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Scenario Design

Conditions Guide


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).
SETTINGS:
Players
List of players to which the condition applies.
Required : Yes
Valid Values : One or more players, trigger player
XYL
A location on the map.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates
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:
- 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).
SETTINGS:
DayMin
First day of day-range
Required : Yes
Valid Values : Positive number
DayMax
Last day of day-range
Required : No
Valid Values : Number
NOTES:
- 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.
SETTINGS:
PlayerA
One of the two players in the diplomatic relation.
Required : Yes
Valid Values : One player, trigger player
PlayerB
One of the two players in the diplomatic relation.
Required : Yes
Valid Values : One player, trigger player
Relations
The current diplomatic relation between the two players.
Required : Yes
Valid Values : Pre-defined diplomatic relations. Choose one or more from: drPeace, drWar, drAlliance, drUnknown.
NOTES:
- 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.
SETTINGS:
FlagID
User-defined value for identifying flag variable.
Required : Yes
Valid Values : positive number
NOTES:
- 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.
SETTINGS:
Players
List of players which must have this condition.
Required : Yes
Valid Values : One or more players, trigger player
GoldMin
Minimum amount of gold for condition to be true.
Required : Yes
Valid Values : Number
GoldMax
Maximum amount of gold for condition to be true.
Required : No (see notes)
Valid Values : Number
NOTES:
- 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.
SETTINGS:
XYL
A location on the map.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates
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
ItemID
ID number of an item.
Required : Yes
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.
SETTINGS:
Players
List of players which can have heroes or wizard holding the item.
Required : Yes
Valid Values : One or more players, trigger player
ItemID
ID number of an item.
Required : Yes
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.
SETTINGS:
Players
List of players which must have this condition.
Required : Yes
Valid Values : One or more players, trigger player
ManaMin
Minimum amount of mana for condition to be true.
Required : Yes
Valid Values : Number
ManaMax
Maximum amount of mana for condition to be true.
Required : No (see notes)
Valid Values : Number
NOTES:
- 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.
SETTINGS:
Percentage
Value representing the percent chance of the condition being true.
Required : Yes
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.
SETTINGS:
Players
List of players which can own the structure for the condition to be true.
Required : Yes
Valid Values : One or more players, trigger player
StructureID
ID number of the structure.
Required : Yes
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).
SETTINGS:
StructureID
ID number of the structure.
Required : Yes
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.
SETTINGS:
XYL
A location on the map.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates
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
UnitID
ID number of a unit.
Required : Yes
Valid Values : ID of any unit placed on the map or of a hero defined in the heroes list.
NOTES:
- 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.
- 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.
SETTINGS:
UnitID
ID number of a unit.
Required : Yes
Valid Values : ID of any unit placed on the map or of a hero defined in the heroes list.
NOTES:
- 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.
- 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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