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Difference between revisions of "Events/RA2YR"

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(cleaner, more readable table layout)
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Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three{{yro}} parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID {{Tt|12451245}} uses the Event list with ID {{Tt|12451245}}.
 
Events are a separate section like in TS, so Triggers can have multiple Events with up to two/three{{yro}} parameters. The game assumes the Trigger, Event and Action all share the same ID. So a Trigger which has ID {{Tt|12451245}} uses the Event list with ID {{Tt|12451245}}.
  
The following Events are available:
 
  
{| style="width: 95%;" border=1 class="table_descrow"
+
{| style="width: 100%;" align="center" class="table_descrow"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
|+ '''List of available Map Events'''
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
+
|- style="border-bottom-style: hidden;"
! rowspan=2 | Event
+
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="text-align: center;" colspan=3 | Parameter types
+
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #1 (P1)
+
|- style="border-top-style: hidden; background-color: #e5e5e5;"
! style="width: 6em; text-align: center;" | #2 (P2)
+
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
! style="width: 6em; text-align: center;" | #3 (P3)
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
|-
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
| rowspan=2 | {{Tt|0}}
+
|- style="border-top: 1px solid #000000;"
| {{Tt|None}}  
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|0}}
 +
| style="padding-left: 3px;" | {{Tt|None}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | No Event - cannot be activated
+
| style="border-top-style: hidden; padding-left: 3em;" | No Event - cannot be activated
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|1}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|1}}
| {{Tt|Entered by}}  
+
| style="padding-left: 3px;" | {{Tt|Entered by}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House P2 enters attached building/celltag
+
| style="border-top-style: hidden; padding-left: 3em;" | House P2 enters attached building/celltag
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|2}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|2}}
| {{Tt|Spied by}}  
+
| style="padding-left: 3px;" | {{Tt|Spied by}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House P2 sends a spy into attached building
+
| style="border-top-style: hidden; padding-left: 3em;" | House P2 sends a spy into attached building
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|3}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|3}}
| {{Tt|Thieved by}}  
+
| style="padding-left: 3px;" | {{Tt|Thieved by}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Doesn't work
+
| style="border-top-style: hidden; padding-left: 3em;" | Doesn't work
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|4}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|4}}
| {{Tt|Discovered by player}}  
+
| style="padding-left: 3px;" | {{Tt|Discovered by player}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House owning the attached object is discovered by the player
+
| style="border-top-style: hidden; padding-left: 3em;" | House owning the attached object is discovered by the player
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|5}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|5}}
| {{Tt|House Discovered}}  
+
| style="padding-left: 3px;" | {{Tt|House Discovered}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House P2 is discovered by the player
+
| style="border-top-style: hidden; padding-left: 3em;" | House P2 is discovered by the player
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|6}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|6}}
| {{Tt|Attacked by anybody}}  
+
| style="padding-left: 3px;" | {{Tt|Attacked by anybody}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object is attacked by anybody
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object is attacked by anybody
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|7}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|7}}
| {{Tt|Destroyed by anybody}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed by anybody}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object is destroyed by anybody
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object is destroyed by anybody
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|8}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|8}}
| {{Tt|Any event}}  
+
| style="padding-left: 3px;" | {{Tt|Any event}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Any event
+
| style="border-top-style: hidden; padding-left: 3em;" | Any event
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|9}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|9}}
| {{Tt|Destroyed, Units, All}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed, Units, All}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
