }} + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { sound = { soundeffect = super_heavy_battleship_attack } } + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.2 type = big } + } + } + + state = { name = "defend" animation = "defend" animation_blend_time = 0.3 + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } + + event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.6 type = big } + hitmiss_effect = { time = 0.8 type = big } + } + } + + state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping + event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } + event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + #event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + } + + state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } + + + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.1 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } + #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.2 type = big } + } + } + + state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.5 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0.7 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} + event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } + + + } + + state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + + event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.6 type = big } + hitmiss_effect = { time = 0.8 type = big } + } + } + + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } + #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } + # + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0.4 node="damaged_smoke2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.7 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 1.2 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } + } + scale = 2.0 +} + +#### +# CARRIER +#### + +entity = { + name = "carrier_entity" + pdxmesh = "generic_carrier_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_carrier }} + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + } + + state = { name = "death" animation = "death" animation_blend_time = 0.3 chance = 1 looping = no + event = { time = 0 node = "explosion_death_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } + event = { time = 2.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 3.2 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 2.8 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 3.1 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 3.0 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 1.5 node = "airplane_locator_6" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 2.8 node = "airplane_locator_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 2.6 node = "airplane_locator_8" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 2.5 node = "airplane_locator_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 2.9 node = "airplane_locator_10" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 2.7 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } + } + state = { name = "death" animation = "death2" animation_blend_time = 0.3 chance = 1 looping = no + event = { time = 0 node = "explosion_death2_locator" particle = "ship_medium_explosion_particle" keep_particle = yes } + event = { time = 4.5 node = "airplane_locator_1" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 5.3 node = "airplane_locator_2" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 4.9 node = "airplane_locator_3" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 5.2 node = "airplane_locator_4" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 5.1 node = "airplane_locator_5" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 0.5 node = "airplane_locator_death2_6" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } + event = { time = 4.9 node = "airplane_locator_death2_7" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 0.9 node = "airplane_locator_death2_8" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } + event = { time = 4.2 node = "airplane_locator_death2_9" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 0.6 node = "airplane_locator_death2_10" particle = "ship_carrier_airplane_death_water_impact_particle" keep_particle = yes } + event = { time = 4.8 node = "airplane_locator_11" particle = "ship_carrier_airplane_death_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } + } + + scale = 2.8 +} + +#### +# DESTROYER +#### + +entity = { + name = "destroyer_entity" + pdxmesh = "generic_destroyer_mesh" + + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 particle = "ship_idle_small_particle" keep_particle = yes } + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_destroyer }} + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam + event = { sound = { soundeffect = "ships_destroyer_attack" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + } + } + state = { name = "defend" animation = "defend" animation_blend_time = 0.3 + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } #waterfoam + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { sound = { soundeffect = "ships_destroyer_attack" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attack" } } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + event = { sound = { soundeffect = "ships_destroyer_attacked" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_attacked" } } + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + } + } + + state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #mussleflash + #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } + #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { sound = { soundeffect = "ship_destroyer_damaged_attacking_01" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ship_destroyer_damaged_attacking_01" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + } + } + + state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes } + + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { time = 0.9 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 1.1 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_small_particle" keep_particle = yes sound = { soundeffect = "ships_destroyer_attack" } } #mussleflash + + + event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { sound = { soundeffect = "ship_destroyer_damaged_defending_01" } } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } + #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } + # + event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } + event = { sound = { soundeffect = "ships_destroyer_death" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } } + } + + + scale = 1.7 +} + +#### +# FREIGHTER +#### + +entity = { + name = "transport_entity" + pdxmesh = "generic_freighter_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport }} + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no } + + scale = 1.5 +} + +#### +# FREIGHTER on traderoutes +#### + +entity = { + name = "westerngfx_traderoute_convoy" + pdxmesh = "generic_freighter_LP_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + #event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_transport_route }} + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="back_moving_water_effect" particle = "ship_moving_back_fleet_particle" keep_particle = yes trigger_once = yes } + } + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + } + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no } + + scale = 0.4 +} + +#### +# HEAVY CRUISER +#### + +entity = { + name = "heavy_cruiser_entity" + pdxmesh = "generic_heavy_cruiser_mesh" + + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_heavy_cruiser }} + event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_attack" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + } + } + + state = { name = "defend" animation = "defend" animation_blend_time = 0.3 + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.45 type = big } + hitmiss_effect = { time = 0.65 type = big } + } + } + state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + event = { sound = { soundeffect = "ships_heavy_cruiser_attacked" } } + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + #event = { time = 0.5 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + } + } + + state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { sound = { soundeffect = "ships_heavy_cruiser_attack" } } + #event = { time = 0.5 node="cannon_locator2" particle = "ship_fire_particle" keep_particle = yes } + #event = { time = 0.7 node="cannon_locator3" particle = "ship_fire_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { sound = { soundeffect = "heavy_cruiser_damaged_attacked_loop" } } + event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_attacked_loop" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + } + } + + state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + #event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + #event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + #event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + #event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + + #event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.45 type = big } + hitmiss_effect = { time = 0.65 type = big } + } + } + + state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "ships_heavy_cruiser_attack" } } #waterfoam + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + + #event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { sound = { soundeffect = "heavy_cruiser_damaged_defend_loop" } } + event = { trigger_once = yes sound = { soundeffect = "distance_heavy_cruiser_damaged_defend_loop" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.45 type = big } + hitmiss_effect = { time = 0.65 type = big } + } + } + + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no + #event = { time = 0 node="waterfoam_01" particle = "ship_fire_water_particle" keep_particle = yes } + + #event = { time = 0 node="damaged_smoke1" particle = "ship_damaged_smoke_particle" keep_particle = yes } + #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes } + # + event = { node = "hit_effect_locator1" time = 0 particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0.4 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 0.7 node="back2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 1.2 node="front2_cannon_muzzle" particle = "ship_explosion_particle" keep_particle = yes } + #event = { time = 1.6 node="damaged_smoke1" particle = "ship_explosion_particle" keep_particle = yes } + event = { sound = { soundeffect = "ships_heavy_cruiser_death" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_heavy_cruiser_death" } } + } + + scale = 2.1 +} + +#### +# LIGHT CRUISER +#### + +entity = { + name = "light_cruiser_entity" + pdxmesh = "generic_light_cruiser_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }} + event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { sound = { soundeffect = "light_cruiser_attack" } } + event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack" } } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = "defend" animation = "defend" animation_blend_time = 0.3 + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + hitmiss_effect = { time = 0.45 type = small } + hitmiss_effect = { time = 0.65 type = small } + } + } + + state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 + + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { sound = { soundeffect = "light_cruiser_attack_damaged" } } + event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + #event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + #event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + #event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + #event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + + event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + hitmiss_effect = { time = 0.45 type = small } + hitmiss_effect = { time = 0.65 type = small } + } + } + + state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0.05 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.55 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0.05 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + event = { time = 0.35 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + event = { time = 0.55 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes sound = { soundeffect = "light_cruiser_attack" } } #mussleflash + + event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } } + event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + hitmiss_effect = { time = 0.45 type = small } + hitmiss_effect = { time = 0.65 type = small } + } + } + + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no + event = { time = 0.1 particle = "ship_explosion_particle" keep_particle = yes } + event = { sound = { soundeffect = "ships_light_cruiser_death" } } + event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_death" } } + } + scale = 2.0 + +} + + +#### +# SUPER HEAVY BATTLESHIP +#### + +entity = { + name = "super_heavy_battleship_entity" + pdxmesh = "generic_super_heavy_battleship_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 particle = "ship_idle_particle" keep_particle = yes } + event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_super_battleship }} + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0 sound = { soundeffect = super_heavy_battleship_attack }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attack" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + } + } + state = { name = "defend" animation = "defend" animation_blend_time = 0.3 + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0 sound = { soundeffect = super_heavy_battleship_defend }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_defend" } } + + game_data = { + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.35 type = big } + hitmiss_effect = { time = 0.4 type = big } + hitmiss_effect = { time = 0.45 type = big } + } + } + + state = { name = "damaged_attack" looping = no animation = "damaged_attack" state_time = 3 next_state = "damaged_attack_looping" + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + #event = { time = 0.6 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + } + } + + state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 + + #event = { time = 0 node="miss_effect_locator1" particle = "water_impact_particle" keep_particle = yes } + + event = { time = 0 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + event = { time = 0.2 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #waterfoam + + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + #event = { time = 0 node="damaged_smoke2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_attack }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_attack" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = big } + hitmiss_effect = { time = 0.3 type = big } + } + } + + state = { name = "damaged_defend" looping = no animation = "damaged_defend" state_time = 3 next_state = "damaged_defend_loop" + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.7 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} + event = { time = 0 sound = { soundeffect = super_heavy_battleship_attacked }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_attacked" } } + + game_data = { + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.35 type = big } + hitmiss_effect = { time = 0.4 type = big } + hitmiss_effect = { time = 0.45 type = big } + } + } + + state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 + + event = { time = 0 particle = "ship_fire_water_shockwave_particle" keep_particle = yes } + + event = { time = 0.2 node="front1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.25 node="front2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.3 node="back2_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + event = { time = 0.35 node="back1_cannon_watereffect" particle = "ship_fire_water_particle" keep_particle = yes } #waterfoam + + event = { time = 0.2 node="front1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.25 node="front2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.3 node="back2_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + event = { time = 0.35 node="back1_cannon_muzzle" particle = "ship_fire_particle" keep_particle = yes } #mussleflash + + event = { time = 0 node="hit_effect_locator3" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_damaged_defend }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_damaged_defend" } } + game_data = { + hitmiss_effect = { time = 0.3 type = big } + hitmiss_effect = { time = 0.35 type = big } + hitmiss_effect = { time = 0.4 type = big } + hitmiss_effect = { time = 0.45 type = big } + } + } + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no + + event = { time = 0.1 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.5 node="hit_effect_locator3" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 1.5 particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0 sound = { soundeffect = super_heavy_battleship_destroyed }} + event = { trigger_once = yes sound = { soundeffect = "distance_super_heavy_battleship_destroyed" } } + } + + scale = 2.5 +} + +#### +# SUBMARINE +#### + +entity = { + name = "submarine_entity" + pdxmesh = "generic_submarine_mesh" + + default_state = idle + state = { name = "idle" animation = "idle" animation_blend_time = 0.3 + # event = { trigger_once = yes time = 0 sound = { soundeffect = ship_idle_light_cruiser }} + event = { time = 0 particle = "submarine_idle_particle" keep_particle = yes } + } + + state = { name = "move" animation = "idle" animation_blend_time = 0.3 + event = { time = 0 node="front_moving_water_effect" particle = "ship_moving_front_fleet_particle" keep_particle = yes trigger_once = yes } + } + + state = { name = "attack" animation = "attack" animation_blend_time = 0.3 + event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = "defend" animation = "defend" animation_blend_time = 0.3 + event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + } + } + + state = { name = damaged_attack looping = no animation = "damaged_attack" state_time = 3 next_state = damaged_attack_looping + event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + event = { time = 0 node="hit_effect_locator2" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + # event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } + # event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = "damaged_attack_looping" animation = "damaged_attack" animation_blend_time = 0.3 + event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + event = { time = 0 node="hit_effect_locator2" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + # event = { sound = { soundeffect = "light_cruiser_attack_damaged" } } + # event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_attack_damaged" } } + + game_data = { + hitmiss_effect = { time = 0.15 type = small } + } + } + + state = { name = damaged_defend looping = no animation = "damaged_defend" state_time = 3 next_state = damaged_defend_loop + event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + event = { time = 0 node="hit_effect_locator1" particle = "ship_explosion_particle" keep_particle = yes } + event = { time = 0.2 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + # event = { sound = { soundeffect = "ships_light_cruiser_attacked" } } + # event = { trigger_once = yes sound = { soundeffect = "distance_ships_light_cruiser_attacked" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + } + } + + state = { name = "damaged_defend_loop" animation = "damaged_defend" animation_blend_time = 0.3 + event = { time = 0.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 0.