flavor_hun.420 骑士比武大会结果
时间范围:无明确 from 和 to 日期,事件触发后仅发生一次 (fire_only_once = yes)。
触发条件:此事件由其他事件或机制触发(代码中未显示直接触发条件 trigger 字段),其内部逻辑依赖于预设的角色变量:
- 事件内部会随机(各50%概率)决定
first_tournament_participant或second_tournament_participant为胜利者 (tournament_victor),另一人为失败者 (tournament_loser),并设置对应的获胜变量 (first_wins或second_wins)。 - 玩家的选项取决于是否对参赛者进行了下注(通过变量
first_tournament_participant_bet或second_tournament_participant_bet判断)以及下注对象是否与随机结果匹配。
关键效果:
- 选项 A (flavor_hun.420.a):
- 触发条件:玩家对随机结果中的胜利者进行了下注。
- 效果:对胜利者角色应用
winning_character_effect,对失败者角色应用losing_character_effect,并对玩家应用winning_bet_effect(推测为赢得赌注的正面效果)。
- 选项 B (flavor_hun.420.b):
- 触发条件:玩家对随机结果中的失败者进行了下注。
- 效果:对胜利者角色应用
winning_character_effect,对失败者角色应用losing_character_effect,并对玩家应用losing_bet_effect(推测为输掉赌注的负面效果)。
- 选项 C (flavor_hun.420.c):
- 触发条件:玩家未对任何参赛者下注。
- 效果:对胜利者角色应用
winning_character_effect,对失败者角色应用losing_character_effect。玩家无额外得失。
- 后续事件:无论选择哪个选项,事件结束后都会自动、静默地触发后续事件
flavor_hun.422。
背景介绍:在中世纪和文艺复兴时期的欧洲,骑士比武大会不仅是军事训练,也是重要的社交与娱乐活动,贵族们常借此展示勇武、赢得荣誉与赏金。本事件模拟了匈牙利(或其他相关文化区域)一场比武大会的结果揭晓时刻。大会的胜负由命运(游戏内随机数)决定,而作为统治者的玩家可能已根据对参赛骑士的了解或喜好提前下注。事件的处理方式将根据玩家的投注选择与比赛实际结果,带来不同的影响。
完整事件代码:
flavor_hun.420 = {
hide_portraits = yes
type = country_event
fire_only_once = yes
title = {
first_valid = {
triggered_desc = {
trigger = { exists = scope:tournament_victor }
desc = flavor_hun.420.title
}
triggered_desc = {
trigger = { always = yes }
desc = flavor_hun.420.title.fallback
}
}
}
desc = flavor_hun.420.desc
illustration_tags = {
10 = happy
10 = exterior
}
immediate = {
event_illustration_estate_effect = { foreground = estate_type:nobles_estate background = estate_type:nobles_estate }
random_list = {
50 = {
scope:first_tournament_participant = { save_scope_as = tournament_victor }
scope:second_tournament_participant = { save_scope_as = tournament_loser }
set_variable = { name = first_wins value = yes days = 20 }
}
50 = {
scope:second_tournament_participant = { save_scope_as = tournament_victor }
scope:first_tournament_participant = { save_scope_as = tournament_loser }
set_variable = { name = second_wins value = yes days = 20 }
}
}
}
option = {
name = flavor_hun.420.a
trigger = {
custom_tooltip = {
text = flavor_hun.420.a_tt
OR = {
AND = {
has_variable = first_wins
has_variable = first_tournament_participant_bet
}
AND = {
has_variable = second_wins
has_variable = second_tournament_participant_bet
}
}
}
}
scope:tournament_victor = { winning_character_effect = yes }
scope:tournament_loser = { losing_character_effect = yes }
winning_bet_effect = yes
}
option = {
name = flavor_hun.420.b
trigger = {
custom_tooltip = {
text = flavor_hun.420.b_tt
OR = {
AND = {
has_variable = second_wins
has_variable = first_tournament_participant_bet
}
AND = {
has_variable = first_wins
has_variable = second_tournament_participant_bet
}
}
}
}
scope:tournament_victor = { winning_character_effect = yes }
scope:tournament_loser = { losing_character_effect = yes }
losing_bet_effect = yes
}
option = {
name = flavor_hun.420.c
trigger = {
custom_tooltip = {
text = flavor_hun.420.c.tt
NOT = { has_variable = first_wins }
NOT = { has_variable = first_tournament_participant_bet }
NOT = { has_variable = second_wins }
NOT = { has_variable = second_tournament_participant_bet }
}
}
scope:tournament_victor = { winning_character_effect = yes }
scope:tournament_loser = { losing_character_effect = yes }
}
after = {
trigger_event_silently = flavor_hun.422
}
}