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Events/TD: Difference between revisions
< Events
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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" | {| style="width: 95%" border=1 class="table_descrow" | ||
! style="width: | |- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | ||
! style="width: | ! 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 | |||
|- | |- | ||
| {{Tt|None}} || {{Tt|None}} | | | {{Tt|None}} || {{Tt|None}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | No Event - cannot be activated | ||
|- | |- | ||
| {{Tt| | | {{Tt|Player Enters}} || {{Tt|Player Enters}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | Player enters attached celltag/captures attached building | ||
|- | |- | ||
| {{Tt| | | {{Tt|Discovered}} || {{Tt|Discovered}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | Player reveals shroud covering this object | ||
|- | |- | ||
| {{Tt| | | {{Tt|Attacked}} || {{Tt|Attacked}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | Attached object gets attacked by any house | ||
|- | |- | ||
| {{Tt| | | {{Tt|Destroyed}} || {{Tt|Destroyed}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | Attached object is destroyed | ||
|- | |- | ||
| {{Tt| | | {{Tt|Any}} || {{Tt|Any}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | Unknown | ||
|- | |- | ||
| {{Tt| | | {{Tt|House Discov.}} || {{Tt|House Discov.}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | HOUSE{{Fnl|2}} has been seen by the player | ||
|- | |- | ||
| {{Tt| | | {{Tt|Units Destr.}} || {{Tt|Units Destr.}} | ||
| style="text-align: center;" | 0 | |||
|- | |- | ||
| | | style="border-bottom: 1px solid #000;" colspan=3 | All units of HOUSE are destroyed | ||
|- | |- | ||
| {{Tt|Built It}} || {{Tt|Built It}} || HOUSE built the structure P0 | | {{Tt|Bldgs Destr.}} || {{Tt|Bldgs Destr.}} | ||
| style="text-align: center;" | 0 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | All buildings of HOUSE are destroyed | |||
|- | |||
| {{Tt|All Destr.}} || {{Tt|All Destr.}} | |||
| style="text-align: center;" | 0 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | All objects of HOUSE are destroyed | |||
|- | |||
| {{Tt|Credits}} || {{Tt|Credits}} | |||
| style="text-align: center;" | Credits | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | Player has at least as many credits as P0 specifies | |||
|- | |||
| {{Tt|Time}} || {{Tt|Time}} | |||
| style="text-align: center;" | time | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | The amount of time specified by P0 has passed since this mission started | |||
|- | |||
| {{Tt|# Bldgs Dstr.}} || {{Tt|# Bldgs Dstr.}} | |||
| style="text-align: center;" | number | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | The amount of structures (owned by HOUSE) specified by P0 have been destroyed | |||
|- | |||
| {{Tt|# Units Dstr.}} || {{Tt|# Units Dstr.}} | |||
| style="text-align: center;" | number | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | The amount of units (owned by HOUSE) specified by P0 have been destroyed | |||
|- | |||
| {{Tt|No Factories}} || {{Tt|No Factories}} | |||
| style="text-align: center;" | 0 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | HOUSE doesn't have any Construction Yards/Barracks/Weapons Factories left | |||
|- | |||
| {{Tt|Civ. Evac.}} || {{Tt|Civ. Evac.}} | |||
| style="text-align: center;" | 0 | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | Civilians have been evacuated (See {{TTL|CivEvac}}) | |||
|- | |||
| {{Tt|Built It}} || {{Tt|Built It}} | |||
| style="text-align: center;" | Structure# | |||
|- | |||
| style="border-bottom: 1px solid #000;" colspan=3 | HOUSE built the structure P0 | |||
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;" | |||
! style="width: 5em;" | Code {{Fnl|1}} | |||
! Event | |||
! style="text-align: center; border-bottom: 1px solid #000;" colspan=2 | Parameter (P0) type | |||
|} | |} | ||
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== 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.}} |
Revision as of 06:19, 14 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 | 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 Template:TTL) | |||
Built It | Built It | Structure# | |
HOUSE built the structure P0 | |||
Code 1 | Event | Parameter (P0) 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.