flavor_teu.101 墓地
时间范围:无明确 from 和 to 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_traditions或current_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)。
- 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”。 - 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”。 - 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”。 - 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
}
}