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Scenario Design
| Area Visible |
| DESCRIPTION: Condition based on the
"explored" status of an area. |
| EFFECTIVE: The first
time (only) any part of the specified area is explored (viewed, removing the black map
covering). This condition is true even if the area is completely covered by fog-of-war.
This condition can never be reset (see notes). |
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| SETTINGS: |
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Players |
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List of players to which the
condition applies. |
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Required : Yes |
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Valid Values : One or more players, trigger
player |
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XYL |
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A location on the map. |
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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 target location (where zero is the target 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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| NOTES: |
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| - |
If trail of darkness is fixed,
it may allow resetting of this condition. Currently trail of darkness (which obscures map
areas with the "unexplored" black cover) does not seem to work. |
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| Day |
| DESCRIPTION: Day-range condition. |
| EFFECTIVE: On the
specified day or during a day-range (see notes). |
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| SETTINGS: |
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DayMin |
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First day of day-range |
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Required : Yes |
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Valid Values : Positive number |
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DayMax |
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Last day of day-range |
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Required : No |
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Valid Values : Number |
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| NOTES: |
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| - |
If DayMax is less than DayMin,
the condition will only be true on DayMin. |
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| Diplomatic Relation |
| DESCRIPTION: Condition based on the
diplomatic relations between two players. |
| EFFECTIVE: Every time
the diplomatic relation between the two specified players matches any of the Relation
settings. |
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| SETTINGS: |
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PlayerA |
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One of the two players in the
diplomatic relation. |
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Required : Yes |
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Valid Values : One player, trigger player |
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PlayerB |
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One of the two players in the
diplomatic relation. |
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Required : Yes |
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Valid Values : One player, trigger player |
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Relations |
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The current diplomatic relation
between the two players. |
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Required : Yes |
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Valid Values : Pre-defined diplomatic
relations. Choose one or more from: drPeace, drWar, drAlliance, drUnknown. |
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| NOTES: |
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| - |
PlayerA and PlayerB
can not both be set to "trigger player." |
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| Flagged |
| DESCRIPTION: Condition based on the
true/false status of an internal flag. |
| EFFECTIVE: Every time
the flag represented by FlagID is "True," but see notes. |
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| SETTINGS: |
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FlagID |
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User-defined value for
identifying flag variable. |
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Required : Yes |
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Valid Values : positive number |
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| NOTES: |
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| - |
Do not confuse this event with
flags on structures and cities. This is purely a programming tool for keeping track of
things. |
| - |
See "Control flag"
event for more information. |
| - |
The Flagged condition
does not always work when the flag is changed (true to false, or false to true) by a Control
Flag event. If the Control Flag event occurs before the event containing this
condition, and if both events are triggered by the same trigger, then the event containing
this condition is ignored. (For example, if both events are triggered by the same Enter
Area occurrence). The event will be evaluated normally on the next occurrence of the
trigger, as long as the flag is not again changed before the event is evaluated. The
workaround for this is to be sure the flag is changed after any events based on it.
See our article, How Triggers Work, for a detailed example. |
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| Gold |
| DESCRIPTION: Condition based on the
amount of gold that one or more players currently have. |
| EFFECTIVE: Every time
any player listed has the specified amount of gold. |
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| SETTINGS: |
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Players |
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List of players which must have
this condition. |
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Required : Yes |
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Valid Values : One or more players, trigger
player |
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GoldMin |
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Minimum amount of gold for
condition to be true. |
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Required : Yes |
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Valid Values : Number |
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GoldMax |
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Maximum amount of gold for
condition to be true. |
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Required : No (see notes) |
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Valid Values : Number |
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| NOTES: |
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| - |
If GoldMax is less than GoldMin,
then each player must have exactly GoldMin. |
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| Item In Area |
| DESCRIPTION: Condition based on a
specific item being in a specific area. |
| EFFECTIVE: Every time
the item is in the specified area. |
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| SETTINGS: |
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XYL |
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A location on the map. |
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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 target location (where zero is the target 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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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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| Item Owned |
| DESCRIPTION: Condition based on a
specific item being "owned" by a player. |
| EFFECTIVE: Every time
the item is currently being held by a hero or wizard of any one of the specified players. |
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| SETTINGS: |
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Players |
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List of players which can have
heroes or wizard holding the item. |
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Required : Yes |
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Valid Values : One or more players, trigger
player |
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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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| Mana |
| DESCRIPTION: Condition based on the
amount of mana that one or more players currently have. |
| EFFECTIVE: Every time
any player listed has the specified amount of mana. |
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| SETTINGS: |
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Players |
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List of players which must have
this condition. |
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Required : Yes |
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Valid Values : One or more players, trigger
player |
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ManaMin |
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Minimum amount of mana for
condition to be true. |
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Required : Yes |
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Valid Values : Number |
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ManaMax |
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Maximum amount of mana for
condition to be true. |
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Required : No (see notes) |
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Valid Values : Number |
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| NOTES: |
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| - |
If ManaMax is less than ManaMin,
then each player must have exactly ManaMin. |
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| Random |
| DESCRIPTION: A random roll against a
percent chance. |
| EFFECTIVE: Every time
the random roll is equal to or less than the value in Percentage. |
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| SETTINGS: |
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Percentage |
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Value representing the percent
chance of the condition being true. |
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Required : Yes |
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Valid Values : Number between (and
including) 0 and 100. |
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| Structure Owned |
| DESCRIPTION: Condition based on a
specific structure having a player's flag. |
| EFFECTIVE: Every time
the structure is currently flagged (owned) by any one of the specified players. |
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| SETTINGS: |
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Players |
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List of players which can own
the structure for the condition to be true. |
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Required : Yes |
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Valid Values : One or more players, trigger
player |
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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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| Structure Razed |
| DESCRIPTION: Condition based on a
specific structure being in a destroyed state. |
| EFFECTIVE: Every time
the structure is currently destroyed (in a "razed" state). |
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| SETTINGS: |
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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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| Unit In Area |
| DESCRIPTION: Condition based on a
specific unit being in a specific area. |
| EFFECTIVE: Every time
the unit (or hero) is currently in the specified area. |
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| SETTINGS: |
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XYL |
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A location on the map. |
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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 target location (where zero is the target 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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UnitID |
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ID number of a unit. |
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Required : Yes |
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Valid Values : ID of any unit placed on the
map or of a hero defined in the heroes list. |
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| NOTES: |
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| - |
Unfortunately, there is no way
to determine the ID of a unit unless it is placed on the map. Spawned units can not be
IDed. |
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| - |
A hero can be specified even if
it has not been placed on the map. The hero is not considered dead until after it has been
killed (imagine that), and is not considered dead just because it has not spawned or been
placed on the map. |
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| Unit Killed |
| DESCRIPTION: Condition based on a
specific unit being dead. |
| EFFECTIVE: Every time
after the specified unit is killed. |
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| SETTINGS: |
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UnitID |
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ID number of a unit. |
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Required : Yes |
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Valid Values : ID of any unit placed on the
map or of a hero defined in the heroes list. |
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| NOTES: |
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Unfortunately, there is no way
to determine the ID of a unit unless it is placed on the map. Spawned units can not be
IDed. |
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| - |
A hero can be specified even if
it has not been placed on the map. The hero is not considered dead until after it has been
killed (imagine that), and is not considered dead just because it has not spawned or been
placed on the map. |
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