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Scenario Design
by Talon-Thorn and Josborne
NOTES:
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 2.
2) For classic turn games, for any event, if the trigger-player's turn follows the even-player's turn, the
event will occur on the following day.
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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 |
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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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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 |
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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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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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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 |
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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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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 |
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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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Minimum 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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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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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 |
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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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This trigger can not deal with a situation where the unit is killed by independents. |
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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 |
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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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Minimum 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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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 |
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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 |
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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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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 |
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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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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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This trigger can not deal with a situation where the site is razed by independents. |
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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 |
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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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Tutorial Event |
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DESCRIPTION: Trigger event when a specified tutorial event occurs (see notes). |
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OCCURS: Unknown |
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SETTINGS: |
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TutorialID |
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ID number of a tutorial event. |
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Required : Yes |
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Valid Values : Pre-defined tutorial event number. |
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NOTES: |
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I could not get tutorial events to work. It may be that they work only in campaign maps. |
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