Age of Wonders II Heaven Julia with Gameplay background

Scenario Design
    Scripting Manual

SHADOW MAGIC SCRIPTING
Events Manual

by Talon-Thorn

 List of Events

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

 

 Center View

DESCRIPTION: Centers the player's view on the specified map location.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players affected by event.

 
     

Required : Yes

 
     

Valid Values : one or more players, trigger player, independents

 
 

XYL

 
   

Location on map.

 
     

Required : Yes

 
     

Valid Values : valid (X, Y, Level) coordinates (including map border)

 

NOTES:

 
 

-

Though you can include "independents" in the list of players, it serves no practical purpose for this event.

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 Change Terrain

DESCRIPTION: Changes the terrain at a specified location to a specified terrain type.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

XYL

 
   

Location on map.

 
     

Required : Yes

 
     

Valid Values : valid (X, Y, Level) coordinates (not including map border)

 
 

Terrain Type

 
   

Type of terrain to change to.

 
   

Required : Yes

 
   

Valid Values :

 
   

ttGrass, ttDesert, ttSnow, ttSteppe, ttWaste, ttSwamp, ttBeach, ttDirt, ttShadowLand

 
    - changes terrain to specified type  
    - tiles in the target area are changed to corresponding tile of the new terrain type.  
    - does not kill units, destroy structures, nor remove mountains.  
      Exceptions: mountains will be changed to the designated terrain type only if the majority of the hexagons of the mountain are affected; in this case, swamp will remove the mountains since swamp has no mountain tiles. Subsequently changing back from swamp will not bring back mountains.  
    - will remove earth, rock, shadow void, and cavern wall tiles.  
    ttWater, ttIce, ttLava, ttShadowWater  
    -

changes terrain to specified type only where elevation is "zero"

 
   

 

Exceptions: for surface and shadow level, cavern wall tiles, earth, and rock will be removed and the hexagon will change to the specified terrain -- even though these tiles are at the highest elevation. For the underground level, all target hexagons are changed regardless of elevation and terrain occupying the hexagon.

 
    -

roads will change to bridges IF the terrain to either side is not one of these terrain types, is not changed, or has elevation greater than "zero".

 
   

-

any units on a hexagon that is changed will die unless they can walk on the terrain type or can float or fly.

 
   

-

any structure at elevation zero will be destroyed.

 
   

 

Exception: for the underground level, all structures are destroyed regardless of elevation.

 
   

ttEarth, ttRock, ttShadowVoid

 
   

-

changes terrain to specified type, destroying any structure and killing any unit in the affected hexagons.

 
   

-

structures are destroyed even if only one hexagon they occupy is affected.

 
   

-

terrain elevation is raised to the maximum height (regardless of adjacent terrain) by ttEarth and ttRock; surrounding elevation is affected only if it is not volcanic, water (shadow or surface), nor ice.

 
   

-

ttEarth and ttRock will not work on any hexagon containing a treasure item on the ground.

 
 

Radius

 
   

Radius distance in hexagons around the target location (where zero is the target hexagon only).

 
     

Required : No (default zero, or target hexagon only)

 
     

Valid Values : Positive number

 

NOTES:

 
 

-

Though ttBorder is listed in the values list for terrain type, it can not be selected.

 

-

Units do not get shadow sickness from being on shadow tiles when on the surface.

 

-

Interestingly, rock, earth, and shadow water terrain can be placed on the surface using this event (they can not be placed on the surface using the editor).

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 Control Flag

DESCRIPTION: Sets the value of an internal flag variable.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

FlagID

 
   

User-defined value for identifying flag variable.

 
     

Required : Yes

 
     

Valid Values : positive number

 
 

Active

 
   

Value to be assigned to flag variable.

 
     

Required : Yes

 
     

Valid Values : True, False

 

NOTES:

 
 

-

Do not confuse this event with flags on structures and cities. This is purely a programming tool for keeping track of things.

 

-

See article, How Shadow Magic v1.2+ Flags Work with Triggers.

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 Control Counter

DESCRIPTION: Allows script writer to control the workings of a numeric variable which can be used to keep track of a count and can serve as a trigger to set off other events (see conditions: counter).

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

CounterID

 
   

The user-specified ID assigned to the counter.

 
     

Required : Yes

 
     

Valid Values : positive (non-zero) number.

 
 

Mode

 
   

Add to (+/-) or Set the counter's value.

 
     

Required : Yes

 
     

Valid Values :

 
     

  ccmAdd - add the Value amount (+/-) to the counter

 
     

  ccmSet - set the counter to the amount specified by Value

 
 

Value

 
   

Value amount to change the counter by.

 
     

Required : Yes

 
     

Valid Values : numeric value.

 

NOTES:

 
 

-

Each counter is initialized to zero.

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Control Player Relation

DESCRIPTION: Player relations can be adjusted using this event.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

PlayerFrom

 
   

The player whom the relation change is from

 
     

Required : Yes

 
     

Valid Values : one player, trigger player

 
 

PlayerTo

 
   

The player whom the relation change is to

 
     

Required : Yes

 
     

Valid Values :  one player, trigger player

 
 

Modifier

 
   

Value amount to change the relation by.

