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Actions (maps)/RA2YR
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Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
0 | No Action | 0 | 0 | 0 | 0 | 0 | 0 | A |
No Action - nothing happens | ||||||||
1 | Win | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 wins the game | ||||||||
2 | Lose | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 loses the game | ||||||||
3 | Production Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 will begin production | ||||||||
4 | Create Team. | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
HOUSE2 creates a TeamType P2 | ||||||||
5 | Destroy Team | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Destroys all instances of TeamType P2 | ||||||||
6 | All to Hunt | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sends all its objects to hunt | ||||||||
7 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
Spawns TeamType P2 and grants it to its owner house | ||||||||
8 | Drop Zone Flare | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Displays a drop zone flare at waypoint P7 and reveals map around that location | ||||||||
9 | Fire Sale | 0 | House# | 0 | 0 | 0 | 0 | A |
House P2 sells all structures | ||||||||
10 | Play Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Pauses the game and plays the movie P2 in full screen | ||||||||
11 | Text Trigger | 4 | csf label | 0 | 0 | 0 | 0 | A |
Displays the text entry with label P2 from the CSF file | ||||||||
12 | Destroy Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Destroy all instances of Trigger P2 | ||||||||
13 | Autocreate Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit | ||||||||
14 | Change House | 0 | House# | 0 | 0 | 0 | 0 | A |
Attached objects are granted to House P2 | ||||||||
15 | Allow Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
The 'Win' action will not fire if any triggers with this action haven't fired yet | ||||||||
16 | Reveal all map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reveals the entire map to the player. May cause reconnection error in multiplayer! | ||||||||
17 | Reveal around waypoint | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals a region of the map to the player around the waypoint specified | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
18 | Reveal waypoint zone | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reveals the zone of waypoint P2 | ||||||||
19 | Play sound effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
Plays the sound effect P2 | ||||||||
20 | Play music theme | 8 | Theme# | 0 | 0 | 0 | 0 | A |
Plays the music theme P2 | ||||||||
21 | Play speech | 6 | Speech# | 0 | 0 | 0 | 0 | A |
Plays the speech P2 | ||||||||
22 | Force Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Forces trigger P2 to fire | ||||||||
23 | Timer Start | 0 | 0 | 0 | 0 | 0 | 0 | A |
Starts the global mission timer | ||||||||
24 | Timer Stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops the global mission timer | ||||||||
25 | Timer Extend | 0 | time | 0 | 0 | 0 | 0 | A |
Extends the global mission timer by (P2/10) minutes | ||||||||
26 | Timer Shorten | 0 | time | 0 | 0 | 0 | 0 | A |
Reduces the global mission timer by the (P2/10) minutes | ||||||||
27 | Timer Set | 0 | time | 0 | 0 | 0 | 0 | A |
Sets the global mission timer to (P2/10) minutes | ||||||||
28 | Global Set | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is set | ||||||||
29 | Global Clear | 0 | Global# | 0 | 0 | 0 | 0 | A |
Global variable P2 is cleared | ||||||||
30 | Auto Base Building | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Enable or disable Skirmish AI for HOUSE | ||||||||
31 | Grow shroud | 0 | 0 | 0 | 0 | 0 | 0 | A |
The shroud expands by one cell | ||||||||
32 | Destroy Attached Object | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached objects are destroyed | ||||||||
33 | Add 1-time super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gets one-time superweapon P2 | ||||||||
34 | Add repeating super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
HOUSE gains repeating superweapon P2 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
35 | Preferred target | 0 | Quarry# | 0 | 0 | 0 | 0 | A |
HOUSE sets its preferred quarry type for super weapon targeting to P2 | ||||||||
36 | All change house | 0 | House# | 0 | 0 | 0 | 0 | A |
All objects of HOUSE are assigned to House P2 | ||||||||
37 | Make ally | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to ally with house P2 | ||||||||
38 | Make enemy | 0 | House# | 0 | 0 | 0 | 0 | A |
Forces HOUSE to un-ally with house P2 | ||||||||
39 | Change Zoom Level | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the zoom out level of the player's radar map: (1 - normal view, 2 - zoomed out) | ||||||||
40 | Resize Player View | 0 | L | T | W | H | 0 | A |