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + event = { time = 1.3 node="left_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + event = { time = 1.9 node="right_torpedo" particle = "submarine_torpedo_particle" keep_particle = yes } + + event = { time = 0 node="hit_effect_locator1" particle = "ship_damaged_smoke_particle" keep_particle = yes trigger_once = yes } + + # event = { sound = { soundeffect = "light_cruiser_defend_damaged_01" } } + # event = { trigger_once = yes sound = { soundeffect = "distance_light_cruiser_defend_damaged_01" } } + + game_data = { + hitmiss_effect = { time = 0.1 type = small } + } + } + + state = { name = "death" animation = "death" animation_blend_time = 0.3 looping = no + event = { time = 0 particle = "ship_explosion_particle" keep_particle = yes } + # event = { sound = { soundeffect = "ships_destroyer_death" } } + # event = { trigger_once = yes sound = { soundeffect = "distance_ships_destroyer_death" } } + } + + scale = 2.0 +} + + + + + diff --git a/src/localisation/azc_BLI_l_simp_chinese.yml b/src/localisation/azc_BLI_l_simp_chinese.yml new file mode 100755 index 0000000..ce0cea5 --- /dev/null +++ b/src/localisation/azc_BLI_l_simp_chinese.yml @@ -0,0 +1,333 @@ +l_simp_chinese: + #国策# + BLI_daoyuguihua:0"岛屿规划" + BLI_daoyuguihua_desc:0"布里的基地位于南太平洋的一个小小岛屿上,这里经济发达但是土地资源紧缺,急需一次土地规划来提高利用面积。" + BLI_yanjiugaocengfangwujianzaojishu:0"研究高层房屋建造技术" + BLI_yanjiugaocengfangwujianzaojishu_desc:0"某日,金毛布里灵光一闪,恍然大悟:我们可以建造更高的房子来容纳更多的人住!\n所以我们要研究一下先进的建筑技术,充足利用纵向的空间。" + BLI_dixiagongdian:0"地下宫殿" + BLI_dixiagongdian_desc:0"“在海面上看,这里就是一座小岛,但小岛下面是一座面积数倍于上层的地下宫殿!”\n要向着这个方向努力啊!——布里大姐头做出重要指示。" + BLI_zhongyaosheshibanqian:0"重要设施搬迁" + BLI_zhongyaosheshibanqian_desc:0"在拥挤的岛上,住宅之间距离近,布里们日常出行、生活起居都被人注视着,甚至洗澡都会被偷看,毫无隐私可言。现在有了巨大的地下空间,我们可以把重要的设施搬迁到地下了!" + BLI_tianhaizaolu:0"填海造陆" + BLI_tianhaizaolu_desc:0"风和日丽的一天,布里小妹紫毛布里在沙滩晒太阳,看着海浪拍打着沙子,突然意识到:我们可以扩大陆地的规模,让小岛变得更加宽敞!~\n至于如何填海造陆,这对掌握着神秘技术的布里来说完全不是问题。" + BLI_huangdaoqiusheng:0"荒岛求生?" + BLI_huangdaoqiusheng_desc:0"“为什么这个破岛只有像外星人一样的龙虾和奇奇怪怪的海鲜!每天吃这些都腻了,我们要换个口味!”-布里大姐头炫彩布里对着她的两个妹妹如是说。\n为了“改善”布里们的伙食,我们决定种植一些粮食作物。" + BLI_wakuangjishu:0"挖矿技术" + BLI_wakuangjishu_desc:0"又是某一日,金毛布里站在30层高的布里大厦眺望远方时,突然灵光一闪:我们还可以向下挖掘!\n所以下一步就是向下探索!" + BLI_mofangkuangchang:0"魔方矿场" + BLI_mofangkuangchang_desc:0"为什么布里诞生在这鸟不拉屎(划掉)如此偏僻的地方呢,现在我们终于知道答案了~原来这个小岛下面蕴藏着大量的魔方,这是奇妙的世界给予布里们的恩赐!" + BLI_mofangkuangchang_effect_tooltip:0"§Y布里之家每月可以稳定产出§!§C1§!£GFX_small_xzmf!\n(如果其他国家占领布里之家,也可以获得魔方产出)" + BLI_goumaiziyuan:0"购买资源" + BLI_goumaiziyuan_desc:0"虽然地下有着大量的魔方矿,但是正儿八经的金属资源却一点都没有。为了更好地发展,我们必须从外国进口资源了。" + BLI_bulijungongye:0"布里军工业" + BLI_bulijungongye_desc:0"我们已经有能力大规模建设军工厂了,是时候发展军事工业啦。" + BLI_lujunweizhu:0"陆军为主" + BLI_lujunweizhu_desc:0"为了布里们能在这个动荡的时代有一片立足之地,一支强大的陆军是必不可少的。至于海军,我们布里国有着深厚的家底,完全不需要侧重海军啦。" + BLI_gaoduanzhuangbeizhizao:0"高端装备制造" + BLI_gaoduanzhuangbeizhizao_desc:0"造船是一件浩大的工程,需要花费大量的人力和财力,布里们表示她们特别喜欢造这种复杂的装备,因为完成后会很有成就感。" + BLI_haijunchuantong:0"海军传统" + BLI_haijunchuantong_desc:0"布里们世世代代都是造船匠,一辈子只做造船一件事,我们愿称之为“造船仙人”。" + BLI_youkuaiyouhao:0"又快又好" + BLI_youkuaiyouhao_desc:0"有了足够的造船厂,我们的布里可以更快更好地下水更多舰船啦。" + BLI_haijunluzhandui:0"海军陆战队" + BLI_haijunluzhandui_desc:0"海军陆战队可以协助我们进行登岛作战。" + BLI_wuzhuangzhongli:0"武装中立" + BLI_wuzhuangzhongli_desc:0"舰娘之间的撕逼越来越严重了……布里们也很难保证自己不被卷入世界大战的风波中,但是我们可以成为一个具有威慑力的中立国家,保护自己不受到其他国家侵犯。" + BLI_bulijueqi:0"布里崛起" + BLI_bulijueqi_desc:0"不能再碌碌无为了!你是要当一辈子懦夫,还是要当英雄,哪怕只有几天!\n布里们拥有着最高超的造船术,但却只能龟缩在一个小岛上——是时候出击了!布里崛起~" + BLI_yushiwuzheng:0"与世无争" + BLI_yushiwuzheng_desc:"俺们布里国只是个小小的中立国,没必要参与什么世界争霸。" + BLI_jiarujiannianglianheguo:0"加入舰娘联合国" + BLI_jiarujiannianglianheguo_desc:0"一直以来我们都在太平洋小岛上与世无争,但现在科技这么发达,我们也应该主动与其他舰娘国进行联系了,闭关锁国是达咩达咩的。" + BLI_kaifangzaochuanshu:0"开放造船术" + BLI_kaifangzaochuanshu_desc:0"各国的舰娘一直殷切盼望着我们能把造船术分享给她们,在这个动荡的年代,我们决定开放造船术了!" + BLI_kaifangzaochuanshu_effect_tooltip:0"其她舰娘国家可以向我们§Y购买技术§!了!舰娘国每次来学习都会给我们§Y8888§!£GFX_small_wz的学费" + BLI_mianfeifuwu:0"免费服务" + BLI_mianfeifuwu_desc:0"舰娘们每天都需要进行维修,而我们布里国最擅长的就是这个了,如果我们宣布免费为舰娘进行维修,那舰娘们一定会非常感激我们,在国际上我们的名声也会更好。" + BLI_mianfeifuwu_effect_tooltip:0"国际声誉§C上升§!§Y10点§!" + BLI_shoufeidabaojian:0"收费大保健" + BLI_shoufeidabaojian_desc:0"布里们决定推出针对舰娘的大保健服务,主要包括:捏脚、踩背、拔火罐,以及私密部位护理(指舰装(确信))。" + BLI_bulizhiyuanjun:0"布里志愿军" + BLI_bulizhiyuanjun_desc:0"既然加入了联合国,我们也应该为世界和平(大嘘)做出一点贡献。" + BLI_pingqingguyongbing:0"聘请雇佣兵" + BLI_pingqingguyongbing_desc:0"布里们有的是钱,但是却没有保护钱的能力,我们可以在国际上聘请雇佣兵来保护自己。" + BLI_pingqingguyongbing_effect_tooltip:0"获得§Y8§!支小编制步兵师\n获得§Y2§!支王牌机动师" + BLI_xindalu:0"新大陆" + BLI_xindalu_desc:0"我们东边的南美洲是一片富饶的大陆,我们想和南美洲融为一体,但是他们不同意。我们决定先偷偷的拿下一个小国,试探一下,看看他们会作何反应。" + BLI_huolixianzhijiechu:0"限制解除" + BLI_huolixianzhijiechu_desc:0"我们国家的全部战争机器的战斗力直到统一全球变成2倍,这个效果适用中的战争机器在这个世界线不会被破坏。" + BLI_huolixianzhijiechu_tooltip:0"§Y可以对没有造成紧张度的国家制造战争目标\n可以对相同意识形态国家制造战争目标\n可以创建阵营§!" + BLI_xiyinyimin:0"吸引移民" + BLI_xiyinyimin_desc:0"我们的人口太少了,现在有了地下区,就有更多空间来容纳人口啦。" + BLI_fazhandisanchanye:0"发展第三产业" + BLI_fazhandisanchanye_desc:0"作为太平洋上与世隔绝的小岛,这里很适合发展旅游业,同时也可以尝试建立国际银行,帮助那些舰娘们的存放她们自己的私房钱。" + BLI_lvyoushengdi:0"旅游胜地(网红打卡点)" + BLI_lvyoushengdi_desc:0"“如果你厌倦了与舰娘撕逼的生活,就来布里之家吧,来看看大海(虽然你已经看很多了),来洗一洗身体和灵魂,给自己换一种新的眼光,给生命增加多一种可能性的叉枝……”——布里旅游公司广告语" + BLI_huanqiulvxingfuwu:0"环球旅行服务" + BLI_huanqiulvxingfuwu_desc:0"“我们早该意识到,谁会来南太平洋这种鸟不拉屎的地方旅游啊!!”——布里二姐金毛布里气鼓鼓地抱怨道。\n但是不用怕,我们将推出新的服务:环球旅行!我们将亲自上门接顾客,载着舰娘来一场引全世界瞩目的环球旅行~" + BLI_haiwaiyinhang:0"海外银行" + BLI_haiwaiyinhang_desc:0"听说瑞士是一个中立国,所以人们都会把财富存放在相对安全的瑞士银行。我们布里国也是中立国,而且处于南太平洋,非常安全,所以建立一个布里银行应该也是行得通的吧?" + BLI_jianniangmendejinku:0"舰娘们的“金库”" + BLI_jianniangmendejinku_desc:0"听说各国的舰娘们都会为自己存一些私房钱,但是放在本国的银行又有些不太妥当,现在我们有了地下金库,可以为这些舰娘们提供一个安全的贵重物品存放场地,舰娘们也一定会因此感谢我们。" + BLI_fanchuanjiudian:0"帆船酒店" + BLI_fanchuanjiudian_desc:0"为了让我们的布里之家更加光彩夺目,我们决定修建一个豪华的帆船酒店。设计图中它有56层,外形酷似帆船,布里们给它起名叫帆船酒店。" + BLI_taipingyangshangdemingzhu:0"太平洋上的明珠" + BLI_taipingyangshangdemingzhu_desc:0"在多年来的建设中,布里之家从一个小小的海岛变成了太平洋上的一颗明珠。这里旅游业繁盛,金融业发达,游轮与货船络绎不绝地抵达港口,送来了一批又一批的黄金与货物。来到这里旅客无一不感叹:这里仿佛就是世界的中心!" + BLI_bulisanjutoudiyicihuiyi:0"布里三巨头第一次会议" + BLI_bulisanjutoudiyicihuiyi_desc:0"生活要有仪式感,虽然布里国只有三位布里酱,但会议还是要开的。\n第一次会议主要讨论布里国海军发展及立法相关重大事项,布里大姐头-炫彩布里主持会议,布里二姐-金布里负责记录讨论结果,布里小妹-紫布里维持会场秩序。" + BLI_jinhaifangyu:0"近海防御" + BLI_jinhaifangyu_desc:0"注重近海的防御,注重攻击、放弃航距,防止敌人打到家门口。" + BLI_fazhanquzhujian:0"发展驱逐舰" + BLI_fazhanquzhujian_desc:0"“驱逐舰真是太棒啦!”——一位不愿透露姓名的皇家航母舰娘" + BLI_yuanyanghaijun:0"远洋海军" + BLI_yuanyanghaijun_desc:0"不能坐以待毙,要主动出击,向着更远处探索。" + BLI_fazhanxunyangjian:0"发展巡洋舰" + BLI_fazhanxunyangjian_desc:0"巡洋舰属实海上劳模!" + BLI_hangmudeshidai:0"航母的时代" + BLI_hangmudeshidai_desc:0"时代变啦,差不多该迎接被航母统治的时代了!" + BLI_jujiandapao:0"巨舰大炮" + BLI_jujiandapao_desc:0"这艘460mm巨炮战舰是我卢布里最后的倔强,你们不可能再看见我为这个啥比航母充一块钱。" + BLI_yanqingsifang:0"宴请四方" + BLI_yanqingsifang_desc:0"每个舰娘都最爱布里,我们布里国将邀请世界各地的舰娘来布里国做客,顺便展示一下布里们强大的海军。" + BLI_shijiexunyou:0"世界巡游" + BLI_shijiexunyou_desc:0"布里们将率领着布里国强大的海军环游世界,展示一下世界顶尖的造船技术和海军力量。" + BLI_jianniangjiaru_tooltip:0"§Y三位§!随机国家的随机舰娘决定§Y加入布里国§!" + BLI_quanminminzhu:0"全民民主" + BLI_quanminminzhu_desc:0"反正我们岛民也没有多少人,打造一个全民参政的国家也是可以的。" + BLI_jiujianpingdeng:0"啾舰平等" + BLI_jiujianpingdeng_desc:0"蛮啾和舰娘是平等的,虽然它们体型小,但并不代表啾微言轻,它们也是布里国的一员。" + BLI_banbuxianfa:0"颁布宪法" + BLI_banbuxianfa_desc:0"我们决定将布里国打造成一个团结且和谐的新国家,或许在高度发达且人口不是很多的布里国,能真正实现共同富裕。" + BLI_bulizhishang:0"布里至上" + BLI_bulizhishang_desc:0"布里是这座小岛的主人,也是布里国的核心,布里万岁!" + BLI_bulisanyantang:0"布里三言堂" + BLI_bulisanyantang_desc:0"三位布里事无巨细,在国家中享有至高无上的权力。布里大姐头担任军委主席,负责军队及军工业,布里二姐头负责家族内政工作,布里小妹则负责海军下水及海上贸易事务。" + BLI_yazhimanjiu:0"压制蛮啾" + BLI_yazhimanjiu_desc:0"小黄鸡们要为布里服务,不准有什么其他想法!" + BLI_bulisanjutoudiercihuiyi:0"布里三巨头第二次会议" + BLI_bulisanjutoudiercihuiyi_desc:0"距上次会议已过去了近一年的时间,第一次的会议事项也都基本有了着落,该进行第二次会议了!