 
     

Required : Yes

 
     

Valid Values : numeric value (+/-).

 

NOTES:

 

 

-

Relations between every two players run on a scale of 0 to 100.

 

-

This event is useful only for changing the relation between AI players or between a human and AI player.

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Control Race Relation

DESCRIPTION: Player relations can be adjusted using this event.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Modifier

 
   

Value amount to change the relation.

 
     

Required : Yes

 
     

Valid Values : numeric value (+/-).

 
 

Race

 
   

Race for which the relations is changed.

 
     

Required : Yes

 

 

Players

 

 

 

List of players affected by event.

 

 

 

 

Required : Yes

 

 

 

 

Valid Values : one or more players, trigger player, independents

 

 

Reason

 
   

Text reason for the change.

 
     

Required : No

 

NOTES:

 

 

-

Relations between each player and race runs on a scale of 0 to 100.

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Diplomatic Action

DESCRIPTION: Evokes a diplomatic action between players.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

PlayerFrom

 
   

Player from whom the diplomatic action originates.

 
     

Required : Yes

 
     

Valid Values : Single player, trigger player

 
 

PlayerTo

 
   

Player to whom diplomatic action is sent.

 
     

Required : Yes

 
     

Valid Values : Single player, trigger player

 
 

Action

 
   

Required : Yes

 
   

Valid Values : Pre-defined diplomatic action (see below).

 
   

eaSendMessage

 
   

-

Sends a message from PlayerFrom to PlayerTo

 
   

eaOfferPeace

 
   

-

PlayerFrom negotiates for peace with PlayerTo

 
   

-

If PlayerFrom and PlayerTo are already at peace or allied, this event will not occur.

 
   

eaDeclareWar

 
   

-

PlayerFrom declares war with PlayerTo

 
   

-

If PlayerFrom and PlayerTo are already at war, this event will not occur.

 
   

eaProposeAlliance

 
   

-

PlayerFrom negotiates an alliance with PlayerTo

 
   

-

If PlayerFrom and PlayerTo are already allied, this event will not occur.

 
 

Message

 
   

User-defined text message.

 
     

Required : No

 
     

Valid Values : User-defined text message.

 
   

Message text is sent only for Actions of type eaSendMssage and eaDeclareWar. There is no place for the message to appear for the eaOfferPeace and eaProposeAlliance actions.

 

NOTES:

 

-

With this event a player can go from War to Alliance in one step.

 

-

The two players do not have to be in contact for this event to occur.

 

-

Event puts a message in the affected players' message logs.

 

-

PlayerFrom has no control over the event.

 

-

Works the same for human and AI players.

 

-

Event will not occur if players are already in a diplomatic state agreeable to the event. (Peace offer does not occur if already at peace or allied, etc.)

 

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Explore Area

DESCRIPTION: "Explores" the target area (does not clear the fog of war, but reveals the land and structures; can not see units).

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players to which the event applies.

 
     

Required : Yes

 
     

Valid Values : One or more players, trigger player, independents

 
 

Radius

 
   

Radius distance in hexagons around the target location (where zero is the target hexagon only).

 
     

Required : No (default zero, or target hexagon only)

 
     

Valid Values : Positive number

 
 

XYL

 
   

A location on the map.

 
     

Required : Yes

 
     

Valid Values : Valid (X, Y, Level) coordinates

 

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Flag Structure

DESCRIPTION: Specified structure is flagged as owned by the specified player.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

StructureID

 
   

ID number of structure.

 
     

Required : Yes

 
     

Valid Values : ID of any city, tower, node, or resource site on the map

 
 

Player

 
   

Player to which the event applies.

 
     

Required : Yes

 
     

Valid Values : One player, trigger player, independents

 

NOTES:

 

-

Works only on cities, towers, and income structures.

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Gold Reward

DESCRIPTION: Gives (or takes from) the player a random amount of gold.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players affected by this event.

 
     

Required : Yes

 
     

Valid Values : One or more players, trigger player, independents

 
 

GoldMin

 
   

Minimum amount of gold to be rewarded.

 
     

Required : Yes

 
     

Valid Values : Number

 
 

GoldMax

 
   

Maximum amount of gold to be rewarded.

 
     

Required : No (see notes)

 
     

Valid Values : Number

 

NOTES:

 

-

No message is sent to player and no notification is given of this event's occurrence.

 

-

If MaxGold is less than GoldMin, GoldMin is the amount given to the player.

 

-

Despite the name of this event, a negative value takes gold from the player, even if it makes the player's reserve negative!

 

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Hero Join

DESCRIPTION: A hero and his companions offer to join the player's cause.

ACTIVATE: Once

 

SETTINGS:

 
 

Player

 
   

Player to whom the offer is made.

 
     

Required : Yes

 
     

Valid Values : single player, trigger player

 
 

HeroID

 
   

ID number of hero.

 
     

Required : Yes

 
     

Valid Values : Valid hero ID number

 
 

Compagnions [sic]

 
   

Random list of companions that can spawn with the hero.

 
   

User can specify several sets of units; one of the sets is randomly selected.

 
     

Required : No

 
     

Valid Values : zero or more sets of zero or more units

 
 

Message

 
   

Text message sent to the player.