trigger · operative_leader_mission
Definition
- Supported scope:
CHARACTER - Supported target:
none
Description
Checks whether the operative is performing the given mission:
operative_leader_mission = build_intel_network
operative_leader_missionCHARACTERnoneChecks whether the operative is performing the given mission:
operative_leader_mission = build_intel_network
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。
operative_leader_mission 常用于情报特工系统的 mod 场景,例如当特工正在执行特定任务时触发额外效果、奖励或惩罚事件。典型用法是在特工事件的 trigger 块中判断当前任务类型,从而让不同任务产生差异化的随机事件结果。
# 特工事件:仅当特工正在构建情报网络时才会触发此事件
country_event = {
id = my_mod.101
trigger = {
any_operative_leader = {
is_operative = yes
operative_leader_mission = build_intel_network
}
}
# ...
}
[is_operative](/wiki/trigger/is_operative):在使用 operative_leader_mission 前通常先确认该角色确实是特工身份,避免在非特工角色上使用导致逻辑错误。[is_operative_captured](/wiki/trigger/is_operative_captured):配合检查特工当前是否被俘,被俘状态下任务判断往往需要分支处理,两者共同构成完整的特工状态判断链。[harm_operative_leader](/wiki/effect/harm_operative_leader):当确认特工正在执行某项高风险任务时,配合此 effect 在事件中对特工造成伤害,模拟任务风险。[operative_leader_event](/wiki/effect/operative_leader_event):在 limit 中用 operative_leader_mission 过滤特定任务的特工,再通过此 effect 精准向该特工发送后续事件。CHARACTER scope 下使用,新手常将其直接写在国家 scope 的 trigger 块里而不进行 scope 切换(如 any_operative_leader = { ... }),导致游戏报错或判断永远为假。build_intel_network、steal_blueprints 等)必须与游戏内定义完全一致,填写错误时不会报错但条件永远不会为真,导致难以排查的逻辑 bug。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.
operative_leader_mission is commonly used in intelligence operative system mod scenarios, such as triggering additional effects, rewards, or punitive events when an operative is executing a specific mission. A typical usage pattern is to check the current mission type within the trigger block of an operative event, allowing different missions to produce differentiated random event outcomes.
# Operative event: triggers only when the operative is building an intelligence network
country_event = {
id = my_mod.101
trigger = {
any_operative_leader = {
is_operative = yes
operative_leader_mission = build_intel_network
}
}
# ...
}
[is_operative](/wiki/trigger/is_operative): Before using operative_leader_mission, it's standard practice to first confirm the character is actually an operative to avoid logic errors when applied to non-operative characters.[is_operative_captured](/wiki/trigger/is_operative_captured): Pair with this to check whether an operative is currently captured; captured operatives often require branching logic, and together they form a complete operative state verification chain.[harm_operative_leader](/wiki/effect/harm_operative_leader): Once an operative is confirmed to be executing a high-risk mission, combine with this effect to inflict damage to the operative within the event, simulating mission risk.[operative_leader_event](/wiki/effect/operative_leader_event): Use operative_leader_mission in a limit clause to filter operatives on specific missions, then dispatch subsequent events to those operatives precisely via this effect.CHARACTER scope. Beginners often write it directly in the trigger block of country scope without performing scope switching (e.g., any_operative_leader = { ... }), resulting in game errors or conditions that always evaluate to false.build_intel_network, steal_blueprints, etc.) must match the in-game definitions exactly. Typos won't generate errors but the condition will never evaluate to true, leading to hard-to-debug logic bugs.