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In TD, Events were a part of the [{{Tt|[[Maps/Triggers#TD.2FCO|Triggers]]}}] section, and the triggers could have only one event. The following Events were available:
In TD, Events were a part of the [{{Tt|[[Maps/Triggers#TD.2FCO|Triggers]]}}] section, and the triggers could have only one event. The following Events were available:
{| border=1 class="table_descrow"
 
! Code {{Fnl|1}} || Event || Meaning
{| style="width: 95%" border=1 class="table_descrow"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 10em;" | Code {{Fnl|1}}
! Event
! style="width: 10em; text-align: center; border-bottom: 1px solid #000;"  colspan=2 | Parameter (P0{{Fnl|3}}) type
|-
| rowspan=2 | {{Tt|None}}
| {{Tt|None}}
| style="text-align: center;" | 0
|-
| colspan=3 | No Event - cannot be activated
|-
| rowspan=2 | {{Tt|Player Enters}}
| {{Tt|Player Enters}}
| style="text-align: center;" | 0
|-
| colspan=3 | Player enters attached celltag/captures attached building
|-
| rowspan=2 | {{Tt|Discovered}}
| {{Tt|Discovered}}
| style="text-align: center;" | 0
|-
|-
| {{Tt|None}} || {{Tt|None}} || No Event - cannot be activated
| colspan=3 | Player reveals shroud covering this object
|-
|-
| {{Tt|Player Enters}} || {{Tt|Player Enters}} || Player enters attached celltag/captures attached building
| rowspan=2 | {{Tt|Attacked}}
| {{Tt|Attacked}}  
| style="text-align: center;" | 0
|-
|-
| {{Tt|Discovered}} || {{Tt|Discovered}} || Player reveals shroud covering this object
| colspan=3 | Attached object gets attacked by any house
|-
|-
| {{Tt|Attacked}} || {{Tt|Attacked}} || Attached object gets attacked by any house
| rowspan=2 | {{Tt|Destroyed}}
| {{Tt|Destroyed}}  
| style="text-align: center;" | 0
|-
|-
| {{Tt|Destroyed}} || {{Tt|Destroyed}} || Attached object is destroyed
| colspan=3 | Attached object is destroyed
|-
|-
| {{Tt|Any}} || {{Tt|Any}} || Unknown
| rowspan=2 | {{Tt|Any}}
| {{Tt|Any}}  
| style="text-align: center;" | 0
|-
|-
| {{Tt|House Discov.}} || {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player
| colspan=3 | Unknown
|-
|-
| {{Tt|Units Destr.}} || {{Tt|Units Destr.}} || All units of HOUSE are destroyed
| rowspan=2 | {{Tt|House Discov.}}
| {{Tt|House Discov.}}  
| style="text-align: center;" | 0
|-
|-
| {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed
| colspan=3 | HOUSE{{Fnl|2}} has been seen by the player
|-
|-
| {{Tt|All Destr.}} || {{Tt|All Destr.}} || All objects of HOUSE are destroyed
| rowspan=2 | {{Tt|Units Destr.}}
| {{Tt|Units Destr.}}  
| style="text-align: center;" | 0
|-
|-
| {{Tt|Credits}} || {{Tt|Credits}} || Player has at least as many credits as EVENT_PARAMETER{{Fnl|3}} specifies
| colspan=3 | All units of HOUSE are destroyed
|-
|-
| {{Tt|Time}} || {{Tt|Time}} || The amount of time specified by EVENT_PARAMETER has passed since this mission started
| rowspan=2 | {{Tt|Bldgs Destr.}}
| {{Tt|Bldgs Destr.}}  
| style="text-align: center;" | 0
|-
|-
| {{Tt|# Bldgs Dstr.}} || {{Tt|# Bldgs Dstr.}} || The amount of structures (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed
| colspan=3 | All buildings of HOUSE are destroyed
|-
|-
| {{Tt|# Units Dstr.}} || {{Tt|# Units Dstr.}} || The amount of units (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed
| rowspan=2 | {{Tt|All Destr.}}
| {{Tt|All Destr.}}  
| style="text-align: center;" | 0
|-
|-
| {{Tt|No Factories}} || {{Tt|No Factories}} || HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left
| colspan=3 | All objects of HOUSE are destroyed
|-
|-
| {{Tt|Civ. Evac.}} || {{Tt|Civ. Evac.}} || Civilians have been evacuated (See {{TTL|CivEvac}})
| rowspan=2 | {{Tt|Credits}}
| {{Tt|Credits}}  
| style="text-align: center;" | Credits
|-
|-
| {{Tt|Built It}} || {{Tt|Built It}} || HOUSE built the structure specified in EVENT_PARAMETER<br /> Mind that EVENT_PARAMETER is an integer, and in this case specifies a structure's internal number instead of its ID. <!-- Need Nyerguds approval to use info from his [http://www.freewebs.com/ccfzcc/text/ccmanual.txt ccmanual] -->
| colspan=3 | Player has at least as many credits as P0 specifies
|-
| rowspan=2 | {{Tt|Time}}
| {{Tt|Time}}  
| style="text-align: center;" | time
|-
| colspan=3 | The amount of time specified by P0 has passed since this mission started
|-
| rowspan=2 | {{Tt|# Bldgs Dstr.}}
| {{Tt|# Bldgs Dstr.}}
| style="text-align: center;" | number
|-
| colspan=3 | The amount of structures (owned by HOUSE) specified by P0 have been destroyed
|-
| rowspan=2 | {{Tt|# Units Dstr.}}
| {{Tt|# Units Dstr.}}
| style="text-align: center;" | number
|-
| colspan=3 | The amount of units (owned by HOUSE) specified by P0 have been destroyed
|-
| rowspan=2 | {{Tt|No Factories}}
| {{Tt|No Factories}}
| style="text-align: center;" | 0
|-
| colspan=3 | HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left
|-
| rowspan=2 | {{Tt|Civ. Evac.}}
| {{Tt|Civ. Evac.}}
| style="text-align: center;" | 0
|-
| colspan=3 | Civilians have been evacuated (See {{f|CivEvac|link}})
|-
| rowspan=2 | {{Tt|Built It}}
| {{Tt|Built It}}
| style="text-align: center;" | Structure#
|-
| colspan=3 | HOUSE built the structure P0
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
! style="width: 10em;" | Code {{Fnl|1}}
! Event
! style="width: 10em; text-align: center; border-bottom: 1px solid #000;"  colspan=2 | Parameter (P0{{Fnl|3}}) type
|}
|}


