事件

幽灵船被冲上岸

black_death.1008in_game/events/situations/black_death.txt:814
幽灵船被冲上岸

在Target Location的海岸,一艘幽灵船被冲上岸搁浅。这艘已无船员的商船在某天夜里出现,从此就一直停在那里,没有当地居民敢一探究竟。

镇上的居民无比地害怕这艘船可能已经被瘟疫感染,因此不敢靠近它,但远看船员的遗物和尸首都仍完好无损。他们已经请求Flavor Rank为了安全考虑烧毁这艘船。

需要腺鼠疫疫病option 2, triggerbd1008_cd变量triggeroutcome1变量after, option 2outcome2变量after, option 2outcome3变量after, option 2

定义in_game/events/situations/black_death.txt:814

815type = country_event
816category = situation_event
818title = black_death.1008.t 幽灵船被冲上岸
819desc = black_death.1008.desc 在Target Location的海岸,一艘幽灵船被冲上岸搁浅。这艘已无船员的商船在某天夜里出现,从此就一直停在那里,没有当地居民敢一探究竟。

镇上的居民无比地害怕这艘船可能已经被瘟疫感染,因此不敢靠近它,但远看船员的遗物和尸首都仍完好无损。他们已经请求Flavor Rank为了安全考虑烧毁这艘船。
820outcome = neutral
821image = "gfx/interface/illustrations/situation/black_death.dds"
823trigger = {
824NOT = {
824has_variable = bd1008_cd
}
825OR = {
826country_has_disease = disease:bubonic_plague
827any_known_country = {
827country_has_disease = disease:bubonic_plague
}
}
829capital.market = {
830has_merchant = root
}
832any_owned_location = {
833is_coastal = yes
834region = root.capital.region
}
}
838immediate = {
839set_variable = bd1008_cd
840random_owned_location = {
841limit = {
842is_coastal = yes
843region = root.capital.region
}
845save_scope_as = target_location
}
847random_list = {
8481 = {
849set_variable = {
849name = outcome1
849value = yes
}
}
8511 = {
852set_variable = {
852name = outcome2
852value = yes
}
}
8541 = {
855set_variable = {
855name = outcome3
855value = yes
}
}
}
}
916after = {
917if = {
918limit = {
918has_variable = outcome1
}
919remove_variable = outcome1
}
921if = {
922limit = {
922has_variable = outcome2
}
923remove_variable = outcome2
}
925if = {
926limit = {
926has_variable = outcome3
}
927remove_variable = outcome3
}
}

选项

A烧了这遭瘟的船!
863custom_tooltip = custom_tooltip_generic_nothing_happens 无事发生……
B听起来有宝藏,把船翻个底朝天!
869if = {
870limit = {
870has_variable = outcome1
}
871capital.market = {
872add_goods_supply = {
873goods = goods:silver
874amount = market_goods_mild_gain (45)
}
}
}
878else_if = {
879limit = {
879has_variable = outcome2
}
880capital.market = {
881add_goods_supply = {
883amount = market_goods_mild_gain (45)
}
}
}
887else_if = {
888limit = {
888has_variable = outcome3
}
889capital.market = {
890add_goods_supply = {
891goods = goods:weaponry
892amount = market_goods_weak_gain (15)
}
}
}
896scope:target_location = {
897if = {
898limit = {
899disease_presence = {
899value <= 0.50
}
900NOT = {
900disease_has_stagnated = disease:bubonic_plague
}
901disease_resistance(disease:bubonic_plague) < 0.5
}
903set_disease_presence = {
905value = {
906value = "disease_presence(disease:bubonic_plague)"
907add = 0.10
}
}
}
911else = {
912change_prosperity = prosperity_severe_penalty (-0.2)
}
}
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