这次会议布里三姐妹将着重陆军建设与军队改革相关事宜。" + BLI_bulisanjutoudiercihuiyi_trigger_tooltip:0"布里三巨头§Y第一次会议§!已过去§Y300§!天" + BLI_lujunjianshe:0"陆军建设" + BLI_lujunjianshe_desc:0"研究一哈步枪和陆军战术。" + BLI_jixiehuazhuangbei:0"机械化装备" + BLI_jixiehuazhuangbei_desc:0"机械(高达)化部队是我们所能预见最强的步兵部队了,铜墙铁壁一般的装甲车能很好地保护士兵。" + BLI_wanquanjixiehua:0"完全机械化" + BLI_wanquanjixiehua_desc:0"对于我们布里国来说,蛮啾比武器装备更重要,所以我们的军队要实现完全机械化,最大程度保护士兵生命。" + BLI_fuzhuzhuangbei:0"辅助装备" + BLI_fuzhuzhuangbei_desc:0"给步兵配备最好的辅助装备,给师团配置多样的辅助支援营。" + BLI_jixiehuaweizhu:0"机械化为主" + BLI_jixiehuaweizhu_desc:0"虽然人们都知道机械化程度越高越好,但是军费有限。布里们将研究一个机械化程度的平衡点,以达到最高性价比。" + BLI_xinshitanke:0"新式坦克" + BLI_xinshitanke_desc:0"坦克是强的地面单位!" + BLI_zhongxingtanke:0"重型坦克" + BLI_zhongxingtanke_desc:0"要不是因为没钱,谁不想要又大又硬的重型坦克呢!" + BLI_qingxingtanke:0"轻型坦克" + BLI_qingxingtanke_desc:0"灵巧又有一定防御能力的轻型坦克很适合我们的部队。" + BLI_kongjunjianshe:0"空军建设" + BLI_kongjunjianshe_desc:0"芜湖起飞!~" + BLI_fangyukongjun:0"防御空军" + BLI_fangyukongjun_desc:0"与海军一样,我们的空军只需要保护好布里之家上方的领空就好啦。" + BLI_gongjikongjun:0"攻击空军" + BLI_gongjikongjun_desc:0"轰炸机可以飞出好几千米来轰炸敌人,这是我们最爱的。" + BLI_quanqiuhongzha:0"全球轰炸" + BLI_quanqiuhongzha_desc:0"我们要把战略轰炸机当做一种大杀器,把它改造成能飞到世界任何地方进行轰炸的武器。" + BLI_jiejijiheikeji:0"截击机黑科技" + BLI_jiejijiheikeji_desc:0"截击机是一种距离近但非常灵活的战斗机,布里们研究出来这种先进武器了。" + BLI_kongjunxinzhanshu:0"空军新战术" + BLI_kongjunxinzhanshu_desc:0"我们将继续研究新战术来适应新的飞机装备。" + BLI_bulizhongyangjunshiweiyuanhui:0"布里中央军事委员会" + BLI_bulizhongyangjunshiweiyuanhui_desc:0"“咳哼,我宣布,由炫彩布里担任首届布里中央军委主席!”——黄金布里郑重地宣布。" + BLI_junshiqifa:0"军事启发" + BLI_junshiqifa_desc:0"-大师,我悟了!你是想让我研究更多军事科技来富国强兵,用自己的实力打出一片天地,实现布里国的崛起!\n-不,只是布里国一直只有4个科研槽,现在我再给你加一个。" + BLI_shuangxianzhihui:0"双线指挥" + BLI_shuangxianzhihui_desc:0"谁说指挥了陆军就不能指挥舰队!" + BLI_guangzhaoxiancai:0"广招贤才" + BLI_guangzhaoxiancai_desc:0"只有三个人的军事委员会你见过吗?没见过?那还不赶快招聘新军官!" + BLI_quanminjiebing:0"全民皆兵" + BLI_quanminjiebing_desc:0"蛮啾是一切的基础!我们需要更多的蛮啾,为此我们必须招募更多的蛮啾入伍,包括外国的。" + BLI_pinwenhangxin:0"平稳航行" + BLI_pinwenhangxin_desc:0"对于目前的布里而言,左满舵和右满舵都不合适,保持方向不变会让我们更好面对未来。" + BLI_jiefangmanjiuxuanyan:0"解放蛮啾宣言" + BLI_jiefangmanjiuxuanyan_desc:0"过去的种族隔离政策已经不适合现在的布里了,提升蛮啾的地位比压制他们的地位对我们更有利。" + BLI_xiangbei:0"向北" + BLI_xiangbei_desc:0"拿下桥头堡以后,我们需要向北扩大我们布里的疆域。" + BLI_xiangdong:0"向东" + BLI_xiangdong_desc:0"我们需要东边的土地作为我们和南美最大国家的“缓冲区”,当然这也仅仅是口头上的名号罢了。" + BLI_hensaonanmei:0"横扫南美" + BLI_hensaonanmei_desc:0"我们布里是南美最强大的势力,理所当然南美就应该全部都是我们的,全部。" + BLI_hensaonanmei_effect_tooltip:0"§R◆警告◆§!鸢尾和皇家可能会采取措施" + BLI_womendejialebi:0"我们的加勒比" + BLI_womendejialebi_desc:0"拿下南美后,加勒比海就是我们的下一个目标,那里不仅有丰富的资源和土地,还有最重要的水道————巴拿马运河。" + BLI_womendejialebi_effect_tooltip:0"§R◆警告◆§!白鹰可能会采取措施(如果白鹰不处在战争状态,则白鹰可能采取特殊军事行动)" + BLI_duibaiyingxuanzhan:0"对白鹰宣战" + BLI_duibaiyingxuanzhan_desc:0"拿下拉美和加勒比海以后,美洲就只剩下一个白鹰和躲在她后面瑟瑟发抖的加拿大了,没有理由会让她们在我们卧榻之侧酣睡。" + BLI_zhengfushijie:0"征服世界" + BLI_zhengfushijie_desc:0"白鹰无法阻挡我们征服整个美洲,我们要成为地球的主人。" + + + + #BUFF# + BLI_blzcs:0"布里造船术" + BLI_blzcs_desc:0"这是布里家族神秘的造船术,除了布里们,没有任何一个人知道其中的奥妙。" + BLI_blzcs2:0"布里造船术" + BLI_blzcs2_desc:0"这是布里家族神秘的造船术,除了布里们,没有任何一个人知道其中的奥妙。" + BLI_zfzyfy:0"支付资源费用" + BLI_zfzyfy_desc:0"因为进口的资源,布里们背上了大量的贷款。" + BLI_aqdddgc:0"安全的地底工程" + BLI_ymqrz:0"移民迁入中" + BLI_bllygs:0"布里旅游公司" + BLI_bllygs_desc:0"“如果你厌倦了与舰娘撕逼的生活,就来布里之家吧,来看看大海(虽然你已经看很多了),来洗一洗身体和灵魂,给自己换一种新的眼光,给生命增加多一种可能性的叉枝……”——布里旅游公司广告语" + BLI_bllygs2:0"布里旅游公司" + BLI_bllygs2_desc:0"“如果你厌倦了与舰娘撕逼的生活,就来布里之家吧,来看看大海(虽然你已经看很多了),来洗一洗身体和灵魂,给自己换一种新的眼光,给生命增加多一种可能性的叉枝……”——布里旅游公司广告语" + BLI_blyh:0"布里银行" + BLI_blyh_desc:0"布里银行致力于提供最安全的贵重物存放场所。" + BLI_blyh2:0"布里银行" + BLI_blyh2_desc:0"布里银行致力于提供最安全的贵重物存放场所,同时还为舰娘们的黄金提供保护。" + BLI_tpyzg:0"太平洋之光" + BLI_tpyzg_desc:0"布里们把她们的家园建设成了一座高度发达的城市,是太平洋上最光彩夺目的一颗明珠。" + BLI_jhfy:0"近海防御" + BLI_yyhj:0"远洋海军" + BLI_bljzdtz:0"布里家族的统治" + BLI_bljzdtz_desc:0"布里家族是布里国唯一的代表,布里国也是布里家族的财产~" + BLI_qmcz:0"全民参政" + BLI_qmcz_desc:0"布里国人人平等,每个蛮啾都有投票权,都有决定国家大事的权力。" + BLI_wqjxhdlj:0"完全机械化的陆军" + BLI_wqjxhdlj_desc:0"布里国的军队采用了完全机械化的配置,步兵们穿着厚厚的防弹衣坐在装甲车里。这么做的代价是军费大大增加,且完全忽视了轻武器的发展。" + BLI_jxhlj:0"机械化陆军" + BLI_jxhlj_desc:0"我们的军队机械化程度适中,极大增强了战斗力。" + BLI_fykj:0"防御空军" + BLI_gjkj:0"攻击空军" + BLI_pddhzj:0"庞大的轰炸机" + BLI_jjjsc:0"截击机生产" + BLI_jgzp:0"军官招聘" + BLI_gdzbzz:0"高端装备制造" + BLI_gdzbzz_desc:"有着丰富造船经验的布里们也特别擅长造复杂且庞大的陆军装备。" + BLI_mfwxfw:0"免费维修服务" + BLI_mfwxfw_desc:0"布里国正在为全世界舰娘提供免费的维修服务,各个舰娘国都非常开心。正所谓吃人嘴短,舰娘们不论是在私下还是在国际上都非常偏袒布里。" + BLI_jndbj:0"舰娘大保健" + BLI_jndbj_desc:0"舰娘大保健是布里国为所有舰娘们推出的独家按摩服务,虽然价格昂贵,但体验过的舰娘们都表示非常kimoji。" + BLI_blzyj:0"布里志愿军" + BLI_qmjb:0"全民皆兵" + BLI_qmjb_desc:0"不论是老弱病残还是男女老少,只要是蛮啾,都要上战场!什么叫全民皆兵啊(战术后仰)。" + BLI_zhaidifa:0"宅地法" + BLI_zhanzhenzhunbei:0"战争准备" + BLI_kejironghe:0"塞壬-布里科技融合" + BLI_luxianwenti:0"路线问题" + BLI_luxianwenti_gongchan:0"往左转" + BLI_luxianwenti_minzhu:0"保持不变" + BLI_luxianwenti_shangwu:0"向右转" + BLI_quefamofangdezaochuanshu:0"缺乏魔方的造船术" + BLI_quefamofangdezaochuanshu_desc:0"来到这个世界以后,布里虽然有着高超的造船技术,但是因为缺乏心智魔方而导致无法全部发挥。" + BLI_ziyuankuifa:0"资源匮乏" + BLI_ziyuankuifa_desc:0"这个破岛除了鸟屎就没有别的东西了,极度匮乏的资源导致我们的工业机器效率极其低下。" + BLI_chongzudeziyuan:0"充足的资源" + BLI_chongzudeziyuan_desc:0"我们有充足的资源了!但是我们节约资源的好习惯可不会荒废掉。" + BLI_yongjidechenshi:0"拥挤的城市" + BLI_yongjidechenshi_desc:0"在这个岛上我们缺乏足够的生存空间,导致我们不得不耗费更多资源去满足日常运行的需求。" + BLI_chongzudekongjian:0"充足的空间" + BLI_chongzudekongjian_desc:0"随着岛上可利用面积的增加,我们的日常运行效率得到了巨大的提升。" + BLI_quefarenli:0"缺乏人力" + BLI_quefarenli_desc:0"岛上的蛮啾比较少,导致我们处处被动。" + BLI_renkouchongzu:0"人口充足" + BLI_renkouchongzu_desc:0"现在我们有充足的人力了!岛上一片勃勃生机万物竞发的境界~" + + + #事件# + BLI_event.1.t:0"布里建造了魔方矿场" + BLI_event.1.d:0"布里们是一群神秘的造船匠,她们隐居在遥远的南太平洋的一个小岛上,从来不关心舰娘们的各种斗争。\n今日,布里之家有了一些新的发现:布里们在挖掘地下矿井时发现了大量的心智魔方,储量多到几百年也开采不完。目前,布里的魔方矿场已经可以稳定地产出心智魔方了。\n许多人为布里们感到高兴,但也有一些贪心的人想从布里手中夺取这块蕴藏着大量魔方的小岛……" + BLI_event.1.a:0"无限的魔方...真好啊" + BLI_event.1.b:0"太好啦~布里立大功" + BLI_event.2.t:0"学习完成咯" + BLI_event.2.d:0"布里们有着不同的造船风格:\n黄金布里的设计理念是优先保证舰船的稳定性,合理设计舰船构造,使战舰的速度与航程最大化。\n超级布里的设计理念是强调战舰的攻击性,提高吨位利用率,注重资源的节省。\n现在我们可以选择其中一种来引进,另外一种可以下次再学习。" + BLI_event.2.a:0"引进黄金布里工艺" + BLI_event.2.b:0"引进炫彩布里工艺" + BLI_event.3.t:0"[FROM.GetName]向我们购买技术" + BLI_event.3.d:0"在得知我们高超的技术要寻找接班人之后,[FROM.GetName]的学习团队来到布里之家向我们学习先进技术,并准备了一个8888的大红包。。" + BLI_event.3.a:0"笑纳红包" + BLI_event.3_effect_tooltip:0"获得了§Y8888§!