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ability = {

force_attack = {
name = ABILITY_FORCE_ATTACK
desc = ABILITY_FORCE_ATTACK_DESC

sound_effect = command_power_ability_offensive

type = army_leader

allowed = {
is_leading_army_group = no
is_border_war = no
OWNER = {
if = {
limit = {
has_dlc = "Waking the Tiger"
}
NOT = { has_completed_focus = CHI_dare_to_die_corps }
}
}
}

ai_will_do = {
factor = -1
modifier = {
FROM = {
has_war_support > 0.1
command_power > 1.5
}
check_variable = { num_units_offensive_combats > 6 }

set_temp_variable = { temp = avg_offensive_combat_status }


check_variable = { temp > 0.45 }
check_variable = { ai_random > temp }

add = 2
}
}

cost = 0.22
duration = 168

one_time_effect = {
add_temporary_buff_to_units = {
combat_offense = 0.2
combat_breakthrough = 0.25
org_damage_multiplier = -1.0
str_damage_multiplier = 0.6
war_support_reduction_on_damage = 0.2
cannot_retreat_while_attacking = 1.0

days = 7
tooltip = ABILITY_FORCE_ATTACK_TOOLTIP
}
}
}

last_stand = {
name = ABILITY_LAST_STAND
desc = ABILITY_LAST_STAND_DESC

sound_effect = command_power_ability_offensive

type = army_leader

allowed = {
is_leading_army_group = no
is_border_war = no
OWNER = {
NOT = {
has_completed_focus = JAP_warrior_spirit
# has_completed_focus = SPA_cultivate_fanaticism
}
}
}

cost = 0.22
duration = 168

one_time_effect = {
add_temporary_buff_to_units = {
combat_defense = 0.2
combat_entrenchment = 0.25
org_damage_multiplier = -1.0
str_damage_multiplier = 0.6
war_support_reduction_on_damage = 0.2
cannot_retreat_while_defending = 1.0

days = 7
tooltip = ABILITY_LAST_STAND_TOOLTIP
}
}

ai_will_do = {
factor = -1
modifier = {
FROM = {
has_war_support > 0.4
}

check_variable = { num_units_defensive_combats > 6 }

set_temp_variable = { temp = avg_defensive_combat_status }


check_variable = { temp < 0.40 }
check_variable = { ai_random > temp }

add = 2
}
}
}

staff_office_plan = {
name = ABILITY_STAFF_OFFICE_PLAN
desc = ABILITY_STAFF_OFFICE_PLAN_DESC

sound_effect = command_power_ability_defensive

type = army_leader
allowed = {
is_border_war = no
}

cost = 0.12
duration = 168

unit_modifiers = {
planning_speed = 4.0
}

ai_will_do = {
factor = -1
modifier = {
FROM = {
command_power > 2.0
}
check_variable = { num_units > 6 }
check_variable = { unit_ratio_ready_for_plan > 0.55 }
check_variable = { avg_unit_planning_ratio < 0.4 }

add = 2
}
}
}

siege_artillery = {
name = ABILITY_SIEGE_ARTILLERY
desc = ABILITY_SIEGE_ARTILLERY_DESC

type = army_leader

allowed = {
has_ability = siege_artillery
is_border_war = no
}

unit_modifiers = {
fort = {
attack = 0.2
}
fortification_damage = 2.0
fortification_collateral_chance = 2.0
}
cost = 0.1
duration = 168

ai_will_do = {
factor = -1
modifier = {
FROM = {
command_power > 1.5
}

set_temp_variable = { temp = num_units_offensive_combats }


check_variable = { temp > 6 }
set_temp_variable = { temp2 =
num_units_offensive_combats_against@fort }
divide_temp_variable = { temp2 = temp }
check_variable = { temp2 > 0.5 }

add = 2
}
}
}

glider_planes = {
name = ABILITY_GLIDER_PLANES_ARTILLERY
desc = ABILITY_GLIDER_PLANES_ARTILLERY_DESC

type = army_leader

allowed = {
has_ability = glider_planes
is_border_war = no
}

unit_modifiers = {
paratrooper_count_per_plane = 1.0
paradrop_organization_factor = 2.0
paratrooper_aa_defense = 0.5
}

cost = 0.1
duration = 168
}
faster_naval_invasion_planning = {
name = ABILITY_FASTER_NAVAL_PLANNING
desc = ABILITY_FASTER_NAVAL_PLANNING_DESC

type = army_leader

allowed = {
has_ability = faster_naval_invasion_planning
is_border_war = no
}

unit_modifiers = {
naval_invasion_prep_speed = 0.5
}

cost = 0.1
duration = 168
}

probing_attack = {
name = ABILITY_PROBING_ATTACK
desc = ABILITY_PROBING_ATTACK_DESC

type = army_leader

allowed = {
has_ability = probing_attack
is_border_war = no
}

unit_modifiers = {
dont_lose_dig_in_on_attack = 1.0
offence = -0.2
}

cancelable = yes
cost = 0.1
duration = -1
}

makeshift_bridges = {
name = ABILITY_MAKESHIFT_BRIDGES
desc = ABILITY_MAKESHIFT_BRIDGES_DESC

type = army_leader

allowed = {
has_ability = makeshift_bridges
is_border_war = no
}

unit_modifiers = {
river_crossing_factor = -0.4
river = {
attack = 0.2
}
}

cost = 0.1
duration = 168

ai_will_do = {
factor = -1
modifier = {
FROM = {
command_power > 2.0
}
check_variable = { num_units_crossing_river > 5 }

add = 2
}
}
}

extra_suplies = {
name = ABILITY_EXTRA_SUPLIES
desc = ABILITY_EXTRA_SUPLIES_DESC

type = army_leader

allowed = {
has_ability = extra_suplies
is_border_war = no
}

unit_modifiers = {
no_supply_grace = 168
}

one_time_effect = {
supply_units = 168
}

cost = 0.2
duration = 168
cooldown = 504
}

requisition_winter_gear = {
name = ABILITY_REQUISITION_WINTER_GEAR
desc = ABILITY_REQUISITION_WINTER_GEAR_DESC

type = army_leader

allowed = {
has_ability = requisition_winter_gear
is_border_war = no
}

unit_modifiers = {
acclimatization_cold_climate_gain_factor = 0.5
}

cost = 0.1
duration = 168

ai_will_do = {
factor = -1
modifier = {
FROM = {
command_power > 2.0
}
check_variable = { num_units_on_climate@cold_climate > 8 }
set_temp_variable = { temp =
avg_units_acclimation@cold_climate }
divide_temp_variable = { temp = num_units }
check_variable = { temp < 0.5 }

add = 2
}
}
}
}

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