Resizes the visible map portion to a rectangle:
| ||||||||
41 | Play Anim At | 0 | Animation# | 0 | 0 | 0 | 0 | Waypoint |
Plays animation P2 in the waypoint P7 | ||||||||
42 | Do Explosion At | 0 | Weapon# | 0 | 0 | 0 | 0 | Waypoint |
Detonates an explosion of Weapon P2 in the waypoint P7 | ||||||||
43 | Create VoxelAnim At | 0 | VoxelAnim# | 0 | 0 | 0 | 0 | Waypoint |
Creates a VoxelAnim of P2 at waypoint P7 | ||||||||
44 | Ion Storm start | 0 | time | 0 | 0 | 0 | 0 | A |
Starts an ion storm sequence to run for P2 frames | ||||||||
45 | Ion Storm stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
Stops any Ion storm in progress | ||||||||
46 | Lock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Disables user input | ||||||||
47 | Unlock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
Enables user input | ||||||||
48 | Center Camera at waypoint | 0 | Speed | 0 | 0 | 0 | 0 | Waypoint |
Moves the tactical view with a velocity of P2 to waypoint P7 | ||||||||
49 | Zoom in | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map in |
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
50 | Zoom out | 0 | 0 | 0 | 0 | 0 | 0 | A |
Zooms the tactical map out | ||||||||
51 | Reshroud Map | 0 | 0 | 0 | 0 | 0 | 0 | A |
Reshrouds the entire map | ||||||||
52 | Change Light Behavior | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the way a building spotlight behaves:
| ||||||||
53 | Enable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Enables trigger P2 | ||||||||
54 | Disable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
Disables trigger P2 | ||||||||
55 | Create Radar Event | 0 | Radar Event# | 0 | 0 | 0 | 0 | Waypoint |
Creates a radar event of type P2 at waypoint P7. Possible values are:
1 Generic Combat, 2 Generic Noncombat, 3 Dropzone, 4 Base Under Attack, 5 Miner Under Attack, 6 Enemy Object Sensed | ||||||||
56 | Local Set | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local P2 is set | ||||||||
57 | Local Clear | 0 | Local# | 0 | 0 | 0 | 0 | A |
Local is cleared | ||||||||
58 | Meteor Shower | 0 | Size (0-4) | 0 | 0 | 0 | 0 | Waypoint |
Creates a meteor shower around waypoint P7 | ||||||||
59 | Reduce Tiberium | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reduces amount of Tiberium around waypoint P7 | ||||||||
60 | Sell building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is sold | ||||||||
61 | Turn off building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned off | ||||||||
62 | Turn on building | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached building is turned on | ||||||||
63 | Apply 100 damage | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Detonates an explosion of [HE] warhead (with 100 points of Damage) at waypoint P2 | ||||||||
64 | Small Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a small light flash at waypoint P2 | ||||||||
65 | Medium Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a medium light flash at waypoint P2 | ||||||||
66 | Large Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Shows a large light flash at waypoint P2 | ||||||||
67 | Announce Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
EVA announcement that the player has won | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
68 | Announce Lose | 0 | 0 | 0 | 0 | 0 | 0 | A |
EVA announcement that the player has lost | ||||||||
69 | Force end | 0 | 0 | 0 | 0 | 0 | 0 | A |
Forces end of scenario | ||||||||
70 | Destroy Tag | 3 | Tag ID | 0 | 0 | 0 | 0 | A |
Destroy tag P2 and all attached triggers | ||||||||
71 | Set ambient step | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light fade step value to P2 | ||||||||
72 | Set ambient rate | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light fade rate to P2 | ||||||||
73 | Set ambient light | 0 | Number | 0 | 0 | 0 | 0 | A |
Sets ambient light to level P2 | ||||||||
74 | AI triggers begin | 0 | House# | 0 | 0 | 0 | 0 | A |
Start AI triggers for house P2 | ||||||||
75 | AI triggers stop | 0 | House# | 0 | 0 | 0 | 0 | A |
Stop AI triggers for house P2 | ||||||||
76 | Ratio of AI trigger teams | 0 | Number | 0 | 0 | 0 | 0 | A |
Percentage chance for each of the HOUSE's AI triggers to be created, subject to normal AI trigger conditions. Defaults to 100. See also RatioAITriggerTeam. | ||||||||
77 | Ratio of team aircraft | 0 | Number | 0 | 0 | 0 | 0 | A |
Logic related to Ratio of team aircraft, as a whole or in part, is obsolete in Yuri's Revenge.
AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
78 | Ratio of team infantry | 0 | Number | 0 | 0 | 0 | 0 | A |
Logic related to Ratio of team infantry, as a whole or in part, is obsolete in Yuri's Revenge.
AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
79 | Ratio of team units | 0 | Number | 0 | 0 | 0 | 0 | A |
Logic related to Ratio of team units, as a whole or in part, is obsolete in Yuri's Revenge.
AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
80 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | Waypoint |
Create reinforcement team P2 at waypoint P7 | ||||||||
81 | Wakeup self | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks attached object out of sleep or harmless mode so as to enter guard mode | ||||||||
82 | Wakeup all sleepers | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of sleep mode | ||||||||
83 | Wakeup all harmless | 0 | 0 | 0 | 0 | 0 | 0 | A |
Breaks all HOUSE's units out of harmless mode | ||||||||
84 | Wakeup group | 0 | Group | 0 | 0 | 0 | 0 | A |
Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
85 | Vein growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether the Veins grow or not | ||||||||
86 | Tiberium growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether Tiberium grows or not | ||||||||
87 | Ice growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
Sets whether ice grows or not | ||||||||
88 | Particle Anim at | 0 | Particle# | 0 | 0 | 0 | 0 | Waypoint |
Spawn particle P2 at waypoint P7 | ||||||||
89 | Remove Particle Anim at | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Remove all particles from waypoint P7 | ||||||||
90 | Lightning strike at | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
A single Ion Storm lightning bolt strikes at waypoint P7 | ||||||||
91 | Go Berzerk | 0 | 0 | 0 | 0 | 0 | 0 | A |
Attached object goes berzerk (only works on Cyborg=yes infantry) | ||||||||
92 | Activate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Activates HOUSE's firestorm defense | ||||||||
93 | Deactivate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
Deactivates HOUSE's firestorm defense | ||||||||
94 | Ion-cannon strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Ion-Cannon at waypoint P7 | ||||||||
95 | Nuke strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires a Nuclear Missile (Multi Missile) at waypoint P7 | ||||||||
96 | Chem-missile strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Chemical missile at waypoint P7 | ||||||||
97 | Toggle Train Cargo | 0 | 0 | 0 | 0 | 0 | 0 | A |
Toggles state of [Basic]→TrainCrate | ||||||||
98 | Play Sound Effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
Plays sound P2 at random waypoint | ||||||||
99 | Play Sound Effect At | 7 | Sound# | 0 | 0 | 0 | 0 | Waypoint |
Plays sound effect P2 at waypoint P7 | ||||||||
100 | Play Ingame Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
Displays movie P2 in the minimap window. Player still has control of interface and units |
Code 1 | Action | Parameter types | ||||||
---|---|---|---|---|---|---|---|---|
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
101 | Reshroud Map At | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
Reshrouds map around waypoint P2 | ||||||||
102 | Lightning Storm strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE fires an Ion Storm at waypoint P7 | ||||||||
103 | Timer Text | 4 | Text# | 0 | 0 | 0 | 0 | A |
Displays text string with label P2 from CSF as the mission timer text | ||||||||
104 | Flash Team | 5 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
Flashes all members of TeamType P2 for P7 frames | ||||||||
105 | Talk Bubble | 5 | TeamType ID | 0 | 0 | 0 | 0 | number |
Displays frame P7 in talkbubl.shp over first member of first instance of TeamType P2 for TalkBubbleTime | ||||||||
106 | Set Object's Tech Level | 9 | ObjectType | 0 | 0 | 0 | 0 | Tech Level |
Sets the specified ObjectType P2 (?) to have tech level P7 | ||||||||
107 | Reinforcement by Chrono | 1 | TeamType | 0 | 0 | 0 | 0 | Waypoint |
Creates TeamType P2, chronoshifts it into waypoint P7 and grants it to HOUSE | ||||||||
108 | Create Crate... | 0 | Crate Type | 0 | 0 | 0 | 0 | Waypoint |
Creates a Crate with specific contents at a waypoint | ||||||||
109 | Iron Curtain At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Fires Iron Curtain at Waypoint | ||||||||
110 | Pause Game | 0 | time | 0 | 0 | 0 | 0 | A |
Pauses the game for P2 seconds | ||||||||
111 | Evict Occupiers | 0 | 0 | 0 | 0 | 0 | 0 | A |
Evicts occupants from attached building | ||||||||
112 | Center (Jump) Camera at Waypoint... | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Moves the tactical view to waypoint P7 | ||||||||
113 | Make house cheer | 0 | House# | 0 | 0 | 0 | 0 | A |
All InfantryTypes of house P2 will play their cheer animation if they can | ||||||||
114 | Set Tab to (0-3)... | 0 | number | 0 | 0 | 0 | 0 | A |
Flips sidebar to tab number P2 | ||||||||
115 | Flash Cameo | 9 | ObjectType | 0 | 0 | 0 | 0 | number |