+
| style="border-top-style: hidden; padding-left: 3em;" | All units of house P2 are destroyed (''does '''not''''' include civilian objects)
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|10}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|10}}
| {{Tt|Destroyed, Buildings, All}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed, Buildings, All}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
+
| style="border-top-style: hidden; padding-left: 3em;" | All buildings of house P2 are destroyed (''does '''not''''' include civilian objects)
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|11}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|11}}
| {{Tt|Destroyed, All}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed, All}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | All objects of house P2 are destroyed (''does '''not''''' include civilian objects)
+
| style="border-top-style: hidden; padding-left: 3em;" | All objects of house P2 are destroyed (''does '''not''''' include civilian objects)
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|12}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|12}}
| {{Tt|Credits exceed}}  
+
| style="padding-left: 3px;" | {{Tt|Credits exceed}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | HOUSE{{Fnl|2}} has at least P2 credits
+
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE{{Fnl|2}} has at least P2 credits
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|13}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|13}}
| {{Tt|Elapsed time}}
+
| style="padding-left: 3px;" | {{Tt|Elapsed time}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | (P2/10) minutes have passed in this mission
+
| style="border-top-style: hidden; padding-left: 3em;" | (P2/10) minutes have passed in this mission
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|14}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|14}}
| {{Tt|Mission timer expired}}  
+
| style="padding-left: 3px;" | {{Tt|Mission timer expired}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Mission timer expired
+
| style="border-top-style: hidden; padding-left: 3em;" | Mission timer expired
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|15}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|15}}
| {{Tt|Destroyed, Buildings, #}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed, Buildings, #}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
+
| style="border-top-style: hidden; padding-left: 3em;" | Exactly P2 buildings owned by HOUSE have been destroyed (''does'' include civilian objects)
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
+
| style="border-top-style: hidden;" |
! rowspan=2 | Event
+
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
+
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
+
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
+
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
+
|- style="border-top-style: hidden; background-color: #e5e5e5;"
|-
+
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
| rowspan=2 | {{Tt|16}}
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
| {{Tt|Destroyed, Units, #}}  
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
 +
|- style="border-top: 1px solid #000000;"
 +
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|16}}
 +
| style="padding-left: 3px;" | {{Tt|Destroyed, Units, #}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
+
| style="border-top-style: hidden; padding-left: 3em;" | Exactly P2 units owned by HOUSE have been destroyed (''does'' include civilian objects)
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|17}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|17}}
| {{Tt|No factories left}}  
+
| style="padding-left: 3px;" | {{Tt|No factories left}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | HOUSE has no buildings with a valid {{TTL|Factory}} set
+
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE has no buildings with a valid {{TTL|Factory}} set
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|18}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|18}}
| {{Tt|Civilians evacuated}}  
+
| style="padding-left: 3px;" | {{Tt|Civilians evacuated}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
+
| style="border-top-style: hidden; padding-left: 3em;" | Civilian objects owned by HOUSE have left the map (See {{TTL|CivEvac}} )
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|19}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|19}}
| {{Tt|Build building type}}  
+
| style="padding-left: 3px;" | {{Tt|Build building type}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Building whose internal index is P2 is placed on the map
+
| style="border-top-style: hidden; padding-left: 3em;" | Building whose internal index is P2 is placed on the map
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|20}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|20}}
| {{Tt|Build unit type}}  
+
| style="padding-left: 3px;" | {{Tt|Build unit type}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Unit#
 