£GFX_small_wz!" + BLI_event.4.t:0"南美诸国对我们宣战" + BLI_event.4.d:0"距离登岛已经过去了近两个月,布里们本以为南美小国无视了或者是不敢做声,但没想到他们是在私下密谋反抗我们,现在南美诸国已联成一体,对我们宣战了!" + BLI_event.4.a:0"怎么这样啊.jpg" + BLI_event.5.t:0"来自布里的最后通牒" + BLI_event.5.d:0"布里要求我们全面并入对方,我们应该怎么办?" + BLI_event.5.a:0"我莫得选择,因为我只是个小几把路人国家。" + BLI_event.5.b:0"团结的[FROM.GetName]人民不会屈从于布里的淫威!" + BLI_event.6.t:0"来自布里的通牒" + BLI_event.6.d:0"布里要对我们的美洲殖民地下手,我们应该怎么办?" + BLI_event.6.a:0"地给他们,资源带走。" + BLI_event.6.b:0"讨打是吧?" + BLI_event.7.t:0"来自布里的通牒" + BLI_event.7.d:0"布里要对我们的美洲殖民地下手,我们应该怎么办?" + BLI_event.7.a:0"相比于布里,我们目前有更大的麻烦要处理,只能把地给他们了。" + BLI_event.7.b:0"欠揍是吧?" + BLI_event.8.t:0"布里索取巴拿马运河" + BLI_event.8.d:0"布里要对我们的巴拿马运河下手,我们应该怎么办?" + BLI_event.8.a:0"相比于布里,我们目前有更大的麻烦要处理,只能把地给他们了。" + BLI_event.8.b:0"我们将用自己的方式保护巴拿马运河" + BLI_event.9.t:0"神秘势力控制了半个南美" + BLI_event.9.d:0"有不知名势力在跟我们争夺南美的控制权,我们应该怎么办?" + BLI_event.9.a:0"干他丫的" + BLI_event.9.b:0"小心为上,不动了" + BLI_event.10.t:0"神秘势力被我们赶下海了" + BLI_event.10.d:0"我们将神秘势力赶出了大陆,现在她们的领土上爆发了动乱,我们将去接管这些土地的控制权,和她们的特色科技。" + BLI_event.10.a:0"整个南美都是我们的了!" + BLI_event.11.t:0"皇家拒绝了我们的要求" + BLI_event.11.d:0"皇家在电话里面喷了我们一通,然后挂断了电话,我们该怎么办?" + BLI_event.11.a:0"我们选择贿赂殖民地官员" + BLI_event.11.b:0"我们准备好硬抢了" + BLI_event.11.c:0"算了算了,还是不要了" + BLI_event.12.t:0"鸢尾拒绝了我们的要求" + BLI_event.12.d:0"鸢尾在电话里面喷了我们一通,然后挂断了电话,我们该怎么办?" + BLI_event.12.a:0"我们选择贿赂殖民地官员" + BLI_event.12.b:0"我们准备好硬抢了" + BLI_event.12.c:0"算了算了,还是不要了" + BLI_event.13.t:0"迁都" + BLI_event.13.desc:0"随着我们夺下了南美大陆,我们可以选择把我们的首都迁移到南美大陆上面,以便我们未来的发展。" + BLI_event.13.a:0"迁都至布宜诺斯艾利斯" + BLI_event.13.b:0"迁都至里约热内卢" + BLI_event.13.c:0"迁都至圣地亚哥" + BLI_event.13.d:0"迁都至蒙得维的亚" + BLI_event.13.e:0"迁都至利马" + BLI_event.14.t:0"登上大陆了" + BLI_event.14.d:0"在激烈的登录作战之后,我们终于获得了我们在大陆上的第一个据点。" + BLI_event.14.a:0"大家都辛苦了!\n§R◆警告◆若正在与塞壬开战,如果被推下海就会被吞并§!" + + + #决议# + BLI_decision_category:0"Purin布里在行动" + BLI_decision_category_desc:0"小小的岛屿不能满足布里日益发达的工业,布里们开始着手地下设施的建设了。" + BLI_dishangsheshibanqian_jungong:0"地上设施搬迁-军工厂" + BLI_dishangsheshibanqian_jungong_desc:0"将军工厂搬到地下,这需要一些人力和时间。" + BLI_dishangsheshibanqian_mingong:0"地上设施搬迁-民用工厂" + BLI_dishangsheshibanqian_mingong_desc:0"将民用工厂搬到地下,这需要一些人力和时间。" + BLI_dishangsheshibanqian_chuanwu:0"地上设施搬迁-船坞" + BLI_dishangsheshibanqian_chuanwu_desc:0"将船坞搬到地下,这需要一些人力和时间。" + BLI_dishangsheshibanqian_lianyouchang:0"地上设施搬迁-炼油厂" + BLI_dishangsheshibanqian_lianyouchang_desc:0"将炼油厂搬到地下,这需要一些人力和时间。" + BLI_dishangsheshibanqian_hesheshi:0"地上设施搬迁-核设施" + BLI_dishangsheshibanqian_hesheshi_desc:0"将核设施搬到地下,这需要一些人力和时间。" + BLI_get_core:0"巩固新领土" + BLI_core_1:0"获得[FROM.GetName]的核心" + BLI_qiandu:0"迁都" + BLI_jibaisairen:0"击败塞壬" + BLI_hesairenkaizhan:0"和塞壬开战" + BLI_hesairenkaizhan_desc:0"我们要采取手段来应对未知势力。" + BLI_zhanzhenzhunbei_d:0"战争准备" + + #关系# + BLI_jnmdgx:0"舰娘们的感谢" + + #占领政策# + BLI_autonomous_occupation:0"布里的占领区" + + + + + + + + + + + + \ No newline at end of file diff --git a/src/localisation/azc_SIR_l_simp_chinese.yml b/src/localisation/azc_SIR_l_simp_chinese.yml new file mode 100755 index 0000000..dc28588 --- /dev/null +++ b/src/localisation/azc_SIR_l_simp_chinese.yml @@ -0,0 +1,292 @@ +l_simp_chinese: + SIR_wanshansairenjiao:"完善塞壬教" + SIR_wanshansairenjiao_desc:"现在的塞壬教教徒们这是单纯的崇拜广袤的大海和神秘的海神塞壬,大祭司需要让塞壬教教义更加完善。" + SIR_kuxingjiaotiao:"苦行教条" + SIR_kuxingjiaotiao_desc:"我们的岛非常贫瘠,但这都是塞壬神对我们的考验。" + SIR_kuxingjiaotiao_tt:"民用工厂大于§Y50§!则§R移除该教条§!,无法恢复" + SIR_shengzhijiaotiao:"生殖教条" + SIR_shengzhijiaotiao_desc:"我们的教义鼓励信徒疯狂生育孩子。\n肉欲:放纵(环世界乱入)" + SIR_shengzhijiaotiao_tt:"稳定度低于§Y15%§!则§R移除该教条§!,无法恢复" + SIR_gaomiduzhufang:"高密度住房" + SIR_gaomiduzhufang_desc:"人口的增加需要更多的住房。" + SIR_xueshijiaotiao:"学识教条" + SIR_xueshijiaotiao_desc:"如果没有知识,那我们和野蛮人没有区别。" + SIR_xueshijiaotiao_tt:"科研槽大于等于§Y5§!个则§R移除该教条§!,无法恢复" + SIR_jianlimowangxueyuan:"建立魔王学院" + SIR_jianlimowangxueyuan_desc:"根据召唤来的魔王自己所说,她们都已经活了上千年,她们的知识是绝对能够帮助我们完善现在的科技的。" + SIR_nulijiaotiao:"奴隶教条" + SIR_nulijiaotiao_desc:"有些人生来就要为我们效力。\n奴隶制:推崇(环世界乱入)" + SIR_nulijiaotiao_tt:"稳定度低于§Y30%§!后或战争支持度低于§Y40%§!则§R移除该教条§!,无法恢复,同时发生§R奴隶暴动§!" + SIR_lueduozhuyi:"掠夺主义" + SIR_lueduozhuyi_desc:"“一天少抢500块我浑身难受!”" + SIR_chunjiexinyang:"纯洁信仰" + SIR_chunjiexinyang_desc:"我们的教徒必须绝对遵守教义,坚信塞壬神,任何亵渎神教的人都会被处以极刑。" + SIR_yongshichuancheng:"永世传承" + SIR_yongshichuancheng_desc:"某些教义是我们必须传承下去的,永远不能摒弃。" + SIR_yongshichuancheng_tt:"可以选择一个教条§O永久保留§!" + SIR_duoyuanwenhua:"多元文化" + SIR_duoyuanwenhua_desc:"人是有自己思想的,在合理的范围内我们应该包容信徒们提出自己的想法。" + SIR_baihuaqifang:"百花齐放" + SIR_baihuaqifang_desc:"信徒们变得更加自由了,她们敢于提出自己的建议,她们的好想法也得到了采纳。" + SIR_wuzhuangziwei:"武装自卫" + SIR_wuzhuangziwei_desc:"因为我们的传教活动,导致世界各国把我们定性为了魔愣邪教,他们随时都有可能来进攻我们,所以必须要有一支强大的武装力量。" + SIR_pinqingwaijijiaoguan:"聘请外籍教官" + SIR_pinqingwaijijiaoguan_desc:"我们将用高薪勾引外籍教官来我们岛上,让他帮我们训练部队。" + SIR_maoyizousi:"贸易走私" + SIR_maoyizousi_desc:"信徒们也要恰饭,大祭司也需要负责信徒们的生活问题,所以就需要资金来维持生活。我们的地理位置决定了我们来钱最快的方式就是进行走私。" + SIR_shenmiyiwu:"神秘遗物" + SIR_shenmiyiwu_desc:"在祭司尝试与塞壬的交流的过程中,感应到了在爪哇海域有一些神秘遗物,我们应立刻准备前往此地区搜索一下。" + SIR_haishangxianjing:"海上陷阱" + SIR_haishangxianjing_desc:"百慕大地区经常发生海上事故,我们可以利用这一点来布置一些神秘的陷阱,让更多的商船在这里失事。" + SIR_haishangxianjing_tt:"§Y每隔一段时间就会有船队被我们勾引,在百慕大海域迷失方向§!" + SIR_jiuyuanshuishou:"救援水手" + SIR_jiuyuanshuishou_desc:"水员们是无辜的,我们只是想要他们的货物。因此我们可以救助那些水员,确保他们不会变成鲨鱼的食物。" + SIR_nuyishuishou:"奴役水手" + SIR_nuyishuishou_desc:"我们需要劳动力,这些水手可以留在我们岛上自愿地为我们工作。" + SIR_yinyoujunjian:"引诱军舰" + SIR_yinyoujunjian_desc:"塞壬的传说不是虚构的,现在我们的祭司也掌握了这种能力,她将利用神秘的力量来引诱军舰撞向岛礁……" + SIR_yinyoujunjian_tt:"§Y修女的低语§!决议可以引诱到§O军舰§!了" + SIR_jianzhuangyanjiu:"舰装研究" + SIR_jianzhuangyanjiu_desc:"失去行动力的军舰和被蛊惑的水手让我们能轻而易举地拿下军舰。现在是时候开始研究属于我们自己的战舰了。" + SIR_jianzhuangyanjiu_trigger_tt:"必须引诱到大于等于§Y5艘§!以上的军舰" + SIR_xianjinchuanti:"先进船体" + SIR_xianjinchuanti_desc:"舰娘们的舰装弱爆了,我们自研发的船体将是最先进的。" + SIR_sairendeliliang:"塞壬的力量" + SIR_sairendeliliang_desc:"塞壬力量是无穷的,我们需要借助塞壬的力量来发展我们的海军。" + SIR_sairenheikeji:"塞壬黑科技" + SIR_sairenheikeji_desc:"我们需要为塞壬神祭献大量的心智魔方,作为回报,塞壬也会赐予我们无限的力量。" + SIR_sairenheikeji_trigger_tt:"需要§C10§!£GFX_small_xzmf!祭献给塞壬神" + SIR_chuanzhihuishou:"船只回收" + SIR_chuanzhihuishou_desc:"我们发现了一艘搁浅的巨型商船,说不定可以有其他用途。现在我们将成立一个工作队伍去尝试回收,这艘船体还能回收利用。" + SIR_chuanjiaohuodong:"传教活动" + SIR_chuanjiaohuodong_desc:"最近新信徒变少了,我们应该扩大传教队伍,准备去世界各地继续传教。" + SIR_chuanjiaohuodong_effect_tooltip:"§Y解锁巩固信众决议。(可以获得领土核心)§!" + SIR_chuanjiaojiandui:"传教舰队" + SIR_chuanjiaojiandui_desc:"我们需要一支舰队来保护我们的传教士去往世界各地。" + SIR_feijichuanjiao:"飞机传教" + SIR_feijichuanjiao_desc:"开着飞机空投传单也是一种好方法。" + SIR_gailiangdeyunshuji:"改良的运输机" + SIR_gailiangdeyunshuji_desc:"我们改良了运输机的油箱,让运输机能去更远的地方。" + SIR_yunshujijiazhadan:"运输机+炸弹" + SIR_yunshujijiazhadan_desc:"经过我们睿智的祭司的观察,发现战略轰炸机就是运输机+一些炸弹!于是乎我们也研发出属于自己的战略轰炸机了。" + SIR_chuanjiao_baiying:"传教-白鹰联邦" + SIR_chuanjiao_baiying_desc:"白鹰联邦距离我们最近,同时她们是舰娘国家,也许可以拉拢到一些舰娘信徒。" + SIR_daoqugongyejishu:"盗取工业技术" + SIR_daoqugongyejishu_desc:"我们成功拉拢到了一名在科技部门工作的白鹰舰娘,她了解一些工业技术,可以帮我们盗取过来。" + SIR_daoqudianzijishu:"盗取电子技术" + SIR_daoqudianzijishu_desc:"嗯……研发是不可能研发的这辈子不可能研发的,只能靠偷维持的了科技这样子。" + SIR_chuanjiao_jialebi:"传教-加勒比海域" + SIR_chuanjiao_jialebi_desc:"加勒比海域受到了白鹰联邦和远在欧洲的皇家的殖民,我们可以利用这一点来煽动这些地方的人信仰我们。" + SIR_chuanjiao_nanmei:"传教-南美洲" + SIR_chuanjiao_nanmei_desc:"南美洲人口众多,绝对会我们招揽到大量的信徒。" + SIR_xinyangzhanshi:"信仰战士" + SIR_xinyangzhanshi_desc:"我们的信徒已经足够多,是时候组建一支强大的武装了!" + SIR_xinyangzhanshi_tt:"在首都召集10支20步师,但装备不满编" + SIR_sairenjiaomimijidi:"塞壬教秘密基地" + SIR_sairenjiaomimijidi_desc:"我们的传教士已经足够多,世界各地都有我们的信徒,现在我们需要扩大各地的力量了!" + SIR_sairenjiaomimijidi_tt:"可以在决议里进行§O塞壬教传播§!了!" + SIR_diyicizhaohuan:"第一次召唤" + SIR_diyicizhaohuan_desc:"大祭司觉得时机已到,决定举行隆重的仪式召唤塞壬。" + SIR_diercizhaohuan:"第二次召唤" + SIR_diercizhaohuan_desc:"第一次召唤失败了,祭司感应到了是因为信徒们没有真心信仰塞壬。