ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Events/TD: Difference between revisions

From ModEnc
Jump to navigation Jump to search
m Swapped columns to make sense
m Restyled (Ren, please don't hurt me :p )
Line 1: Line 1:
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"
{| border=1 class="table_descrow"
! Code {{Fnl|1}} || Event || Meaning
! style="width: 10%" | Code {{Fnl|1}}  
! style="width: 10%;" | Action
! Meaning
! style="width: 15%;" | Parameter (P0) type {{Fnl|3}}
|-
|-
| {{Tt|None}} || {{Tt|None}} || No Event - cannot be activated
| {{Tt|None}} || {{Tt|None}} || No Event - cannot be activated || -
|-
|-
| {{Tt|Player Enters}} || {{Tt|Player Enters}} || Player enters attached celltag/captures attached building
| {{Tt|Player Enters}} || {{Tt|Player Enters}} || Player enters attached celltag/captures attached building || -
|-
|-
| {{Tt|Discovered}} || {{Tt|Discovered}} || Player reveals shroud covering this object
| {{Tt|Discovered}} || {{Tt|Discovered}} || Player reveals shroud covering this object || -
|-
|-
| {{Tt|Attacked}} || {{Tt|Attacked}} || Attached object gets attacked by any house
| {{Tt|Attacked}} || {{Tt|Attacked}} || Attached object gets attacked by any house || -
|-
|-
| {{Tt|Destroyed}} || {{Tt|Destroyed}} || Attached object is destroyed
| {{Tt|Destroyed}} || {{Tt|Destroyed}} || Attached object is destroyed || -
|-
|-
| {{Tt|Any}} || {{Tt|Any}} || Unknown
| {{Tt|Any}} || {{Tt|Any}} || Unknown || -
|-
|-
| {{Tt|House Discov.}} || {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player
| {{Tt|House Discov.}} || {{Tt|House Discov.}} || HOUSE{{Fnl|2}} has been seen by the player || -
|-
|-
| {{Tt|Units Destr.}} || {{Tt|Units Destr.}} || All units of HOUSE are destroyed
| {{Tt|Units Destr.}} || {{Tt|Units Destr.}} || All units of HOUSE are destroyed || -
|-
|-
| {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed
| {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} || All buildings of HOUSE are destroyed || -
|-
|-
| {{Tt|All Destr.}} || {{Tt|All Destr.}} || All objects of HOUSE are destroyed
| {{Tt|All Destr.}} || {{Tt|All Destr.}} || All objects of HOUSE are destroyed || -
|-
|-
| {{Tt|Credits}} || {{Tt|Credits}} || Player has at least as many credits as EVENT_PARAMETER{{Fnl|3}} specifies
| {{Tt|Credits}} || {{Tt|Credits}} || Player has at least as many credits as P0 specifies || Credits
|-
|-
| {{Tt|Time}} || {{Tt|Time}} || The amount of time specified by EVENT_PARAMETER has passed since this mission started
| {{Tt|Time}} || {{Tt|Time}} || The amount of time specified by P0 has passed since this mission started || time
|-
|-
| {{Tt|# Bldgs Dstr.}} || {{Tt|# Bldgs Dstr.}} || The amount of structures (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed
| {{Tt|# Bldgs Dstr.}} || {{Tt|# Bldgs Dstr.}} || The amount of structures (owned by HOUSE) specified by P0 have been destroyed || number
|-
|-
| {{Tt|# Units Dstr.}} || {{Tt|# Units Dstr.}} || The amount of units (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed
| {{Tt|# Units Dstr.}} || {{Tt|# Units Dstr.}} || The amount of units (owned by HOUSE) specified by P0 have been destroyed || number
|-
|-
| {{Tt|No Factories}} || {{Tt|No Factories}} || HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left
| {{Tt|No Factories}} || {{Tt|No Factories}} || HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left || -
|-
|-
| {{Tt|Civ. Evac.}} || {{Tt|Civ. Evac.}} || Civilians have been evacuated (See {{TTL|CivEvac}})
| {{Tt|Civ. Evac.}} || {{Tt|Civ. Evac.}} || Civilians have been evacuated (See {{TTL|CivEvac}}) || -
|-
|-
| {{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] -->
| {{Tt|Built It}} || {{Tt|Built It}} || HOUSE built the structure P0<br /> || Structure#
|}
|}


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 ==
Line 46: Line 50:
{{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.}}

Revision as of 17:11, 13 September 2006

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 Action Meaning Parameter (P0) type 3
None None No Event - cannot be activated -
Player Enters Player Enters Player enters attached celltag/captures attached building -
Discovered Discovered Player reveals shroud covering this object -
Attacked Attacked Attached object gets attacked by any house -
Destroyed Destroyed Attached object is destroyed -
Any Any Unknown -
House Discov. House Discov. HOUSE2 has been seen by the player -
Units Destr. Units Destr. All units of HOUSE are destroyed -
Bldgs Destr. Bldgs Destr. All buildings of HOUSE are destroyed -
All Destr. All Destr. All objects of HOUSE are destroyed -
Credits Credits Player has at least as many credits as P0 specifies Credits
Time Time The amount of time specified by P0 has passed since this mission started time
# Bldgs Dstr. # Bldgs Dstr. The amount of structures (owned by HOUSE) specified by P0 have been destroyed number
# Units Dstr. # Units Dstr. The amount of units (owned by HOUSE) specified by P0 have been destroyed number
No Factories No Factories HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left -
Civ. Evac. Civ. Evac. Civilians have been evacuated (See Template:TTL) -
Built It Built It HOUSE built the structure P0
Structure#

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

Notes

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.