| style="text-align: center;" | Unit#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Unit whose internal index is P2 is placed on the map
+
| style="border-top-style: hidden; padding-left: 3em;" | Unit whose internal index is P2 is placed on the map
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|21}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|21}}
| {{Tt|Build infantry type}}  
+
| style="padding-left: 3px;" | {{Tt|Build infantry type}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Infantry#
 
| style="text-align: center;" | Infantry#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Infantry whose internal index is P2 is placed on the map
+
| style="border-top-style: hidden; padding-left: 3em;" | Infantry whose internal index is P2 is placed on the map
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|22}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|22}}
| {{Tt|Build aircraft type}}  
+
| style="padding-left: 3px;" | {{Tt|Build aircraft type}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Aircraft#
 
| style="text-align: center;" | Aircraft#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Aircraft whose internal index is P2 is placed on the map
+
| style="border-top-style: hidden; padding-left: 3em;" | Aircraft whose internal index is P2 is placed on the map
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|23}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|23}}
| {{Tt|Leaves map (team)}}  
+
| style="padding-left: 3px;" | {{Tt|Leaves map (team)}}  
 
| style="text-align: center;" | TeamType#
 
| style="text-align: center;" | TeamType#
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | TeamType with index P1 leaves the map
+
| style="border-top-style: hidden; padding-left: 3em;" | TeamType with index P1 leaves the map
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|24}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|24}}
| {{Tt|Zone entry by}}  
+
| style="padding-left: 3px;" | {{Tt|Zone entry by}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached celltrigger's zone entered by house P2
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached celltrigger's zone entered by house P2
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|25}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|25}}
| {{Tt|Crosses horizontal line}}  
+
| style="padding-left: 3px;" | {{Tt|Crosses horizontal line}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House P2 crosses the horizontal line of the attached celltag
+
| style="border-top-style: hidden; padding-left: 3em;" | House P2 crosses the horizontal line of the attached celltag
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|26}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|26}}
| {{Tt|Crosses vertical line}}  
+
| style="padding-left: 3px;" | {{Tt|Crosses vertical line}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House P2 crosses the vertical line of the attached celltag
+
| style="border-top-style: hidden; padding-left: 3em;" | House P2 crosses the vertical line of the attached celltag
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|27}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|27}}
| {{Tt|Global is set}}  
+
| style="padding-left: 3px;" | {{Tt|Global is set}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Global variable with index P2 is set
+
| style="border-top-style: hidden; padding-left: 3em;" | Global variable with index P2 is set
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|28}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|28}}
| {{Tt|Global is clear}}  
+
| style="padding-left: 3px;" | {{Tt|Global is clear}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | Global#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Global variable with index P2 is cleared
+
| style="border-top-style: hidden; padding-left: 3em;" | Global variable with index P2 is cleared
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|29}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|29}}
| {{Tt|Destroyed, Fakes, All}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed, Fakes, All}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Doesn't work, fires immediately
+
| style="border-top-style: hidden; padding-left: 3em;" | Doesn't work, fires immediately
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|30}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|30}}
| {{Tt|Low power}}  
+
| style="padding-left: 3px;" | {{Tt|Low power}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House P2 is in a low power situation
+
| style="border-top-style: hidden; padding-left: 3em;" | House P2 is in a low power situation
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
+
| style="border-top-style: hidden;" |
! rowspan=2 | Event
+
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
+
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
+
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
+
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
+
|- style="border-top-style: hidden; background-color: #e5e5e5;"
|-
+
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
| rowspan=2 | {{Tt|31}}
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
| {{Tt|All bridges destroyed}}  
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
 +
|- style="border-top: 1px solid #000000;"
 +
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|31}}
 +
| style="padding-left: 3px;" | {{Tt|All bridges destroyed}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached bridge destroyed
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached bridge destroyed
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|32}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|32}}
| {{Tt|Building exists}}  
+
| style="padding-left: 3px;" | {{Tt|Building exists}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | HOUSE owns a building with internal number P2
+
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE owns a building with internal number P2
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|33}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|33}}
| {{Tt|Selected by player}}  
+
| style="padding-left: 3px;" | {{Tt|Selected by player}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object is selected by the player (single-player only)
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object is selected by the player (single-player only)
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|34}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|34}}
| {{Tt|Comes near waypoint...}}  
+
| style="padding-left: 3px;" | {{Tt|Comes near waypoint...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Waypoint#
 
