Open source Star Ruler 2 source code!
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Ability: Blink
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Name: #ABL_BLINK
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Description: #ABL_BLINK_DESC
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Icon: GuiOrbitalIcons::2 * #ff0000
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Target: dest = Point
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TargetFilterMovableTo(dest)
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Cooldown: 45
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DistanceEnergyCost(dest, 0.1, Sqrt Cost = 6.5)
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MultiplyEnergyCost(Sys.CostFactor:1)
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PlayParticles(SkipDriveEvent, Scale = 3.0, Object Tied = False)
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TeleportTo(dest)
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PlayParticlesAt(dest, SkipDriveEvent, Scale = 3.0)
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SubsystemOrConsumeStatus(SkipDrive)
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Ability: BusterBeam
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Name: #ABL_BUSTER_BEAM
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Description: #ABL_BUSTER_BEAM_DESC
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Icon: HexagonSubsystems::6 * #e900ff
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Range: 200
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Target: targ = Object
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TargetFilterType(targ, Planet)
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TargetFilterAttackable(targ)
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IsToggleTarget(targ, Range Margin = 1.5)
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CooldownOnDeactivate(targ, 300)
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PersistentBeamEffect(targ, #e900ff, Tractor, Width = 3.0)
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DealPlanetDamageOverTime(targ, 7000000)
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OffensiveToTarget(targ)
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Ability: Cloak
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Name: #ABL_CLOAK
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Description: #ABL_CLOAK_DESC
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Icon: PlateArmor * #5188e6a0
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Cooldown: 5
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ShowShipSizeValue(RESOURCE_ENERGY, 0.5, 0.005, ResourceIcon::2, #PER_SECOND, #42b4bd)
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RequireEnergyMaintenance(0.5, 0.005)
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IsStatusToggle(Cloaked)
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Ability: EmergencySupplies
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Name: #ABL_EMERGENCY_SUPPLIES
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Description: #ABL_EMERGENCY_SUPPLIES_DESC
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Icon: AntimatterReactor * #b8b800
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Energy Cost: 200
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Cooldown: 30
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EnergyCostFromSubsystem(EnergyCost)
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EmergencyResupply(Resupply)
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AddStatusSelf(EmergencyShields, Sys.Duration:10)
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Ability: FlareBomb
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Name: #ABL_FLARE_BOMB
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Description: #ABL_FLARE_BOMB_DESC
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Icon: MissileLauncher::0 * #e45500
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Range: 50
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Target: targ = Object
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TargetFilterType(targ, Star)
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TargetFilterAttackable(targ)
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IsToggleTarget(targ, Range Margin = 1.5, Channels = True)
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AfterChannel(targ, 60, PlayParticles(FlareBomb), Clear = False)
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AfterChannel(targ, 60, AddRegionStatus(FlareRadiation, 300, Empire Limited = False), Clear = False)
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AfterChannelSelf(targ, 60, Destroy(), Clear = True)
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PersistentBeamEffect(targ, #e45500, Tractor, Width = 7.0)
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DealStellarDamageOverTime(targ, 20000000)
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OffensiveToTarget(targ)
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Ability: GatePack
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Name: #ABL_GATE_PACK
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Description: #ABL_GATE_PACK_DESC
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Icon: AbilityIcons::0
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Hotkey: G
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RemoveStatus(GateUnpacked)
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AddStatus(GatePacked)
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Ability: GateUnpack
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Name: #ABL_GATE_UNPACK
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Description: #ABL_GATE_UNPACK_DESC
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Icon: AbilityIcons::1
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Hotkey: G
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Target: dest = Point
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Range: 10
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RemoveStatus(GatePacked)
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AddStatus(GateUnpacked)
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ConsumeFTL(100)
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ShowFTLValue(100, #COST)
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TeleportTo(dest)
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Ability: GravitonCondenser
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Name: #ABL_GRAVITON_CONDENSER
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Description: #ABL_GRAVITON_CONDENSER_DESC
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Icon: TractorGun::0 * #e45500
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Range: 700
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Target: targ = Object
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Either(TargetFilterType(targ, Planet), TargetFilterType(targ, Star))
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TargetFilterAttackable(targ)
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IsToggleTarget(targ, Range Margin = 1.5)
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CooldownOnDeactivate(targ, 30)
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PersistentBeamEffect(targ, #e45500, Tractor, Width = 8.0)
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DealStellarDamageOverTime(targ, Sys.StellarDamage:7000000)
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OffensiveToTarget(targ)
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Ability: IonCannon
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Name: #ABL_ION_CANNON
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Description: #ABL_ION_CANNON_DESC
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Icon: HexagonSubsystems::6 * #ff8d00
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Range: 600
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Energy Cost: 500
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Cooldown: 60
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Target: targ = Object
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TargetFilterWar(targ)
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TargetFilterFlagship(targ)
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RelativeSizeEnergyCost(targ, Factor = 0.75)
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TriggerBeamEffect(targ, 4.0, #ff8d00, Tractor, Width = 2)
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AddStatusTo(targ, Entangled, Sys.Duration:120)
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ShowSubsystemVariable(Sys.Duration:120, Format = #TIME_S, Name = #DURATION, Icon = ContextIcons::1, Color = #80baff)
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SubsystemOrConsumeStatus(IonCannon)
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Ability: SelfDestruct
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Name: #ABL_SELF_DESTRUCT
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Description: #ABL_SELF_DESTRUCT_DESC
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Icon: AntimatterReactor * #ff0000
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SetInCombat()
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Destroy()
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Ability: TractorBeam
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Name: #ABL_TRACTOR_BEAM
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Description: #ABL_TRACTOR_BEAM_DESC
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Icon: TractorGun::0
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Range: 100
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Target: targ = Object
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TargetFilterAllowTractor(targ)
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IsToggleTarget(targ, Check Range = False, Channels = False)
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TractorObject(targ)
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PersistentBeamEffect(targ, #b8b8d8, Tractor)
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ApplyTargetStatusEffect(targ, InterdictFTL)
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OffensiveToTarget(targ)
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Ability: TroopPods
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Name: #ABL_TROOPPODS
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Description: #ABL_TROOPPODS_DESC
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Icon: AbilityIcons::2
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Range: 100
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Target: targ = Object
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TargetFilterType(targ, Planet)
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TargetFilterWar(targ)
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TargetFilterLoyaltyMax(targ, Sys.MaxLoyalty)
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ConsumeStatus(Troops, Hide = True)
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AddStatusTo(targ, TroopInvasion, Sys.Duration, Set Origin Empire = True)
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