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
harm_operative_leaderCHARACTERnoneHarm an operative. The specified value is subject to modifiers.
harm_operative_leader = 12
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。
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
}
[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。[is_operative](/wiki/trigger/is_operative) 做前置校验。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.
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
}
[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.[is_operative](/wiki/trigger/is_operative) as a prerequisite check.