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Scenario Design
Scripting Manual
SHADOW MAGIC SCRIPTING
Triggers Manual
by Talon-Thorn
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NOTES
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1) When a trigger is set off, its event occurs "immediately." However, the player order can sometimes cause this to seem otherwise. If an event is
triggered by one player and viewed by another player, and the event is of a type that occurs only at the beginning of a turn (such as diplomacy), then the event will occur on the first turn
the event-player has following the trigger-player, even if it is the next day. This is true even for simultaneous turn games in pbem and multiplayer-online.
For example, if we have player order "player A, player B," and for day 2 player B has a "New Turn" trigger that evokes a "Show Message" event for player A, player A will not see the message until
day 3. On the other hand, if player A has a "New Turn" trigger to evoke a "Show Message" event for player B on day 2, player B will see the message on day 1 (since player 1's "new day" has not yet
occurred).
2) For classic turn games, for any event, if the trigger-player's turn follows the event-player's turn, the event will not be viewable
by the player until the following day, but will be listed in the events log as having occurred on the day it was triggered.
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Contact Player
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DESCRIPTION: Trigger event when a player is first contacted by another player.
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OCCURS: Once per game, immediately when "Viewing Player" player can see one of "Players" player's units or structures. Does not have to occur during the "Viewing
Player" player's move. Trigger is tripped even if "Players" player moves a unit into view and then backs out of view (or vice versa).
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SETTINGS:
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Players
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List of players who are to have first contact with "Viewing Player."
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Required : Yes
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Valid Values : One or more players, independents
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Viewing Player
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Player who's viewing area determines the trigger area.
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Required : Yes
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Valid Values : One player
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Bidirectional
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Undetermined
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Required : Yes
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Valid Values : False (default), True
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NOTES:
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-
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This trigger has not been retested since patch 1.2.
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Return to the Top
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Counter Change
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DESCRIPTION: Trigger event when specified counter is changed.
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OCCURS: Immediately when counter's value is set to a value between the min and max specified values.
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SETTINGS:
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CounterID
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ID number assigned to counter.
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Required : Yes
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Valid Values : Positive number.
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CounterMin
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Minimum value of counter.
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Required : Yes
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Valid Values : Positive number
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CounterMax
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Maximum value of counter.
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Required : No
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Valid Values : Number
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NOTES:
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-
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This trigger has not yet been fully analyzed.
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-
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It is possible to set a timer on "New Turn" by using this trigger; normally setting timer with "New Turn" will simply fail. Use a "New Turn" trigger to set a counter to "1," then use this trigger
set to go off on the value "1" with event "Set Timer."
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Return to the Top
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Diplomatic Action
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DESCRIPTION: Trigger event when specified diplomatic action occurs.
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OCCURS: When diplomatic event occurs.
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SETTINGS:
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PlayerFrom
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Players who executes the diplomatic action.
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Required : Yes
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Valid Values : One player
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PlayerTo
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Player who is the target of the diplomatic action.
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Required : Yes
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Valid Values : One player
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Action
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Type of diplomatic action.
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Required : Yes
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Valid Values :
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edaWar - PlayerFrom declares war on PlayerTo
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edaPeace - PlayerFrom offers peace to PlayerTo
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edaAlliance - PlayerFrom offers peace to PlayerTo
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NOTES:
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-
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This trigger has not yet been analyzed.
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Return to the Top
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Enter Area
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DESCRIPTION: Trigger event when a player's party enters specified area (but see notes).
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OCCURS: This event is more appropriately titled: "change in party within area." A change can be 1) a party entering the area, 2) a party joining or leaving
another party, where both start and remain within the area, or 3) a party attacking another party within the area.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, (not) independents*
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XYL
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Coordinates on map upon which the trigger area is centered.
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Required : Yes
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Valid Values : Valid (X, Y, Level) coordinates
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Radius
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Radius distance in hexagons around the XYL location (where zero is the XYL hexagon only).
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Required : No (default zero, or target hexagon only)
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Valid Values : Positive number
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StopMovement
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Determines when the trigger is tripped and how this affects the triggering party.
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Required : Yes
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Valid Values : True (trigger is always tripped when party "changes" in the area, and party is stopped in the first hexagon it enters within the area), False (party is unaffected, and must have a
move-destination within the area for the trigger to be tripped).
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NOTES:
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-
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Entering the trigger area via teleporter sets off this trigger, as does the events "Teleport," "Spawn Unit," and "Units Join." A wizard respawning to a wizard tower sets off the trigger too, but
only if it is not day 1.
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Beware! If the event is set to activate "always," the trigger can fire multiple times in response to a single "change." I could not figure out what determines how many times the
trigger fires. In one test, I had innumerable red dragons spawn from an "Enter Area" trigger tied to a "Spawn Unit" event!
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*
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This trigger does not work for independents!
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Return to the Top
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Explore
Structure
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DESCRIPTION: Trigger event when a specified structure is revealed by a player.
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OCCURS: When fog of war hiding the structure is cleared for player.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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StructureID
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ID number of the structure.
