Wiki

effect · harm_operative_leader

Definition

  • Supported scope:CHARACTER
  • Supported target:none

Description

Harm an operative. The specified value is subject to modifiers.
harm_operative_leader = 12

实战 · 配合 · 坑

实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。

实战用法

harm_operative_leader 常用于情报战事件链中,模拟特工执行任务时遭遇反制、被敌方伤害的场景,数值越高造成的伤害越重(受相关修正影响)。例如在某个特工被捕事件的 option 中,可以选择对其造成一定程度的伤害而非直接击毙:

# 在特工任务失败事件的选项中
option = {
    name = intel_event.1.b
    # 当前 scope 为 CHARACTER(特工本身)
    harm_operative_leader = 12
}

配合关系

  • [is_operative](/wiki/trigger/is_operative):在执行伤害前先确认当前角色确实是特工,避免将效果误用于普通将领或顾问。
  • [force_operative_leader_into_hiding](/wiki/effect/force_operative_leader_into_hiding):特工受伤后常需强制其转入潜伏状态,二者组合模拟"受伤撤退"的完整流程。
  • [kill_operative](/wiki/effect/kill_operative):当伤害值不足以表达剧情需要时,可与此命令互斥选择,提供"重伤致死"与"负伤存活"两条分支路径。
  • [operative_leader_event](/wiki/effect/operative_leader_event):伤害结算后触发后续事件,用于呈现特工养伤、被组织接回等叙事内容。

常见坑

  1. 数值不等于固定扣血量:该数值会受国家及角色的相关修正器影响,实际造成的伤害可能远高或远低于填写的数字,切勿以为填 12 就等于精确扣除 12 点生命值——测试时务必在有/无修正的环境下各验证一次。
  2. Scope 必须是 CHARACTER 且为特工角色:若在非特工角色(如陆军将领)的 scope 下调用此命令,游戏不会报错但效果不会生效,建议搭配 [is_operative](/wiki/trigger/is_operative) 做前置校验。

Hands-On Notes

Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.

Hands-On Usage

harm_operative_leader is commonly used in intelligence operation event chains to simulate scenarios where operatives encounter countermeasures or are damaged by enemy forces during mission execution. Higher values inflict more severe damage (subject to relevant modifiers). For example, in an option for an operative capture event, you can choose to inflict a certain degree of damage rather than outright elimination:

# In an option for operative mission failure event
option = {
    name = intel_event.1.b
    # Current scope is CHARACTER (the operative itself)
    harm_operative_leader = 12
}

Synergy

  • [is_operative](/wiki/trigger/is_operative): Verify the current character is actually an operative before applying damage, preventing the effect from being misapplied to regular generals or advisors.
  • [force_operative_leader_into_hiding](/wiki/effect/force_operative_leader_into_hiding): After an operative takes damage, it's common to force them into hiding state; combining these two commands simulates the complete "wounded retreat" sequence.
  • [kill_operative](/wiki/effect/kill_operative): When damage values are insufficient to convey narrative intent, use this command as a mutually exclusive alternative, providing separate branches for "fatal wounding" versus "survival with injury".
  • [operative_leader_event](/wiki/effect/operative_leader_event): Trigger subsequent events after damage resolution to present narrative content such as operative recovery and organizational retrieval.

Common Pitfalls

  1. Numeric value does not equal fixed damage reduction: This value is affected by national and character-related modifiers, so actual damage inflicted may be significantly higher or lower than the number entered. Do not assume that entering 12 means precisely deducting 12 HP—during testing, you must verify results both with and without modifiers applied.
  2. Scope must be CHARACTER and must be an operative: If this command is invoked under the scope of a non-operative character (such as an army general), the game will not error but the effect will not trigger. It is recommended to pair this with [is_operative](/wiki/trigger/is_operative) as a prerequisite check.