# Icons set here are the ones show in the actual slot. The reason is so that we can support different icons for different sizes. ############# # COST # ############# @cost_6S = 30 @cost_6M = 60 @cost_6L = 120 ############# # FTL # ############# @ftl1 = 5 @ftl2 = 10 @ftl3 = 15 @ftl4 = 30 @power1 = -5 @power2 = -7.5 @power3 = -10 @power4 = -10 ######################## # The Beholder ######################## utility_component_template = { key = "SHROUD_SHIELD_SUPPRESSION_FIELD" size = medium icon = "GFX_ship_part_shroudborne_shield_suppression" icon_frame = 1 power = 0 hostile_aura = { name = "aura_shield_dampener" system_wide = yes #radius = 120 #apply_on = ships stack_info = { # A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied. id = hostile_inhibitor_aura priority = 100 } modifier = { ship_shield_reduction = 1 } } friendly_aura = { name = "aura_shield_dampener" system_wide = yes #radius = 120 stack_info = { # A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied. id = friendly_inhibitor_aura priority = 100 } modifier = { ship_shield_reduction = 1 } } } utility_component_template = { key = "SHIP_PLANETFALL" size = large icon = GFX_ship_part_bifunctional_design icon_frame = 1 power = 0 scripted_action = { scope = planet possible = { exists = owner exists = event_target:beholder_leader exists = event_target:beholder_leader.owner owner = { is_same_value = event_target:beholder_leader.owner } is_under_colonization = no } name = on_beholder_target_planet_reached tooltip = beholder_ship_button_desc icon = GFX_fleet_task_planetfall_action icon_selected = "GFX_fleet_task_planetfall_selected" activity_key = beholder_action_activity_key context_menu_name = beholder_context_menu_title } ai_weight = { factor = 2 } } ######################## # AZARYN ######################## utility_component_template = { key = "SHIP_AZARYN_TERRAFORM" size = large icon = GFX_ship_part_terraformation_nuclei_initiator icon_frame = 1 power = 0 scripted_action = { scope = planet possible = { is_terraforming = no NOT = { has_planet_flag = terraform_nucleus_transfixed } is_azaryn_terraformable_pc = yes exists = event_target:azaryn_leader event_target:azaryn_leader = { OR = { has_trait = leader_trait_legendary_terraformation_nucleus_3_buds has_trait = leader_trait_legendary_terraformation_nucleus_2_buds has_trait = leader_trait_legendary_terraformation_nucleus_1_bud } exists = owner owner = { has_resource = { type = energy amount >= @azaryn_terraform_cost } } } exists = space_owner space_owner = { is_same_value = event_target:azaryn_leader.owner } } button_clickable = { owner = { has_resource = { type = energy amount >= 10000 } } } finished = { has_planet_flag = terraform_nucleus_transfixed } name = on_azaryn_target_planet_reached tooltip = azaryn_ship_button icon = GFX_fleet_order_button_transfix_terraformation_nucleus_action icon_selected = GFX_fleet_order_button_transfix_terraformation_nucleus_selected on_cancel = on_azaryn_action_cancel activity_key = azaryn_action_activity_key } ai_weight = { factor = 2 } } ######################## # Horizon Needle ######################## utility_component_template = { key = "SHIP_COSMOGENESIS_EXODUS" size = large icon = GFX_ship_part_aura_pd_penetration icon_frame = 1 power = 0 scripted_action = { scope = planet possible = { OR = { AND = { is_planet_class = pc_black_hole from.owner = { has_country_flag = exodus_ready } } AND = { is_colony = yes has_planet_flag = cosmogenesis_pickup_planet from.owner = { NOT = { has_country_flag = exodus_ready } } } } } button_clickable = { custom_tooltip = { fail_text = cosmogenesis_exodus_tt NOT = { owner = { has_country_flag = cosmogenesis_supermassive } } } } name = on_cosmogenesis_exodus_planet_reached tooltip = exodus_ship_button icon = GFX_fleet_action_button_active_reconnaissance icon_selected = GFX_fleet_action_button_active_reconnaissance_selected activity_key = exodus_action_activity_key context_menu_name = exodus_context_menu_title progress_activity_key = exodus_action_progress_activity_key required_progress = 60 } ai_weight = { factor = 2 } }