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编辑“
ST NewHorizons/Events/Xindi Crisis
”(章节)
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==Trigger Event== The trigger event starts the whole event chain and has a <abbr title="Mean Time to Happen">MTTH</abbr> of 60 months, or 5 years. The event is set to trigger from Earth, which is referred to in the events as '''"ROOT"'''. The event is triggered with a trigger using the following conditions: <pre> has_owner = yes has_planet_flag = sol_earth owner = { has_country_flag = united_earth is_ai = no NOT = { has_country_flag = easy_mode } #OUTDATED FUNCTION NOT = { has_country_flag = united_federation_of_planets } NOT = { has_country_flag = xindi_crisis_started } NOT = { has_country_flag = xindi_probe_target_country } } NOT = { any_country = { has_country_flag = xindi_council } } NOT = { any_country = { has_country_flag = syrrannite_crisis } } num_pops > 0 years_passed > 5 </pre> These conditions effectively check for the following: * The planet is colonized by United Earth, and has people on it. * The planet is Earth. * United Earth has not formed the <abbr title="United Federation of Planets">UFP</abbr>. * The event has not fired before. * The Xindi Nation is uncontacted. * The syrranite crisis is not happening. If this trigger is met, then the event has a chance of triggering randomly around 60 months (5 Years) into the campaign. After this event is triggered, several things will happen, each with its own code. All of them are explained below (NOTE: All of these are contained within an "immediate" scope): ===Block #1=== <pre> save_event_target_as = xindi_probe_target_planet </pre> The above line creates a flag for Earth for the probe to use. ===Block #2=== <pre> owner = { set_country_flag = xindi_probe_target_country save_global_event_target_as = xindi_probe_target_country set_country_flag = xindi_crisis_started set_timed_country_flag = { flag = xindi_crisis days = 5000 } set_timed_country_flag = { flag = enterprise_era_crisis_ongoing days = 3600 } } </pre> The above block of code effectively does the following: * Tells the game that the event chain has been fired, and to not fire it again. * Sets two flags for internal usage. ===Block #3=== <pre> create_country = { name = "Xindi Probe" type = faction auto_delete = no flag = { icon = { category = "trek" file = "xindi.dds" } background = { category = "backgrounds" file = "new_dawn.dds" } colors = { "black" "black" "null" "null" } } } </pre> The above block of code effectively does the following: * Sets up the requirements to spawn the probe. ** Country will be named "Xindi Probe" ** Will not delete itself automatically, so that it can be used later. * Creates the flag for the probe, which looks as follows: ** [[File:Xindi export.png|frameless]] ===Block #4=== <pre> last_created_country = { establish_communications_no_message = root.owner set_country_flag = xindi_probe_country create_fleet = { settings = { spawn_debris = no is_boss = yes } name = "Unknown Probe" effect = { set_aggro_range = 0 set_fleet_stance = aggressive set_aggro_range_measure_from = self set_owner = PREV set_fleet_flag = xindi_probe_fleet save_event_target_as = xindi_probe_fleet create_ship = { name = "Unknown Probe" design = "Xindi Probe" } set_location = { target = ROOT distance = 400 angle = 100 } queue_actions = { move_to = ROOT effect = { id = "STH_united_earth_story.9.effect.1" ROOT = { planet_event = { id = STH_united_earth_story.12 } } } } } } set_relation_flag = { who = root.owner flag = xindi_probe_enemy } } </pre> The above block of code effectively does the following: * Sets the probe's faction to be contacted so that a contact window does not trigger. * Sets a flag for internal usage. * Spawns the probe with the following conditions: ** Will not spawn debris when destroyed. ** Replace fleet power estimate with a skull icon. ** Name of the ship is ''"Unknown Probe"'' ** Will not automatically move to attack another ship. ** Getting close will trigger combat. ** Sets it to be owned by the Xindi Probe, which displays the flag from earlier. ** Sets some flags of the fleet for later events. * Spawns the probe 400 units away from the Sun, at an angle of 100<sup>o</sup> relative to the Sun. * Sets the probe to go in orbit of Earth. * Allows players with peaceful first contact policy to attack it. The ship design is below: <pre> ship_design = { name = "Xindi Probe" ship_size = xindi_probe hide_size = yes section = { template = "xindi_weapon_mid_2" slot = "mid" component = { slot = "SMALL_UTILITY_1" template = "utility_small_armor_1" } component = { slot = "AUX_UTILITY_1" template = "utility_aux_cargo_1" } component = { slot = "LARGE_UTILITY_1" template = "utility_large_tracking_1" } } } </pre> The ship has the following stats and components: * Travels at 30 units/day, and accelerates at 10 units/day. * Has a -80% to evade fire. * -10% Upkeep (Not that it matters for a single-ship faction) * +2 Tracking * 850.002 Armor * 5000 Hull Points * No weapons. ===Event Popup=== After all of this happens, an event window pops up, with the following text: <pre> Alien Probe [Sol (Root.System.GetName)] monitoring stations have detected an alien probe on a direct course for [Earth (Root.GetName)]. All attempts to hail the probe have been met with silence, and as such we must now presume the vessel to be hostile. (Option): Red alert! (Starts the event chain) </pre>
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