| style="text-align: center;" | Waypoint#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | HOUSE approaches waypoint P2
+
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE approaches waypoint P2
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|35}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|35}}
| {{Tt|Enemy In Spotlight...}}  
+
| style="padding-left: 3px;" | {{Tt|Enemy In Spotlight...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Enemy unit enters the spotlight cast by the attached building
+
| style="border-top-style: hidden; padding-left: 3em;" | Enemy unit enters the spotlight cast by the attached building
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|36}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|36}}
| {{Tt|Local is set...}}  
+
| style="padding-left: 3px;" | {{Tt|Local is set...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Local variable with index P2 is set
+
| style="border-top-style: hidden; padding-left: 3em;" | Local variable with index P2 is set
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|37}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|37}}
| {{Tt|Local is clear...}}  
+
| style="padding-left: 3px;" | {{Tt|Local is clear...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | Local#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Local variable with index P2 is cleared
+
| style="border-top-style: hidden; padding-left: 3em;" | Local variable with index P2 is cleared
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|38}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|38}}
| {{Tt|First damaged (combat only)}}  
+
| style="padding-left: 3px;" | {{Tt|First damaged (combat only)}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object suffering first damage from combat damage from combat damage only
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object suffering first damage from combat damage from combat damage only
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|39}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|39}}
| {{Tt|Half health (combat only)}}  
+
| style="padding-left: 3px;" | {{Tt|Half health (combat only)}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object damaged to half health from combat damage only
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to half health from combat damage only
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|40}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|40}}
| {{Tt|Quarter health (combat only)}}  
+
| style="padding-left: 3px;" | {{Tt|Quarter health (combat only)}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object damaged to quarter health from combat damage only.
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to quarter health from combat damage only.
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|41}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|41}}
| {{Tt|First damaged (any source)}}  
+
| style="padding-left: 3px;" | {{Tt|First damaged (any source)}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object first suffering from combat damage from any source.
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object first suffering from combat damage from any source.
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|42}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|42}}
| {{Tt|Half health (any source)}}  
+
| style="padding-left: 3px;" | {{Tt|Half health (any source)}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object damaged to half health from any source
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to half health from any source
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|43}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|43}}
| {{Tt|Quarter health (any source)}}  
+
| style="padding-left: 3px;" | {{Tt|Quarter health (any source)}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object damaged to quarter health from any source
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object damaged to quarter health from any source
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|44}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|44}}
| {{Tt|Attacked by (house)...}}  
+
| style="padding-left: 3px;" | {{Tt|Attacked by (house)...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object attacked by some unit of house P2
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object attacked by some unit of house P2
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|45}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|45}}
| {{Tt|Ambient light below}}  
+
| style="padding-left: 3px;" | {{Tt|Ambient light below}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | number
 
| style="text-align: center;" | number
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Ambient light drops below a certain percentage (P2%)
+
| style="border-top-style: hidden; padding-left: 3em;" | Ambient light drops below a certain percentage (P2%)
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
+
| style="border-top-style: hidden;" |
! rowspan=2 | Event
+
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
+
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
+
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
+
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
+
|- style="border-top-style: hidden; background-color: #e5e5e5;"
|-
+
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
| rowspan=2 | {{Tt|46}}
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
| {{Tt|Ambient light above}}  
+
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
 +
|- style="border-top: 1px solid #000000;"
 +
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|46}}
 +
| style="padding-left: 3px;" | {{Tt|Ambient light above}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | number
 
| style="text-align: center;" | number
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Ambient light rises above a certain percentage (P2%)
+
| style="border-top-style: hidden; padding-left: 3em;" | Ambient light rises above a certain percentage (P2%)
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|47}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|47}}
| {{Tt|Elapsed Scenario Time}}  
+
| style="padding-left: 3px;" | {{Tt|Elapsed Scenario Time}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Exactly P2 seconds have elapsed since start of scenario
+
| style="border-top-style: hidden; padding-left: 3em;" | Exactly P2 seconds have elapsed since start of scenario
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|48}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|48}}
| {{Tt|Destroyed by anything}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed by anything}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Attached object destroyed by anything
+
| style="border-top-style: hidden; padding-left: 3em;" | Attached object destroyed by anything
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|49}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|49}}
| {{Tt|Pickup Crate}}  
+
| style="padding-left: 3px;" | {{Tt|Pickup Crate}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Crate is picked up by the attached object
+
| style="border-top-style: hidden; padding-left: 3em;" | Crate is picked up by the attached object
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|50}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|50}}
| {{Tt|Pickup Crate (any)}}  
+
| style="padding-left: 3px;" | {{Tt|Pickup Crate (any)}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Crate picked up by any unit
+
| style="border-top-style: hidden; padding-left: 3em;" | Crate picked up by any unit
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|51}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|51}}
| {{Tt|Random delay...}}  
+
| style="padding-left: 3px;" | {{Tt|Random delay...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | time
 