Events took one parameter, which defaulted to {{Tt|0}}.
Events took one parameter, which, if unused, had to be set to {{Tt|0}}.


== Notes ==
== Notes ==
The parameter is an unsigned integer, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed [[Internal Indexes/TD|here]].


{{Fn|1|This column specifies the code to be written in the Trigger's EVENT slot, including the trailing dot where appropriate.}}
{{Fn|1|This column specifies the code to be written in the Trigger's EVENT slot, including the trailing dot where appropriate.}}
Line 46: Line 124:
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TD.2FCO|Triggers]] page.}}
{{Fn|2|HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the [[Maps/Triggers#TD.2FCO|Triggers]] page.}}


{{Fn|3|EVENT_PARAMETER in this document refers to the parameter labeled "EVENT_PARAMETER" in the [[Maps/Triggers#TD.2FCO|Triggers]]  page.}}
{{Fn|3|P0 in this document refers to the parameter labeled "EVENT_PARAMETER" in the [[Maps/Triggers#TD.2FCO|Triggers]]  page.}}
[[Category:Map_Information]]

Latest revision as of 07:58, 27 November 2009

In TD, Events were a part of the [Triggers] section, and the triggers could have only one event. The following Events were available:

Code 1 Event Parameter (P03) type
None None 0
No Event - cannot be activated
Player Enters Player Enters 0
Player enters attached celltag/captures attached building
Discovered Discovered 0
Player reveals shroud covering this object
Attacked Attacked 0
Attached object gets attacked by any house
Destroyed Destroyed 0
Attached object is destroyed
Any Any 0
Unknown
House Discov. House Discov. 0
HOUSE2 has been seen by the player
Units Destr. Units Destr. 0
All units of HOUSE are destroyed
Bldgs Destr. Bldgs Destr. 0
All buildings of HOUSE are destroyed
All Destr. All Destr. 0
All objects of HOUSE are destroyed
Credits Credits Credits
Player has at least as many credits as P0 specifies
Time Time time
The amount of time specified by P0 has passed since this mission started
# Bldgs Dstr. # Bldgs Dstr. number
The amount of structures (owned by HOUSE) specified by P0 have been destroyed
# Units Dstr. # Units Dstr. number
The amount of units (owned by HOUSE) specified by P0 have been destroyed
No Factories No Factories 0
HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left
Civ. Evac. Civ. Evac. 0
Civilians have been evacuated (See CivEvac)
Built It Built It Structure#
HOUSE built the structure P0
Code 1 Event Parameter (P03) type

Events took one parameter, which, if unused, had to be set to 0.

Notes

The parameter is an unsigned integer, meaning all objects like structures, houses, etc. are referenced by their internal indexes. Those internal indexes are listed here.

1 This column specifies the code to be written in the Trigger's EVENT slot, including the trailing dot where appropriate.

2 HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.

3 P0 in this document refers to the parameter labeled "EVENT_PARAMETER" in the Triggers page.