现在祭司经过宣传教育,已经把教义深入每个信徒内心,是时候开始第二次召唤了。" + SIR_disancizhaohuan:"第三次召唤" + SIR_disancizhaohuan_desc:"第二次召唤依然没有任何效果,祭司感到有些失落,她认为是自己和信徒们没有表现出忠诚,如果能好好表现一番,就第三次召唤一定会成功。" + SIR_denglunanfei:"登陆南非" + SIR_denglunanfei_desc:"南美大陆对面是轮廓与它完美贴合的非洲大陆,其南端尖角好望角是沟通东西方的要道,大量战略资源运输通过临近此处,如果我们现在控制此处……会引起舰娘国警觉,然后招来围殴暴打,最后我们就早早退场了。我们趁着他们忙于内斗先在好望角旁边躲一躲吧。" + SIR_shamobianyuan:"沙漠边缘" + SIR_shamobianyuan_desc:"自亚太向北大西洋两岸诸国输送资源主要海上通道仅好望角与苏伊士运河—直布罗陀海峡两路。我们已经做好控制好望角的准备,苏伊士运河鞭长莫及,可直布罗陀海峡近在眼前,它周围一片混乱,却极少有人关注南侧沙漠。让我们躲进去,等待时机控制物资出口。" + SIR_chuanjiao_shenxiadenanmei:"剩下的南美" + SIR_chuanjiao_shenxiadenanmei_desc:"南美洲已经被我们控制了一半了,只剩下另一半的土地和人民等待我们去散播福音。" + SIR_buqiangyanjiu:"步枪研究" + SIR_buqiangyanjiu_desc:"在这个世界里面我们需要武器来保卫塞壬教,所以对当前最基础的武器——也就是步枪——的研究是十分必要的。" + SIR_xinshihuopao:"塞壬式火炮" + SIR_xinshihuopao_desc:"在研究步枪的同时,“大号步枪”——也就是火炮——在这个时代的战争有着重要的意义,但是因为我们缺乏充足的资源和工业能力,所以只能造一些廉价一点的火炮了。" + SIR_genhaodechuanjiaogongju:"更好的传教工具" + SIR_genhaodechuanjiaogongju_desc:"“我只能骑着我的啾啾穿越整个地球寻找传教地~”" + SIR_womendetanke:"我们的坦克" + SIR_womendetanke_desc:"为了保护我们的信徒,我们决定用质量更好一点的坦克。" + SIR_kongzhongxintu:"空中信徒" + SIR_kongzhongxintu_desc:"许多信徒成为飞行员只为在空中保护塞壬教。" + SIR_kongzhongpinzhang:"空中屏障" + SIR_kongzhongpinzhang_desc:"信徒飞行员相比其他飞行员有更高的牺牲精神,这种精神是值得鼓励和提倡的。" + SIR_fazhanhaijun:"发展海军" + SIR_fazhanhaijun_desc:"百慕大只是一个小岛,这注定了我们必须发展海军。" + SIR_sairenhaijun:"塞壬海军" + SIR_sairenhaijun_desc:"随着我们的壮大,为了保护我们塞壬教的传播,一支强大的海军是必要的。" + SIR_qiangdadelujun:"强大的陆军" + SIR_qiangdadelujun_desc:"用塞壬教武装过的陆军同样具有超常战斗力。" + SIR_sairenhangmu:"塞壬航母" + SIR_sairenhangmu_desc:"随着对空军和海军的深入研究,以及对当前世界的学习,我们发现把飞机和舰船结合起来的武器,称作“航母”,可能会在未来的海战中有着巨大的影响。" + SIR_kaifaxinlintu:"开发新领土" + SIR_kaifaxinlintu_desc:"我们不再是一个岛的岛主了!随着我们塞壬教范围的扩张,我们需要对等的工业实力来支持塞壬教的茁壮成长。" + SIR_gaodianjungong:"搞点军工" + SIR_gaodianjungong_desc:"不仅要开发民用工厂,军事工厂也是必要的呢~" + SIR_gaodianchuanwu:"搞点船坞" + SIR_gaodianchuanwu_desc:"地球还是水太多,所以注定我们是要下海的,没有一定的海军船坞下海不会顺利。" + SIR_gaijinshenchanjishu:"改革生产技术" + SIR_gaijinshenchanjishu_desc:"我们的科技落后太多了,不过随着我们的教众越来越多,我们成功地在我们的教众当中发掘了不少工程师来帮助我们改革生产技术。" + SIR_jianzaojishu:"改革建造技术" + SIR_jianzaojishu_desc:"我们需要更好的建造技术来建设我们的势力范围。" + SIR_kaifaziyuan:"开发资源" + SIR_kaifaziyuan_desc:"我们在巴西的北里奥格兰德州和米纳斯吉拉斯州以及古巴发现了大量的铁矿和钨矿资源,这些资源将满足我们的当前的资源缺口。" + SIR_sairentesejungongye:"塞壬特色军工业" + SIR_sairentesejungongye_desc:"随着我们工业技术的进步,我们能造出更加物美价廉的装备。" + + + + #BUFF# + SIR_duoyuanhuaxinyang:"多元化信仰" + SIR_duoyuanhuaxinyang_desc:"人人都可以补充教义哦。" + SIR_jiaotiaokuxing:"教条:苦行" + SIR_jiaotiaonulizhi:"教条:推崇劳工制" + SIR_jiaotiaonulizhi_desc:"有些人生来就是牛马。" + SIR_jiaotiaogulishengyu:"教条:鼓励生育" + SIR_jiaotiaogulishengyu_desc:"人口就是劳动力,快生!" + SIR_jiaotiaotuichongkexue:"教条:推崇科学" + SIR_jiaotiaotuichongkexue_desc:"谁说宗教和科学是对立的?" + SIR_srdtz:0"塞壬的统治" + SIR_srdtz_desc:0"邪恶的塞壬们想要让全人类屈服于她们的淫威之下,这是不可能的,人类无时无刻不再反抗着她们的统治。" + SIR_srdld:0"塞壬的掠夺" + SIR_srdld_desc:0"塞壬在占领区掠夺了全部的战略资源,虽然不知道她们要用那些资源来干什么。" + SIR_srdqz:0"塞壬的强征" + SIR_srdqz_desc:0"塞壬想控制全世界就必须有大量的兵力来驻守,她们强征了当地的人类来加入塞壬的军队,这样不得民心的军队战斗力绝对是非常低的。" + SIR_srhkj:0"塞壬黑科技" + SIR_srhkj_desc:0"塞壬的海军不需要燃料,她们似乎有自己的动力。" + SIR_buff1:0"震惊的塞壬" + SIR_buff2:0"生气的塞壬" + SIR_buff3:0"愤怒的塞壬" + SIR_buff4:0"恐怖的塞壬" + SIR_buff5:0"末日再次降临" + SIR_buff1_desc:0"就这?我还以为多狠呢,逞什么英雄,装什么大哥啊。" + SIR_buff2_desc:0"不爱别伤害,辣你为什么要伤害我嘛,我才是受害者!" + SIR_buff3_desc:0"你是真没见过黑塞壬啊,敢不敢跟我比划比划?敢不敢跟我比划比划什么是黑手!" + SIR_buff4_desc:0"三天之内杀了你,把你骨灰都给你扬咯。" + SIR_buff5_desc:0"隐藏着黑暗力量的钥匙啊,在我面前显示你真正的力量!现在以你的主人,塞壬之名命令你。封印解除!" + SIR_buff_max:0"塞壬真正的力量" + SIR_buff_max_desc:0"这一切都是观察者的一场游戏...现在塞壬已经玩腻了,她们决心彻底让我们灭绝。" + soren_embargo:0"防范走私战略资源" + soren_embargo_desc:0"邪恶的塞壬想煽动我们的国民向她们走私战略资源,这是不可能滴。" + siren_opinion:0"仇视塞壬" + siren_jianniang_opinion:0"不想和舰娘交流" + SIR_startbuff_1:0"噔 噔 咚" + SIR_startbuff_2:0"心 肺 骤 停" + SIR_startbuff_3:0"劝 退 难 度" + SIR_waijijiaoguan:0"外国教官" + SIR_sairenshihuopao:0"塞壬式火炮" + SIR_zhongxingtanke:0"重型坦克" + SIR_kzpz:0"空中屏障" + SIR_sairendehaishangliliang:0"塞壬的海上力量" + SIR_sairenlujun:0"塞壬教影响的陆军" + SIR_sairendehangkongmujian:0"塞壬的航空母舰" + SIR_tesejungongye:0"特色军工业" + SIR_kejironghe:0"布里-塞壬科技融合" + SIR_mijijianzhu:0"密集建筑" + + #塞壬特质# + srdtl:0"塞壬大统领" + yzjjdsr:0"压榨经济的塞壬" + gjsr:0"高阶塞壬" + bsrkz:0"被塞壬控制" + sairenshenxuanzhe:"塞壬神选者" + + + trait_yishijisi:"仪式祭司" + SIR_sairenjiaojisi_advisor_desc:"作为塞壬教的组织者,女祭司需要更多的力量来更频繁地举行仪式。" + siren_drift:"塞壬思想每日新增支持率" + #名字 + SIR_sairenjiaojisi2:"深海修女-灵沙" + + #countryflag + SIR_sairendebiyou_get:"得到了§Y塞壬的庇佑§!" + mowangruqin:"§Y魔王已入侵§!" + SIR_sairenjiangling_get:"§Y塞壬已降临§!" + SIR_dachuan_get:"打捞到了§Y一艘大船§!" + + SIR_event.1.t:"永世传承教条" + SIR_event.1.desc:"“有些事我都已忘记,但我现在还记得:在一个晚上我的祭司问我,今天怎么不开心?我说在我的想象中,有一个教条,与众不同最碉堡,当做BUFF肯定棒。”\n选择一个不会被遗忘的教条吧~" + SIR_event.1.a:"苦行教条" + SIR_event.1.b:"生育教条" + SIR_event.1.c:"劳动教条" + SIR_event.101.t:"提示提示提示" + SIR_event.101.d:"塞壬国尚未制作完成,有许多不完善的地方,因为有群友一直在催所以先更个半成品。所以如果你对后续发展有什么好的建议可以来群里找我交流,群号539127559、或者加QQ961872127。" + SIR_event.101.a:"明白了" + SIR_event.1.d:"科学教条" + SIR_event.2.t:"一艘巨型商船!" + SIR_event.2.d:"这是一艘来自欧洲的巨型商船,里面除了日常商品,还有大量的奢侈品!我们这下发达了。" + SIR_event.2.a:"获得§Y[?random_qiangjie_wz]§!£GFX_small_wz!" + SIR_event.3.t:"一艘贵族游轮!" + SIR_event.3.d:"这艘贵族游轮上面都是一群贵族和富商,以及一些外出旅游的无武装舰娘,他们为了保命什么都愿意交出来,比如大量的红尖尖。我们这下发达了。" + SIR_event.3.a:"获得§Y4000§!£GFX_small_wz!和§R[?random_qiangjie_zs]§!£GFX_small_zs!" + SIR_event.4.t:"一艘军火运输船!" + SIR_event.4.d:"这艘运输船可能是重樱军火商不知火的,但是她也不知道运输船是因为什么出事,现在是时候开一个武器盲盒了。" + SIR_event.4.a:"获得随机数量武器装备" + SIR_event.5.t:"一艘机床设施运输船!" + SIR_event.5.d:"这艘船上满是机器,这都是用来建造军工厂用的必要机器。我们这下发达了。" + SIR_event.5.a:"获得随机数量的军工和民工" + SIR_event.6.t:"一支无辜的平民船队" + SIR_event.6.d:"这支船队运输的都是一些普通平民,没什么价值,祭司决定把他们放走,不愿意走的则留在岛上成为普通劳工。" + SIR_event.6.a:"平民?贫民!" + AZ_siren.6.t:"魔王军入侵" + AZ_siren.6.d:"可能是觉得时机已到,或是认为是时候需要一些“场外援助”,塞壬通过神秘的异次元技术,打开了混沌之门,从各个次元召唤了大量的魔王军来到地球,这群魔王拥有着强大的战斗力……\n舰娘们的末日要来临了吗?" + AZ_siren.6.a:"大的要来了" + SIR_event.7.t:0"神秘宗教的传播" + SIR_event.7.d:0"神秘宗教在我们境内大范围传播,我们应该怎么办?" + SIR_event.7.a:0"我莫得选择,因为我只是个小几把路人国家。" + SIR_event.7.b:0"我们要保护我们的人民不会不会被神秘宗教腐蚀。" + SIR_event.8.t:0"神秘宗教传播" + SIR_event.8.d:0"神秘宗教在我们的美洲殖民地境内大范围传播,形成了一大批信众,导致我们对美洲殖民地失去控制,不幸中的万幸是有一批仍然忠诚于我们的人们抢救了当地的铝矿。" + SIR_event.8.a:0"这是什么情况?" + SIR_event.9.t:0"神秘宗教的传播" + SIR_event.9.d:0"神秘宗教在我们的美洲殖民地境内大范围传播,形成了一大批信众,导致我们对美洲殖民地失去控制。" + SIR_event.9.a:0"这是什么情况?" + SIR_event.10.t:0"布里被我们赶下海了" + SIR_event.10.d:0"我们将布里赶出了大陆,现在她们的领土上爆发了动乱,我们将去接管这些土地的控制权,和她们的特色科技。" + SIR_event.10.a:0"整个南美都是我们的了!" + SIR_event.11.t:0"迁都" + SIR_event.11.desc:0"随着我们夺下了南美大陆,我们可以选择把我们的首都迁移到南美大陆上面,以便我们未来的发展。" + SIR_event.11.a:0"迁都至布宜诺斯艾利斯" + SIR_event.11.b:0"迁都至里约热内卢" + SIR_event.11.c:0"迁都至圣地亚哥" + SIR_event.11.d:0"迁都至蒙得维的亚" + SIR_event.11.e:0"迁都至利马" + SIR_event.12.t:0"神秘势力控制了半个南美" + SIR_event.12.d:0"有不知名势力在跟我们争夺南美的控制权,我们应该怎么办?" + SIR_event.12.a:0"干他丫的" + SIR_event.12.b:0"小心为上,不动了" + SIR_event.13.t:0"登上大陆了" + SIR_event.13.d:0"在激烈的登录作战之后,我们终于获得了我们在大陆上的第一个据点。" + SIR_event.13.a:0"大家都辛苦了!\n§R◆警告◆若正在与布里开战,如果被推下海就会被吞并§!" + + + + + #决议 + SIR_chuanbo_category:"塞壬教传播" + SIR_chuanbo_category_desc:"我们将在世界上的各个国家随意进行塞壬教传播活动,被我们传教后的国家的任一省份会受到塞壬教腐蚀。当受腐蚀省份占到该国省份一定比例时,在今后对该国作战我们会直接控制这些被腐蚀些省份,而当这个比例达到90%以上时,这个国家将会被我们傀儡!\n\n§C◆提示◆§!