Quick Reference Manual: Events

by J. Osborne
edited and updated by Talon-Thorn

Events | Triggers | Conditions

Events can alter the course of a scenario, revealing hidden areas, summoning vicious monsters, or just playing pretty fireworks over the bodies littering the battlefield. Events define what actually happens during the game.


* New event     ** Old event no longer available (but see notes)


Center View

  • Players = The players for whom the view centers. Trigger player or one or more wizards.
  • XYL = Location on map where view is centered.

Change Terrain

  • XYL = Map location central hexagon where terrain is changed.
  • TerrainType = The type of terrain to change target location to.
  • Radius = Number of hexagons out from central hexagon that terrain is changed.

Control Flag

  • FlagID = The ID assigned to the flag.
  • Active = True or False

Control Counter

  • CounterID = The ID assigned to the counter.
  • Mode = Add or Set the counter’s value.
  • Value = Value amount to change the counter by.

Control Player Relation

  • PlayerFrom = The player whom the relations change is from.
  • PlayerTo = The player whom the relation change is to.
  • Modifier = Amount of change in relations.

Control Race Relation

  • Modifier = Amount of change in relations.
  • Race = Race for which the relations is changed.
  • Players = The players for whom the relations change. Trigger player or one or more wizards.
  • Reason = Text reason for the change.

Diplomatic Action

  • PlayerFrom = Sender of the diplomatic action. Trigger player or one of the wizards.
  • PlayerTo = Receiver of the diplomatic action. Trigger player or one of the wizards.
  • Action = eaSendMessage for sending just a message, Offer Peace, Declare War, or Propose Alliance.
  • Message = Message to send along with the diplomatic action.

Explore Area

  • Players = The players to whom the structures and land are shown. (Does not show units nor clear fog of war.) Trigger player or one or more wizards.
  • Radius = Number of hexes away from center hexagon that are shown.
  • XYL = Map location central hexagon of the area that is shown.

Flag Structure

  • StructureID = The ID of the structure.
  • Player = The player who gains ownership of the structure. Trigger Player, one player, or independents.

Gold Reward

  • Players = Players that are to receive the gold reward. Trigger player or one or more wizards.
  • GoldMin = Minimum number of gold pieces to reward.
  • GoldMax = Maximum number of gold pieces to reward.

Hero Join

  • Player = Which player the hero offers to join. Trigger player or one of the wizards.
  • HeroID = The ID of the hero.
  • Compagnions = A list of units that will join along with the hero.
  • Message = The message displayed with the join offer.
  • Gold = The number of gold pieces that the hero will cost.
  • XYL = The map location where the hero will appear when it offers to join.

Hero Upgrade

  • HeroID = The ID of the hero.

Kill Unit

  • UnitID = The ID of the unit.
  • Source = The player who is responsible for the killing. Trigger Player, one player, or independents.

Lose Game

  • Players = The players who immediately lose the game.

Mana Reward

  • Players = The players who receive the mana reward.
  • ManaMin = Minimum number of mana crystals the players will receive.
  • ManaMax = Maximum number of mana crystals the players will receive.

Play FX

  • FXType = Special effect type: Cosmos, Water, Fire, Air, Earth, Life or Death.
  • FXFileName = FX file (.fx) to play instead of the FXType.
  • XYL = Map location where the effects occur.
  • CenterView = True or False: center the view at map location.
  • Delay = Delay (in milliseconds) before launching the special effects.
  • Number = Number of repetitions of the special effects.
  • NumberDelay = Delay (in milliseconds) between each special effects.
  • WaitTime = Wait time (in milliseconds) before any unit can move (and thus trigger the event again).

Play Movie

  • Filename = Name of the BINK (*.bik) file.

Quest

  • Player = The player who is offered the quest. Trigger player or one of the wizards.
  • Spirit = The spirit (if any) who offers the quest.
  • Message = Message to display describing the quest.
  • MissionDescription = Description of the quest displayed when selecting the quest view.
  • MisionDays = The number of days the player is given to complete the quest.
  • QuestName = The name of the quest as displayed in the list of quests.
  • QuestID = The ID of the quest, used in Spirit Quest Controls and certain conditions.
  • AutoReward = True or False: provide an automatic reward when the quest is complete.
  • QuestXYL = Map Location where view is centered.
  • Difficulty = Setting for the difficulty. None, Easy, Average, Hard.
  • Popup = True or False: show popup window. True or False.
  • PopupHeader = Header text to display on the popup window.

Quest Control

  • Action = Succeed or Failure.
  • QuestID = The ID number of the quest for this control.

Raze Structure

  • StructureID = The ID of the structure.

Rebuild Structure

  • StructureID = The ID of the structure.

Request

  • Players = The player who the view centers for. Trigger Player, one or more of the wizards and independents.
  • Message = Request text to be asked.
  • Header = Request header to show.
  • Image = Spirit, race, or hero portrait to show.
  • Spirit = Spirit (if any) that is to be associated with the request.
  • RequestID = The ID assigned to the request.

Resurrect Hero

  • XYL = Point on map where the hero spawns.
  • Player = The player who is offered the resurrected hero. Trigger Player or one player.
  • HeroID = The ID of the hero.

Set Timer

  • TimerID = The ID assigned to the timmer.
  • Days = Number of days before the timer should trigger.

Show Message

  • Players = The players who are shown the message. Trigger player or one or more players or independents.
  • Message = The message that is displayed when the event is clicked on.
  • Header = The text that is displayed in the event window.
  • Image = The image to display along with the image.
  • Spirit = The spirit (if any) who delivers the message.

Spawn Campaign Hero

This is a defunct AoW2:WT event; it will be deleted when loaded by AoW:SM.


Spawn Units

  • Player = Which player owns the spawned units.
  • Units = A list of units to spawn.
  • XYL = The coordinates where the units will spawn.
  • Behavior = Gives Independantly spawned units an AI.

Spirit Quest

This is a AoW2:WT event. It is converted to a “Quest” event when loaded into AoW:SM.


Spirit Quest Control

This is a AoW2:WT event. It is converted to a “Quest Control” event when loaded into AoW:SM.


Storm

  • XYL = The center point of the storm.
  • StormType = Type of storm. Fire, death, divine, ice, lightning, pestilence.
  • RandomRange = Number of random hexes away from XYL that the storm can be centered.
  • SourcePlayer = The wizard that launches the storm.

Teleport

  • FromXYL = The location to teleport from.
  • ToXYL = The location to teleport to.
  • Players = Who can teleport.

Tutorial Message

WARNING: This event may cause the game to crash. This is a AoW2:WT event. It can not be created in AoW:SM but will be imported into AoW:SM when the scenario is loaded.

  • Message = The message to display in the tutorial event.
  • Header = The message to display in the event window signifying the event.
  • Image = The image to display along with the tutorial event.

Units Join

  • Player = The player that is offered the join. Trigger player or one of the wizards.
  • Units = A list of units that will join.
  • Message = The message displayed in the join offer.
  • Gold = Amount that the units will cost.
  • XYL = Map location where the joining units appear.

Watch Area

  • Players = The players for whom the area is revealed.
  • Radius = Number of hexes out from the map location that are revealed.
  • XYL = Map location central point for the watch.
  • Duration = Number of turns the area remains revealed.

Win Game

  • Player = The player who wins the game. Trigger player or one or more wizards and independents.

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