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Required : Yes
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Valid Values : ID of any city, tower, node, or resource site on the map
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NOTES:
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-
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This trigger has not yet been analyzed.
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Return to the Top
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Flag Structure
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DESCRIPTION: Trigger event when a specified structure is flagged by a player.
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OCCURS: When structure is flagged.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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StructureID
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ID number of the structure.
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Required : Yes
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Valid Values : ID of any city, tower, node, or resource site on the map
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NOTES:
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Josborne wrote: Capturing a Rift Node for the first time (ie. when the Rift Node is bound to your sphere) does not cause an event with a Trigger:Flag Structure event that is set to the Rift Node's
ID to "trigger".
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Return to the Top
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Game Over
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DESCRIPTION: Trigger event when a specified player has a specified amount of gold.
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OCCURS: When player loses the game.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players
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Return to the Top
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Gold Reached
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DESCRIPTION: Trigger event when a specified player has a specified amount of gold.
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OCCURS: Once per game, when specified gold amount is first attained (see notes), due to income or spending.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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GoldMin
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Minimum amount of gold to attain.
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Required : Yes
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Valid Values : Positive number
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GoldMax
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Maximum amount of gold to attain.
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Required : No
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Valid Values : Number
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NOTES:
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-
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If GoldMax is less than GoldMin, trigger occurs when GoldMin is exceeded. Otherwise, player must have an amount of gold between GoldMin and GoldMax to trip trigger.
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-
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There seems to be no practical reason for using "independents."
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Return to the Top
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Interface
Click
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DESCRIPTION: Function and purpose of this trigger is unknown.
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OCCURS: Undetermined.
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SETTINGS:
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InterfaceControl
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The purpose of this field could not be determined.
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Required : Unknown
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Valid Values : Unknown. Text can be entered in this field.
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Return to the Top
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Kill Unit
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DESCRIPTION: Trigger event when a specified unit is killed by player.
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OCCURS: When specified unit is killed by a specified player (see notes).
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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UnitID
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ID number of unit who's death will set off the trigger.
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Required : Yes
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Valid Values : ID of any unit on the map
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NOTES:
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-
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Prior to patch 1.2, this trigger could not deal with a situation where the unit was killed by independents.
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-
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Wizard units can not be "killed" when they have a wizard tower to respawn at after death. Thus, this trigger does not work for detecting
the killing of a wizard unit unless the player owns no cities with wizard towers. Furthermore, when the wizard is killed he is not absent from the world if
he has at least one wizard tower; thus, it isn't possible to "detect" the killing of a wizard by use of the "unit in area" condition.
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Return to the Top
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Mana Reached
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DESCRIPTION: Trigger event when a specified player has a specified amount of mana.
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OCCURS: Once per game, when specified mana amount is first attained (see notes), due to income or spending.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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ManaMin
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Minimum amount of mana to attain.
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Required : Yes
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Valid Values : Positive number
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ManaMax
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Maximum amount of mana to attain.
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Required : No
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Valid Values : Number
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NOTES:
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If ManaMax is less than ManaMin, trigger occurs when ManaMin is exceeded. Otherwise, player must have an amount of mana between ManaMin and ManaMax to trip trigger.
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Return to the Top
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New Turn
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DESCRIPTION: Trigger event at the beginning of a new turn.
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OCCURS: At the beginning of a turn, before all other triggers.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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Return to the Top
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Pickup Item
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DESCRIPTION: Trigger event when a specified item is picked up by player.
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OCCURS: Each time specified item is picked up by a specified player.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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ItemID
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ID number of an item.
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Required : Yes
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Valid Values : ID of any item in the items list
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Return to the Top
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Quest
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DESCRIPTION: Trigger event when a specified quest is complete.
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OCCURS: When quest is complete (as specified by a "Spirit Quest Control" event), or if quest offer is declined.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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Outcome
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Outcome of quest.
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Required : Yes
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Valid Values : Pre-defined quest outcome type. Choose from: qoSucceeded, qoFailed, qoDeclined
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QuestID
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Unique, user-defined ID number for quest.
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Required : Yes
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Valid Values : Positive number
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NOTES:
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-
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There seems to be no practical reason for using "independents."
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Return to the Top
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Raze Structure
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DESCRIPTION: Trigger event when a specified structure is razed by player.
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OCCURS: Each time specified structure is razed by a specified player.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players
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StructureID
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ID number of the structure.
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Required : Yes
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Valid Values : ID of any city, tower, node, or resource site on the map
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NOTES:
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Prior to patch 1.2, this trigger could not deal with a situation where the structure was razed by independents.
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Return to the Top
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Rebuild Structure
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DESCRIPTION: Trigger event when a specified structure is rebuilt by player.
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OCCURS: Each time specified structure is rebuilt by a specified player.
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SETTINGS:
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Players
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List of players who can trip the trigger.
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Required : Yes
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Valid Values : One or more players, independents
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StructureID
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ID number of the structure.
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Required : Yes
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Valid Values : ID of any city, tower, node, or resource site on the map
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NOTES:
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This trigger has not been retested since patch 1.2
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Return to the Top
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