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Events/TD
< Events
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 | Meaning |
---|---|---|
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 EVENT_PARAMETER3 specifies |
Time | Time | The amount of time specified by EVENT_PARAMETER has passed since this mission started |
# Bldgs Dstr. | # Bldgs Dstr. | The amount of structures (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed |
# Units Dstr. | # Units Dstr. | The amount of units (owned by HOUSE) specified by EVENT_PARAMETER have been destroyed |
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 specified in EVENT_PARAMETER Mind that EVENT_PARAMETER is an integer, and in this case specifies a structure's internal number instead of its ID. |
Events took one parameter, which defaulted 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 ↑ EVENT_PARAMETER in this document refers to the parameter labeled "EVENT_PARAMETER" in the Triggers page.