| style="text-align: center;" | time
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
+
| style="border-top-style: hidden; padding-left: 3em;" | Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|52}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|52}}
| {{Tt|Credits below...}}  
+
| style="padding-left: 3px;" | {{Tt|Credits below...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | credits
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | HOUSE owns less than P2 credits
+
| style="border-top-style: hidden; padding-left: 3em;" | HOUSE owns less than P2 credits
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|53}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|53}}
| {{Tt|Spy entering as House...}}  
+
| style="padding-left: 3px;" | {{Tt|Spy entering as House...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | A spy disguised as house P2 enters attached object
+
| style="border-top-style: hidden; padding-left: 3em;" | A spy disguised as house P2 enters attached object
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|54}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|54}}
| {{Tt|Spy entering as Infantry...}}  
+
| style="padding-left: 3px;" | {{Tt|Spy entering as Infantry...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Infantry#
 
| style="text-align: center;" | Infantry#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | A spy disguised as infantry index P2 enters the attached object
+
| style="border-top-style: hidden; padding-left: 3em;" | A spy disguised as infantry index P2 enters the attached object
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|55}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|55}}
| {{Tt|Destroyed Units, Naval...}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed Units, Naval...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | All naval units of house P2 have been destroyed
+
| style="border-top-style: hidden; padding-left: 3em;" | All naval units of house P2 have been destroyed
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|56}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|56}}
| {{Tt|Destroyed Units, Land...}}  
+
| style="padding-left: 3px;" | {{Tt|Destroyed Units, Land...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | All land units of house P2 have been destroyed
+
| style="border-top-style: hidden; padding-left: 3em;" | All land units of house P2 have been destroyed
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|57}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|57}}
| {{Tt|Building does not exist}}  
+
| style="padding-left: 3px;" | {{Tt|Building does not exist}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | Building#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | No buildings with index P2 (owned by HOUSE) exist on the map
+
| style="border-top-style: hidden; padding-left: 3em;" | No buildings with index P2 (owned by HOUSE) exist on the map
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|58}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|58}}
| {{Tt|Power Full...}}  
+
| style="padding-left: 3px;" | {{Tt|Power Full...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | House P2's power is at 100%.
+
| style="border-top-style: hidden; padding-left: 3em;" | House P2's power is at 100%.
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|59}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|59}}
| {{Tt|Entered or Overflown By...}}  
+
| style="padding-left: 3px;" | {{Tt|Entered or Overflown By...}}  
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | House#
 
| style="text-align: center;" | -  
 
| style="text-align: center;" | -  
 
|-
 
|-
| colspan=5 | Objects owned by house P2 move over the attached cell
+
| style="border-top-style: hidden; padding-left: 3em;" | Objects owned by house P2 move over the attached cell
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|60}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|60}}
| {{yro}}{{Tt|TechType Exists}}
+
| {{Tt|TechType Exists}}{{yro}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | counter
 
| style="text-align: center;" | Building ID
 
| style="text-align: center;" | Building ID
 
|-
 
|-
| colspan=5 | At least this many (P2) buildings (ID=P3) exist on the map
+
| style="border-top-style: hidden; padding-left: 3em;" | At least this many (P2) buildings (ID=P3) exist on the map
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 +
| style="border-top-style: hidden;" |
 