Flashes the cameo of ObjectType P2 for P7 frames | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
116 | Stop Sounds At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
Stops all sounds at waypoint P7 that were started using the Play Sound At trigger | ||||||||
117 | Play Ingame Movie (pause game)... | 0 | Movie | 0 | 0 | 0 | 0 | A |
Pauses game, locks player input and displays the specified movie in the sidebar | ||||||||
118 | Clear all smudges | 0 | 0 | 0 | 0 | 0 | 0 | A |
Deletes all Smudge objects from the map | ||||||||
119 | Destroy all of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all objects of house P2 | ||||||||
120 | Destroy all Buildings of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all buildings of house P2 | ||||||||
121 | Destroy all Land Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all land units of house P2 | ||||||||
122 | Destroy all Naval Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
Destroys all naval units of house P2 | ||||||||
123 | Mind Control Base of | 0 | House# | 0 | 0 | 0 | 0 | A |
HOUSE mind controls the base of house P2 | ||||||||
124 | Restore Mind Controlled Base to | 0 | House# | 0 | 0 | 0 | 0 | A |
HOUSE relinquishes control of the previously mind controlled base to house P2 | ||||||||
125 | Create Building At | 10 | Building | 0 | 0 | 0 | 0 | Waypoint |
A building P2 is created at waypoint P7 and granted to HOUSE, all units obstructing the construction will be moved | ||||||||
126 | Restore Starting Units of | 0 | House# | 0 | 0 | 0 | 0 | A |
Recreats all buildings and units house P2 had at the start of the game | ||||||||
127 | Chrono Screen Effect for | 0 | number | 0 | 0 | 0 | 0 | A |
Displays the Chrono Warp effect over the screen for P2 frames | ||||||||
128 | Teleport All to | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
All units owned by HOUSE will be teleported to waypoint P7 | ||||||||
129 | Set Superweapon Charge | 11 | Superweapon | 0 | 0 | 0 | 0 | number |
If HOUSE has superweapon P2, its charge is set to P7 percent. | ||||||||
130 | Restore Starting Buildings of... | 0 | House# | 0 | 0 | 0 | 0 | A |
Restores all buildings house P2 had at the start of the game to full health | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
131 | Flash Buildings of Type... | 9 | Building | 0 | 0 | 0 | 0 | number |
All buildings P2 owned by HOUSE will flash for P7 frames | ||||||||
132 | Superweapon Set Recharge Time | 11 | Superweapon | 0 | 0 | 0 | 0 | number |
Sets the charge time of superweapon P2 to P7 frames | ||||||||
133 | Superweapon Reset Recharge Time | 0 | Superweapon | 0 | 0 | 0 | 0 | A |
Resets the charge time of superweapon P2 to normal value | ||||||||
134 | Superweapon Reset | 0 | SuperWeapon | 0 | 0 | 0 | 0 | A |
Resets superweapon P2 as if a spy had gotten in | ||||||||
135 | Set Preferred Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE will aim all future targetable superweapons at waypoint P7 | ||||||||
136 | Clear Preferred Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will target its superweapons normally | ||||||||
137 | Center Base Cell Set | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE will assume waypoint P7 is the center of its base | ||||||||
138 | Center Base Cell Clear | 0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will recalculate the center of its base | ||||||||
139 | Blackout Radar | 0 | number | 0 | 0 | 0 | 0 | A |
Disables the radar screen of HOUSE for P2 frames | ||||||||
140 | Set Defensive Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
HOUSE will aim all Force Shields at waypoint P7 | ||||||||
141 | Clear Defensive Target Cell | 0 | 0 | 0 | 0 | 0 | 0 | A |
HOUSE will target its Force Shields normally | ||||||||
142 | Retint Red | 0 | number | 0 | 0 | 0 | 0 | A |
Retints the Red portion of the screen to P2 percent | ||||||||
143 | Retint Green | 0 | number | 0 | 0 | 0 | 0 | A |
Retints the Green portion of the to P2 percent | ||||||||
144 | Retint Blue | 0 | number | 0 | 0 | 0 | 0 | A |
Retints the Blue portion of the screen to P2 percent | ||||||||
145 | Jump camera home | 0 | 0 | 0 | 0 | 0 | 0 | A |
Focuses the player's view on his Conyard/MCV. | ||||||||
Code 1 | Action | Parameter types | ||||||
#1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) |
Notes
1 ↑ This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
- Referencing items
- As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
- Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
- For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
- Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
- 0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.