Events/RA2YR: Difference between revisions
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Vananabanana (talk | contribs) multiplayer incompatibility notices |
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| style="border-top-style: hidden; padding-left: 3em;" | House P2 enters attached building/celltag. '''Caution: on multiplayer, house P2 is a COLOR, not a house!''' | | style="border-top-style: hidden; padding-left: 3em;" | House P2 enters attached building/celltag. '''Caution: on multiplayer, house P2 is a COLOR, not a house! Additionally, when detecting a building enter event, you may need to enter -1 (any) as house.'''{{Fnl|4}} | ||
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| style="border-top-style: hidden; padding-left: 3em;" | Objects owned by house P2 move over the attached cell. '''Caution: on multiplayer, house P2 is a COLOR, not a house!''' | | style="border-top-style: hidden; padding-left: 3em;" | Objects owned by house P2 move over the attached cell. '''Caution: on multiplayer, house P2 is a COLOR, not a house! Additionally, when detecting a building enter event, you may need to enter -1 (any) as house.'''{{Fnl|4}} | ||
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{{Fn|3|By default, events are checked in the order they are listed. However, when using local or global variable checks together with other events, the variable check will reset any preceding events. In other words, the variable check is of higher priority than other events. Only after the variable is set/cleared do other events count towards the execution of the trigger.}} | {{Fn|3|By default, events are checked in the order they are listed. However, when using local or global variable checks together with other events, the variable check will reset any preceding events. In other words, the variable check is of higher priority than other events. Only after the variable is set/cleared do other events count towards the execution of the trigger.}} | ||
{{Fn|4|Read: https://forums.cncnet.org/topic/9841-trigger-entered-by-any-house-how-to-make-solved/}} | |||
{{:Maps/Referencing}} | {{:Maps/Referencing}} | ||
[[Category:Map_Information]] | [[Category:Map_Information]] |
Revision as of 12:52, 16 November 2022
Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID 12451245 uses the Event list with ID 12451245.
Events take two parameters (third parameter - string - is needed for events #60 and #61), which default to 0.
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.
3 ↑ By default, events are checked in the order they are listed. However, when using local or global variable checks together with other events, the variable check will reset any preceding events. In other words, the variable check is of higher priority than other events. Only after the variable is set/cleared do other events count towards the execution of the trigger.
4 ↑ Read: https://forums.cncnet.org/topic/9841-trigger-entered-by-any-house-how-to-make-solved/
- 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.