|-
 
|-
| rowspan=2 | {{Tt|61}}
+
| rowspan="2" style="border-right: 1px solid #aaaaaa; text-align: center; vertical-align: top;" | {{Tt|61}}
| {{yro}}{{Tt|TechType does not Exist}}
+
| {{Tt|TechType does not Exist}}{{yro}}
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | 0
 
| style="text-align: center;" | Building ID
 
| style="text-align: center;" | Building ID
 
|-
 
|-
| colspan=5 | There are no buildings P3 on the map
+
| style="border-top-style: hidden; padding-left: 3em;" | There are no buildings P3 on the map
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
| style="border-top-style: hidden;" |
! style="width: 5em;" rowspan=2 | Code {{Fnl|1}}
+
| style="border-top-style: hidden;" |
! rowspan=2 | Event
+
| style="border-top-style: hidden;" |
! style="text-align: center;" colspan=3 | Parameter types
+
|- style="border-bottom-style: hidden; background-color: #e5e5e5; border-top: 1px solid #000000;"
|- style="background: #ddd; border: 1px solid #000; border-width: 1px 0;"
+
! style="width: 5em;" rowspan="2" style="border-right: 1px solid #aaaaaa;" | Code {{Fnl|1}}
! style="width: 6em; text-align: center;" | #1 (P1)
+
! rowspan="2" style="border-right: 1px solid #aaaaaa;" | Event
! style="width: 6em; text-align: center;" | #2 (P2)
+
! style="text-align: center; border-bottom-style: hidden;" colspan=3 | Parameter types
! style="width: 6em; text-align: center;" | #3 (P3)
+
|- style="border-top-style: hidden; background-color: #e5e5e5;"
 +
! style="width: 6em; text-align: center; border-left: 1px solid #000000; border-right-style: hidden;" | #1 (P1)
 +
! style="width: 6em; text-align: center; border-left-style: hidden;" | #2 (P2)
 +
! style="width: 6em; text-align: center; border-left-style: hidden;" | #3 (P3)
 
|}
 
|}
  

Revision as of 16:11, 14 September 2006

Events are a separate section like in TS, so Triggers can have multiple Events with up to two/threeYro.png 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.


