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flavor_teu.101 墓地

时间范围:无明确 fromto 日期,事件在满足触发条件后,每月有固定概率触发。代码中未指定 monthly_chance,因此触发概率未知。

触发条件

  • 国家主流文化为普鲁士文化 (culture = culture:prussian)。
  • 国家拥有政府改革“军事修会改革” (has_reform = government_reform:military_order_reform)。
  • 当前时代为第一时代(传统时代)或第二时代(文艺复兴时代) (current_age = age_1_traditionscurrent_age = age_2_renaissance)。
  • 国家至少拥有一位存活的、且带有“在普鲁士十字军中” (on_prussian_crusade) 人物修正的人物。

关键效果: 事件有四个选项,每个选项对应一种人物死亡原因,并会杀死指定的目标人物 (scope:target)。目标人物是随机选取的、满足触发条件中“在普鲁士十字军中”且存活的人物。死亡地点均为国家首都 (scope:capital)。

  1. 选项 A (感染致死):触发条件为 has_variable = infection_death。效果:杀死目标人物,死因为“发烧”。
  2. 选项 B (训练事故致死):触发条件为 has_variable = training_accident_death。效果:杀死目标人物,死因为“斩首”。
  3. 选项 C (河流溺水致死):触发条件为 has_variable = river_drowning_death。效果:杀死目标人物,死因为“河中溺亡”。
  4. 选项 ZZZ (后备选项):触发条件为不满足以上三种变量条件。效果:杀死目标人物(未指定具体死因)。

事件机制:事件触发后,会立即 (immediate) 通过随机列表决定人物的死因(感染50%,训练事故35%,河流溺水15%),并设置对应的变量。随后,事件选项会根据已设置的变量显示对应的死亡描述和效果。事件结束后 (after),会清除这些临时变量。如果目标人物原本来自另一个国家(通过变量 pr_cr_home_country 判断),则会在10天后触发事件 flavor_teu.102 通知其原属国。

背景介绍: 此事件模拟了条顿骑士团(一个以普鲁士地区为基地的军事修会)在向波罗的海地区进行十字军征服期间,其成员可能遭遇的各种非战斗减员。在中世纪和文艺复兴早期,远征的骑士除了面临战场风险,还常常受到疾病、严酷环境以及日常训练事故的威胁。该事件通过几种不同的随机死因,反映了这一时期军事远征生活的危险与无常。

完整事件代码

flavor_teu.101 = { #GRAVEYARD
	type = country_event
	title = flavor_teu.101.title
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { has_variable = infection_death }
				desc = flavor_teu.101.desc.infection_death
			}
			triggered_desc = {
				trigger = { has_variable = training_accident_death }
				desc = flavor_teu.101.desc.training_accident_death
			}
			triggered_desc = {
				trigger = { has_variable = river_drowning_death }
				desc = flavor_teu.101.desc.river_drowning_death
			}
			triggered_desc = {
				trigger = {
					not = { has_variable = infection_death }
					not = { has_variable = training_accident_death }
					not = { has_variable = river_drowning_death }
				}
				desc = flavor_teu.101.desc.fallback
			}
		}
	}
	trigger = {
		culture = culture:prussian
		has_reform = government_reform:military_order_reform
		OR = {
			current_age = age_1_traditions
			current_age = age_2_renaissance
		}
		any_character = {
			has_character_modifier = on_prussian_crusade
			is_alive = yes
		}
	}
	immediate = {
		hidden_effect = {
			random_character = {
				limit = {
					has_character_modifier = on_prussian_crusade
					is_alive = yes
				}
				save_scope_as = target
				if = {
					limit = { has_variable = pr_cr_home_country }
					var:pr_cr_home_country = {
						save_scope_as = target_country
					}
				}
			}
			random_list = {
				50 = { set_variable = { name = infection_death value = yes } }
				35 = { set_variable = { name = training_accident_death value = yes } }
				15 = { set_variable = { name = river_drowning_death value = yes } }
			}
			capital = { save_scope_as = capital }
		}
	}
	after = {
		hidden_effect = {
			if = { limit = { has_variable = infection_death }			remove_variable = infection_death }
			if = { limit = { has_variable = training_accident_death }	remove_variable = training_accident_death }
			if = { limit = { has_variable = river_drowning_death }		remove_variable = river_drowning_death }
		}
		if = {
			limit = { exists = scope:target_country }
			scope:target_country = {
				trigger_event_non_silently = {
					id = flavor_teu.102
					days = 10
				}
			}
		}
	}
	#infection_death
	option = {
		name = flavor_teu.101.a
		trigger = { has_variable = infection_death }
		kill_character = { target = scope:target reason = fever location = scope:capital }
	}
	#training_accident_death
	option = {
		name = flavor_teu.101.b
		trigger = { has_variable = training_accident_death }
		kill_character = { target = scope:target reason = beheading location = scope:capital }
	}
	#river_drowning_death
	option = {
		name = flavor_teu.101.c
		trigger = { has_variable = river_drowning_death }
		kill_character = { target = scope:target reason = drowning_river location = scope:capital }
	}
	#fallback
	option = {
		name = flavor_teu.101.zzz
		trigger = {
			not = { has_variable = infection_death }
			not = { has_variable = training_accident_death }
			not = { has_variable = river_drowning_death }
		}
		kill_character = scope:target
	}
}