腐蚀舰娘国家需要双倍PP点消耗" + siren_category:"塞壬教行动" + siren_category_desc:"塞壬的相关行动" + sir_xiunvdediyu:"修女的低语" + sir_xiunvdediyu_desc:"灵沙掌握了古传说中用歌声勾引船队水手的巫术,现在深海修女将加大力度,引诱更多的船队来到我们的深海墓地!" + sir_xiunvdediyu_tt:"§O一支船队中了陷阱§!" + SIR_sairenjiaochuanbo:"塞壬教传播-[FROM.GetName] 腐蚀比例:§O[?FROM.sir_fushi_ratio_show]§!%" + SIR_sairenjiaochuanbo_desc:"我们将在世界上的各个国家随意进行塞壬教传播活动,被我们传教后的国家的任一省份会受到塞壬教腐蚀。当受腐蚀省份占到该国省份一定比例时,在今后对该国作战我们会直接控制这些被腐蚀些省份,而当这个比例达到90%以上时,这个国家将会被我们傀儡!" + SIR_get_core:0"巩固信众" + SIR_core_1:0"巩固[FROM.GetName]的信众" + SIR_qiandu:0"迁都" + SIR_jibaibuli:0"击败布里" + SIR_hebulikaizhan:0"和布里开战" + #占领政策 + SIR_autonomous_occupation:0"塞壬教传播" + + #国名 + SIR_siren:0"塞壬" + + + + + + + + + + \ No newline at end of file diff --git a/src/localisation/azc_air_chief_l_simp_chinese.yml b/src/localisation/azc_air_chief_l_simp_chinese.yml new file mode 100755 index 0000000..67e7779 --- /dev/null +++ b/src/localisation/azc_air_chief_l_simp_chinese.yml @@ -0,0 +1,203 @@ +l_simp_chinese: + #新陆军部长TAG# + trait_naerxun_doh: "蓝金的夏夜之光" + trait_wuzang: "舞樱刃豪" + #新空军部长TAG# + trait_diguo: "帝国威光" + trait_bide: "迅击铁翼" + trait_beiyaen: "变迁之秘" + trait_qikaluofu: "捍卫雄鹰" + trait_zhangzhejiangjiang: "园竹" + trait_dafeng: "命运之骰" + trait_tianchengcv: "凤与凰" + #新海军部长TAG# + trait_qiye: "LuckyE" + trait_haitian: "书香水榭" + trait_fuxu: "胜利意志" + #新军事司令TAG# + trait_kelong_doh: "蜂鸟侵扰" + trait_zhaohe: "花枝映梅" + trait_yingrui: "寒松雪暖" + trait_wuqi: "战场嗅觉" + trait_leipuxitele: "邪龙" + trait_gangute: "破冰移转" + trait_zhusaipei: "绚烂的火光" + trait_jianye: "损伤警备" + trait_ruihe: "鹤之奋进" + trait_yunxian: "荡涤诸恶" + trait_huanchang: "朝乾夕惕" + trait_taiyuan: "毅守玄武" + trait_longwu: "波涛龙武" + #特殊工业设计商# + BFL_gaz: "北联高尔基汽车厂" + BFL_gosproyektstroy: "北联国家建筑设计局" + BFL_soviet_railways: "北方联合铁路" + SAD_ferrovie_dello_stato_italiane: "撒丁国家铁路" + SAD_officine_meccaniche: "撒丁机械工坊" + SAD_crda_cant: "亚得里亚海联合制造商" + SAD_fiat_aviazione: "菲亚特航空" + SAD_fiat: "菲亚特" + #新内阁TAG# + trait_talin: "新 名 单" + trait_weiershi: "军情六处" + trait_nvzaoshen1: "损害管制" + trait_nvzaoshen2: "定期维护" + trait_jiujinshan: "久经沙场" + trait_aerhangeersike: "改革派" + trait_huajia: "广结善缘" + trait_dingan: "利析秋毫" + trait_jian_doh: "居安资深" + #新国家精神TAG# + TIX_atlantikwall_idea: "海岸要塞建设" + TIX_dgfxd: "帝国飞行队" + CHY_ltfxd: "蓝天飞行队" + CHY_tlzdj: "天雷战斗机" + #词条TAG# + plane_modules_tech: "飞行器模块" + #新理论家TAG# + trait_aidang: "姐姐的巧克力" + trait_longfeng: "樱绽凤华" + trait_xianghe: "鹤之加护" + trait_nengdai: "新锐之刃" + trait_pinghai: "尚武之魂" + trait_haerbin: "矢无虚发" + trait_qiabayefu: "外交官" + trait_fuerjia: "冰裂坠晶" + trait_guanghui: "装甲飞机" + trait_quejie: "对空指令" + trait_shengwang: "最后的荣耀" + trait_tianying: "星辰之光" + trait_luoma: "Veni Vidi Vici" + trait_weineituo: "驱逐永夜的晨光" + trait_huteng: "致无名者的愚弄状" + trait_lvzuofu: "狩猎时刻" + trait_z46: "穿甲弹精通" + trait_yibei: "侵袭之盾" + trait_buleisite: "侧风的赞颂歌" + trait_kaixuan: "攻防转换" + trait_xiaochicheng: "赤红的加护" + trait_moermansike: "不冻港之炎" + trait_chaojibuli: "布里小妹" + trait_huangjinbuli: "布里陆军大元帅" + trait_zibuli: "布里海军大元帅" + trait_keluodiya: "冰结百合" + trait_haixiao: "害羞的助理少女" + trait_laisha: "炼金术之师" + trait_baoduoliuhua: "古立特光线" + trait_sali: "野性生长" + trait_mengya: "那什么光线" + trait_qianlai: "炎龙展翼" + trait_blixingtiaoqian: "不死之焰" + trait_xia: "樱花天舞袭" + trait_lila: "精灵之力" + trait_maliluosi: "玫瑰边刺" + trait_guanchazhe: "八爪鱼" + trait_ceshizhe: "魔鬼鱼" + trait_jinghuazhe: "锤头双髻鲨" + trait_xiaoguanchazhe: "幼年八爪鱼" + trait_xiaosairen: "狂气幼年体" + trait_xiaojinghuazhe: "幼年锤头双髻鲨" + trait_xiaozhongcaizhe: "懵懵懂懂" + trait_shaoqian_advisor: "异世界的军事指导" + #舰娘国战术TAG# + breakthrough_for_tix: "Wahrheit" + tactic_breakthrough_for_tix: "Wahrheit" + elastic_defense_for_sad: "跃动与回复之勇" + tactic_elastic_defense_for_sad: "跃动与回复之勇" + infantry_charge_for_chy: "锋焰显征" + tactic_infantry_charge_for_chy: "锋焰显征" + guerrilla_tactics_for_doh: "雾洒碧海" + human_wave_tactics_for_doh: "星罗棋布" + tactic_guerrilla_tactics_for_doh: "雾洒碧海" + tactic_human_wave_tactics_for_doh: "星罗棋布" + barrage_for_BYG: "吐息之焰" + tactic_barrage_for_BYG: "吐息之焰" + tactical_withdrawal_huj: "Tunnel Vision" + tactic_tactical_withdrawal_huj: "Tunnel Vision" + masterful_blitz_for_bfl: "钢武冰锋" + tactic_masterful_blitz_for_bfl: "钢武冰锋" + backhand_blow_for_yuw: "神穹之盾" + tactic_backhand_blow_for_yuw: "神穹之盾" + #新领导人特质TAG# + trait_huonululu: "火力全开" + trait_bulaimodun: "火翼燎原" + trait_aierdeliqi: "彩虹计划" + shiyongzhuyi: "实用主义" + #东煌特色傀儡国等级TAG# + doh_xiaodi: "东煌的小弟" + #新将领TAG# + BYG_huayuan: "花园" + BYG_huayuan_baby: "兔女郎花园" + #新事件TAG# + az_tianjiang.189: "撒丁的军事演习" + az_tianjiang.189.t: "撒丁的军事演习" + az_tianjiang.189.d: "自从被塞壬赶到岛上以后,撒丁将开展军事演习用以锻炼军队,此次假想敌是元老院带领的“埃塞俄比亚军”,军队的表现将对我们接下来的政治局势产生巨大的影响。" + az_tianjiang.189.a: "军队表现良好" + az_tianjiang.189.b: "军队表现欠佳" + ai_bianzhi.1: "鸢尾装甲师模板" + ai_bianzhi.1.t: "鸢尾装甲师模板" + ai_bianzhi.1.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.1.a: "不用控制台是看不见这个事件的" + ai_bianzhi.3: "东煌装甲师模板" + ai_bianzhi.3.t: "东煌装甲师模板" + ai_bianzhi.3.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.3.a: "不用控制台是看不见这个事件的" + ai_bianzhi.6: "铁血装甲师模板" + ai_bianzhi.6.t: "铁血装甲师模板" + ai_bianzhi.6.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.6.a: "不用控制台是看不见这个事件的" + ai_bianzhi.5: "北联装甲师模板" + ai_bianzhi.5.t: "北联装甲师模板" + ai_bianzhi.5.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.5.a: "不用控制台是看不见这个事件的" + ai_bianzhi.2: "皇家装甲师模板" + ai_bianzhi.2.t: "皇家装甲师模板" + ai_bianzhi.2.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.2.a: "不用控制台是看不见这个事件的" + ai_bianzhi.4: "白鹰装甲师模板" + ai_bianzhi.4.t: "白鹰装甲师模板" + ai_bianzhi.4.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.4.a: "不用控制台是看不见这个事件的" + ai_bianzhi.7: "撒丁装甲师模板" + ai_bianzhi.7.t: "撒丁装甲师模板" + ai_bianzhi.7.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.7.a: "不用控制台是看不见这个事件的" + ai_bianzhi.8: "重樱装甲师模板" + ai_bianzhi.8.t: "重樱装甲师模板" + ai_bianzhi.8.d: "不送一个装甲师模板ai是不会设计和生产变种坦克的。" + ai_bianzhi.8.a: "不用控制台是看不见这个事件的" + #新决议TAG# + CHY_Pacific_decisions: "发展太平洋" + CHY_Marcus_Island: "本土化马库斯岛" + CHY_Iwo_Jima: "发展硫磺岛" + CHY_Wake_Island: "本土化威克岛" + CHY_Midway_Island: "本土化中途岛" + CHY_Hawaii_State: "本土化夏威夷" + CHY_Johnston_Atoll: "本土化约翰斯顿环礁" + CHY_LineIslands: "本土化莱恩群岛" + CHY_Phoenix_Islands: "本土化菲尼克斯群岛" + CHY_Tahiti: "本土化塔西提" + CHY_buli: "本土化布里" + CHY_GALAPAGOS: "本土化加拉帕戈斯" + CHY_Samoa: "本土化萨摩亚" + CHY_Ellis_islands: "本土化埃里斯群岛" + CHY_Fiji: "本土化斐济" + CHY_Nouvelle_Caledonie: "本土化新喀里多尼亚" + CHY_Nendo: "本土化恩德" + CHY_Nauru: "本土化瑙鲁" + CHY_Gilbert_Islands: "本土化吉尔伯特群岛" + CHY_Marshall_Islands: "本土化马歇尔群岛" + CHY_Caroline_Islands: "本土化加罗林群岛" + CHY_Palau: "本土化帕劳群岛" + CHY_Guam: "本土化关岛" + CHY_Attu: "本土化阿图岛" + CHY_Saipan: "发展塞班岛" + CHY_Solomon_Islands: "本土化所罗门群岛" + CHY_Bismarck_Archipelaago: "本土化俾斯麦群岛" + CHY_Ryukyu_islands: "发展琉球" + CHY_Kuril_Islands: "发展千叶群岛" + #新决议TAG# + BFL_xiangyouzhuan_tooltip: "启用内阁顾问:改革派—阿尔汉格尔斯克" + #新flagTAG# + SIR_get_mainland_state = : "塞壬拥有大陆上的据点" + BLI_get_mainland_state = : "布里拥有大陆上的据点" \ No newline at end of file