List of available Map Events
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
0 None 0 0 -
No Event - cannot be activated
1 Entered by 0 House# -
House P2 enters attached building/celltag
2 Spied by 0 House# -
House P2 sends a spy into attached building
3 Thieved by 0 0 -
Doesn't work
4 Discovered by player 0 0 -
House owning the attached object is discovered by the player
5 House Discovered 0 House# -
House P2 is discovered by the player
6 Attacked by anybody 0 0 -
Attached object is attacked by anybody
7 Destroyed by anybody 0 0 -
Attached object is destroyed by anybody
8 Any event 0 0 -
Any event
9 Destroyed, Units, All 0 House# -
All units of house P2 are destroyed (does not include civilian objects)
10 Destroyed, Buildings, All 0 House# -
All buildings of house P2 are destroyed (does not include civilian objects)
11 Destroyed, All 0 House# -
All objects of house P2 are destroyed (does not include civilian objects)
12 Credits exceed 0 credits -
HOUSE2 has at least P2 credits
13 Elapsed time 0 time -
(P2/10) minutes have passed in this mission
14 Mission timer expired 0 0 -
Mission timer expired
15 Destroyed, Buildings, # 0 counter -
Exactly P2 buildings owned by HOUSE have been destroyed (does include civilian objects)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
16 Destroyed, Units, # 0 counter -
Exactly P2 units owned by HOUSE have been destroyed (does include civilian objects)
17 No factories left 0 0 -
HOUSE has no buildings with a valid Template:TTL set
18 Civilians evacuated 0 0 -
Civilian objects owned by HOUSE have left the map (See Template:TTL )
19 Build building type 0 Building# -
Building whose internal index is P2 is placed on the map
20 Build unit type 0 Unit# -
Unit whose internal index is P2 is placed on the map
21 Build infantry type 0 Infantry# -
Infantry whose internal index is P2 is placed on the map
22 Build aircraft type 0 Aircraft# -
Aircraft whose internal index is P2 is placed on the map
23 Leaves map (team) TeamType# 0 -
TeamType with index P1 leaves the map
24 Zone entry by 0 House# -
Attached celltrigger's zone entered by house P2
25 Crosses horizontal line 0 House# -
House P2 crosses the horizontal line of the attached celltag
26 Crosses vertical line 0 House# -
House P2 crosses the vertical line of the attached celltag
27 Global is set 0 Global# -
Global variable with index P2 is set
28 Global is clear 0 Global# -
Global variable with index P2 is cleared
29 Destroyed, Fakes, All 0 0 -
Doesn't work, fires immediately
30 Low power 0 House# -
House P2 is in a low power situation
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
31 All bridges destroyed 0 0 -
Attached bridge destroyed
32 Building exists 0 Building# -
HOUSE owns a building with internal number P2
33 Selected by player 0 0 -
Attached object is selected by the player (single-player only)
34 Comes near waypoint... 0 Waypoint# -
HOUSE approaches waypoint P2
35 Enemy In Spotlight... 0 0 -
Enemy unit enters the spotlight cast by the attached building
36 Local is set... 0 Local# -
Local variable with index P2 is set
37 Local is clear... 0 Local# -
Local variable with index P2 is cleared
38 First damaged (combat only) 0 0 -
Attached object suffering first damage from combat damage from combat damage only
39 Half health (combat only) 0 0 -
Attached object damaged to half health from combat damage only
40 Quarter health (combat only) 0 0 -
Attached object damaged to quarter health from combat damage only.
41 First damaged (any source) 0 0 -
Attached object first suffering from combat damage from any source.
42 Half health (any source) 0 0 -
Attached object damaged to half health from any source
43 Quarter health (any source) 0 0 -
Attached object damaged to quarter health from any source
44 Attacked by (house)... 0 House# -
Attached object attacked by some unit of house P2
45 Ambient light below 0 number -
Ambient light drops below a certain percentage (P2%)
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)
46 Ambient light above 0 number -
Ambient light rises above a certain percentage (P2%)
47 Elapsed Scenario Time 0 time -
Exactly P2 seconds have elapsed since start of scenario
48 Destroyed by anything 0 0 -
Attached object destroyed by anything
49 Pickup Crate 0 0 -
Crate is picked up by the attached object
50 Pickup Crate (any) 0 0 -
Crate picked up by any unit
51 Random delay... 0 time -
Fires after a random time between 50 and 150 % of time specified in P2 (frames) elapses since trigger was enabled
52 Credits below... 0 credits -
HOUSE owns less than P2 credits
53 Spy entering as House... 0 House# -
A spy disguised as house P2 enters attached object
54 Spy entering as Infantry... 0 Infantry# -
A spy disguised as infantry index P2 enters the attached object
55 Destroyed Units, Naval... 0 House# -
All naval units of house P2 have been destroyed
56 Destroyed Units, Land... 0 House# -
All land units of house P2 have been destroyed
57 Building does not exist 0 Building# -
No buildings with index P2 (owned by HOUSE) exist on the map
58 Power Full... 0 House# -
House P2's power is at 100%.
59 Entered or Overflown By... 0 House# -
Objects owned by house P2 move over the attached cell
60 TechType ExistsYro.png 0 counter Building ID
At least this many (P2) buildings (ID=P3) exist on the map
61 TechType does not ExistYro.png 0 0 Building ID
There are no buildings P3 on the map
Code 1 Event Parameter types
#1 (P1) #2 (P2) #3 (P3)

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.

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.