######################### # Initiate Storm events # ######################### situation_event = { id = cstorms.2000 title = cstorms.2000.name desc = { trigger = { text = cstorms.2000.desc_common_1 success_text = { text = cstorms.2000.desc_tech owner = { OR = { has_technology = tech_basic_science_lab_3 has_technology = tech_mine_dark_matter has_technology = tech_hyper_drive_3 } } } success_text = { text = cstorms.2000.desc_common_2 owner = { NOT = { has_country_flag = triggered_gather_storm } } } } } picture = GFX_evt_cosmic_storms_preparation show_sound = event_laboratory_sound is_triggered_only = yes location = target situation = this immediate = { set_situation_locked = yes set_situation_flag = situation_locked } option = { name = cstorms.2000.a hidden_effect = { set_situation_flag = approach_supercharge_selected } set_situation_approach = approach_situation_initiate_storm_supercharge custom_tooltip = cstorms.2000.a.tt } option = { name = cstorms.2000.b allow = { custom_tooltip = { fail_text = cstorms.2000.b.tt.allow owner = { OR = { AND = { has_technology = tech_basic_science_lab_3 can_obtain_volatile_motes = yes } has_technology = tech_mine_dark_matter AND = { has_technology = tech_hyper_drive_3 can_obtain_rare_crystals = yes } } } } } hidden_effect = { set_situation_flag = approach_overfeed_selected } set_situation_approach = approach_situation_initiate_storm_overfeed if = { limit = { owner = { OR = { AND = { has_technology = tech_basic_science_lab_3 can_obtain_volatile_motes = yes } has_technology = tech_mine_dark_matter AND = { has_technology = tech_hyper_drive_3 can_obtain_rare_crystals = yes } } } } custom_tooltip = cstorms.2000.b.tt } } option = { name = cstorms.2000.c default_hide_option = yes abort_situation = this } after = { hidden_effect = { remove_situation_flag = situation_locked set_situation_locked = no owner = { if = { limit = { NOT = { has_country_flag = triggered_gather_storm } } set_country_flag = triggered_gather_storm } } } } } situation_event = { id = cstorms.2010 title = cstorms.2010.name desc = { trigger = { owner = { NOR = { has_technology = tech_power_plant_4 has_technology = tech_mining_3 } } } text = cstorms.2010.desc_irradiate_only } desc = { trigger = { owner = { OR = { has_technology = tech_power_plant_4 has_technology = tech_mining_3 } } } text = cstorms.2010.desc_others } picture = GFX_evt_cosmic_storms_calibration show_sound = event_energy_field is_triggered_only = yes location = target situation = this immediate = { set_situation_locked = yes set_situation_flag = situation_locked } option = { name = cstorms.2010.a hidden_effect = { set_situation_flag = approach_irradiate_selected } set_situation_approach = approach_situation_initiate_storm_irradiate custom_tooltip = cstorms.2010.a.tt } option = { name = cstorms.2010.b allow = { owner = { has_technology = tech_power_plant_4 } } hidden_effect = { set_situation_flag = approach_sever_selected } set_situation_approach = approach_situation_initiate_storm_sever custom_tooltip = cstorms.2010.b.tt } option = { name = cstorms.2010.c allow = { owner = { has_technology = tech_mining_3 } } hidden_effect = { set_situation_flag = approach_magnetize_selected } set_situation_approach = approach_situation_initiate_storm_magnetize custom_tooltip = cstorms.2010.c.tt } option = { name = cstorms.2010.d abort_situation = this } after = { hidden_effect = { remove_situation_flag = situation_locked set_situation_locked = no } } } situation_event = { id = cstorms.2015 title = cstorms.2015.name desc = { trigger = { check_variable = { which = count_techs value = 1 } } text = cstorms.2015.desc_one_tech_only } desc = { trigger = { check_variable = { which = count_techs value > 1 } } text = cstorms.2015.desc_others } picture = GFX_evt_cosmic_storms_calibration show_sound = event_energy_field is_triggered_only = yes location = target situation = this immediate = { set_situation_locked = yes set_situation_flag = situation_locked set_variable = { which = count_techs value = 0 } if = { limit = { owner = { has_technology = tech_basic_science_lab_3 can_obtain_volatile_motes = yes } } change_variable = { which = count_techs value = 1 } } if = { limit = { owner = { has_technology = tech_mine_dark_matter } } change_variable = { which = count_techs value = 1 } } if = { limit = { owner = { has_technology = tech_hyper_drive_3 can_obtain_rare_crystals = yes } } change_variable = { which = count_techs value = 1 } } } option = { name = cstorms.2015.a allow = { owner = { has_technology = tech_basic_science_lab_3 can_obtain_volatile_motes = yes } } hidden_effect = { set_situation_flag = approach_agitate_selected } set_situation_approach = approach_situation_initiate_storm_agitate custom_tooltip = cstorms.2015.a.tt } option = { name = cstorms.2015.b allow = { owner = { has_technology = tech_mine_dark_matter } } hidden_effect = { set_situation_flag = approach_destabilize_selected } set_situation_approach = approach_situation_initiate_storm_destabilize custom_tooltip = cstorms.2015.b.tt } option = { name = cstorms.2015.c allow = { owner = { has_technology = tech_hyper_drive_3 can_obtain_rare_crystals = yes } } hidden_effect = { set_situation_flag = approach_scramble_selected } set_situation_approach = approach_situation_initiate_storm_scramble custom_tooltip = cstorms.2015.c.tt } option = { name = cstorms.2015.d abort_situation = this } after = { hidden_effect = { remove_situation_flag = situation_locked set_situation_locked = no } } } # Spawn Solar Storm # from = fleet situation_event = { id = cstorms.2020 title = cstorms.2020.name desc = cstorms.2020.desc picture = GFX_evt_cosmic_storms_solar_storm show_sound = event_energy_field is_triggered_only = yes location = target option = { name = cstorms.storm_gathered.a spawn_random_storm = { type = solar_storm immediate = yes cosmic_storm_start_position = target.solar_system } } after = { destroy_situation = this } } # Spawn Electric Storm situation_event = { id = cstorms.2025 title = cstorms.2025.name desc = cstorms.2025.desc picture = GFX_evt_cosmic_storms_electric_storm show_sound = event_energy_field is_triggered_only = yes location = target option = { name = cstorms.storm_gathered.a spawn_random_storm = { type = electric_storm immediate = yes cosmic_storm_start_position = target.solar_system } } after = { destroy_situation = this } } # Spawn Magnetic Storm situation_event = { id = cstorms.2030 title = cstorms.2030.name desc = cstorms.2030.desc picture = GFX_evt_cosmic_storms_magnetic_storm show_sound = event_energy_field is_triggered_only = yes location = target option = { name = cstorms.storm_gathered.a spawn_random_storm = { type = magnetic_storm immediate = yes cosmic_storm_start_position = target.solar_system } } after = { destroy_situation = this } } # Spawn Particles Storm situation_event = { id = cstorms.2035 title = cstorms.2035.name desc = cstorms.2035.desc picture = GFX_evt_cosmic_storms_particle_storm show_sound = event_energy_field is_triggered_only = yes location = target option = { name = cstorms.storm_gathered.a spawn_random_storm = { type = particle_storm immediate = yes cosmic_storm_start_position = target.solar_system } } after = { destroy_situation = this } } # Spawn Gravity Storm situation_event = { id = cstorms.2040 title = cstorms.2040.name desc = cstorms.2040.desc picture = GFX_evt_cosmic_storms_gravity_storm show_sound = event_energy_field is_triggered_only = yes location = target option = { name = cstorms.storm_gathered.a spawn_random_storm = { type = gravity_storm immediate = yes cosmic_storm_start_position = target.solar_system } } after = { destroy_situation = this } } # Spawn Celestial Storm situation_event = { id = cstorms.2045 title = cstorms.2045.name desc = cstorms.2045.desc picture = GFX_evt_cosmic_storms_celestial_storm show_sound = event_energy_field is_triggered_only = yes location = target option = { name = cstorms.storm_gathered.a spawn_random_storm = { type = celestial_storm immediate = yes cosmic_storm_start_position = target.solar_system } } after = { destroy_situation = this } }