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    Default Events, Conditions, & Commands

    ;;;;;;;;;;;;;;;;;;;;; Modding Resource Header ;;;;;;;;;;;;;;;;;;;;;;;;
    ; Title: Events, Conditions, & Commands
    ; Posted by: blitz576
    ; Original author: CA
    ; Modding area: Scripting/Traits/Ancillaries
    ; Summary: This is our most comprehensive list of the syntax that can be used in files such as scripts and the triggers in export_descr_character_traits, export_descr_ancillaries and export_descr_advice. Not all of this syntax works correctly, see the replies in this thread for details (see this thread for details of commands).
    ;;;;;;;;;;;;;;;;;;;;;



    There were three files that came with the demo:
    docudemon_events
    docudemon_conditions
    docudemon_commands
    Each containing a list of the respective events, conditions, and commands.

    It was found a while back, so I thought I'd refresh some memories.

    Triggers, conditions and events
    ===============================

    Triggers are data objects consisting of an event on which to test, a number of
    conditions, and a list of effects. These effects can be upon character traits
    or upon advice, although this could easily be extended to other domains of
    activity such as the world, the empire, diplomacy &c.

    The triggers themselves are not encoded in the project - they are read in from
    an external file and instantiations of triggers are stored in an array indexed
    by their event.

    If you wish to add new triggers, consult the list of extant triggers and see if
    you are merely redefining a trigger that already exists. You can do this by
    examining the advice and VnV spreadsheets. If you are satisfied that this is
    indeed a new trigger, ask yourself when the trigger should be tested, and under
    what conditions the trigger should fire. If either the condition or the event
    is unavailable, request from Guy that they be added to the set.

    The conditions are in conditions.txt. This document contains the current set of
    events. They are:

    ---------------------------------------------------
    Identifier: PreBattle
    Event: When a battle is about to start
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_PRE_BATTLE
    Author: Lee
    ---------------------------------------------------
    Identifier: PreBattleWithdrawal
    Event: When a battle is about to start but one of the armies withdraws
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_PRE_BATTLE_WITHDRAWAL
    Author: Lee
    ---------------------------------------------------
    Identifier: BattleAiCommenced
    Event: The battle AI has begun processing
    Exports: faction
    Class: ET_BATTLE_AI_COMMENCED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleDelayPhaseCommenced
    Event: The delay phase has begun
    Exports: faction
    Class: ET_BATTLE_DELAY_PHASE_COMMENCED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleDeploymentPhaseCommenced
    Event: The deployment phase has begun
    Exports: faction
    Class: ET_BATTLE_DEPLOYMENT_PHASE_COMMENCED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleConflictPhaseCommenced
    Event: The conflict phase has begun
    Exports: faction
    Class: ET_BATTLE_CONFLICT_PHASE_COMMENCED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattlePlayerUnitAttacksEnemyUnit
    Event: A player unit has attacked one of the enemies units
    Exports: infer_attacking_unit, infer_defending_unit, player_unit, enemy_unit
    Class: ET_BATTLE_PLAYER_UNIT_ATTACKS_ENEMY_UNIT
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleEnemyUnitAttacksPlayerUnit
    Event: An enemy unit has attacked one of the players units
    Exports: infer_attacking_unit, infer_defending_unit, player_unit, enemy_unit
    Class: ET_BATTLE_ENEMY_UNIT_ATTACKS_PLAYER_UNIT
    Author: Scott
    ---------------------------------------------------
    Identifier: BattlePlayerAttacksSettlementBuilding
    Event: A player unit has attacked a building in the settlement
    Exports: infer_attacking_unit, player_unit, building_battle
    Class: ET_BATTLE_PLAYER_ATTACKS_SETTLEMENT_BUILDING
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleEnemyAttacksSettlementBuilding
    Event: An enemy unit has attacked a building in the settlement
    Exports: infer_attacking_unit, enemy_unit, building_battle
    Class: ET_BATTLE_ENEMY_ATTACKS_SETTLEMENT_BUILDING
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleUnitRouts
    Event: A unit has routed
    Exports: unit
    Class: ET_BATTLE_UNIT_ROUTS
    Author: Scott
    ---------------------------------------------------
    Identifier: BattlePlayerUnitRouts
    Event: One of the player's units has routed
    Exports: player_unit
    Class: ET_BATTLE_PLAYER_UNIT_ROUTS
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleEnemyUnitRouts
    Event: One of the enemies' units has routed
    Exports: enemy_unit
    Class: ET_BATTLE_ENEMY_UNIT_ROUTS
    Author: Scott
    ---------------------------------------------------
    Identifier: BattlePlayerSiegeEngineDestroyed
    Event: A siege engine belonging to the player has been destroyed
    Exports: player_unit
    Class: ET_BATTLE_PLAYER_SIEGE_ENGINE_DESTROYED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleEnemySiegeEngineDestroyed
    Event: A siege engine belonging to the enemy has been destroyed
    Exports: enemy_unit
    Class: ET_BATTLE_ENEMY_SIEGE_ENGINE_DESTROYED
    Author: Scott
    ---------------------------------------------------
    Identifier: PostBattle
    Event: When a battle has finished
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_POST_BATTLE
    Author: Lee
    ---------------------------------------------------
    Identifier: BattleArmyRouted
    Event: An army has been entrirely routed
    Exports: army
    Class: ET_BATTLE_ARMY_ROUTED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleGeneralKilled
    Event: A general has been killed
    Exports: character
    Class: ET_BATTLE_GENERAL_KILLED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleGeneralRouted
    Event: A general has been routed
    Exports: character
    Class: ET_BATTLE_GENERAL_ROUTED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleReinforcementsArrive
    Event: A reinforcing army has arrived on the battlefield
    Exports: army
    Class: ET_BATTLE_REINFORCEMENTS_ARRIVE
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleSiegeEngineDestroyed
    Event: A siege engine has been destroyed
    Exports: unit
    Class: ET_BATTLE_SIEGE_ENGINE_DESTROYED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleSiegeEngineDocksWall
    Event: A siege engine has docked with a wall
    Exports: unit
    Class: ET_BATTLE_SIEGE_ENGINE_DOCKS_WALL
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleGatesAttackedByEngine
    Event: An engine has started attacking a gate
    Exports: unit
    Class: ET_BATTLE_GATES_ATTACKED_BY_ENGINE
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleGatesAttackedByPlayerEngine
    Event: A player's engine has started attacking a gate
    Exports: player_unit
    Class: ET_BATTLE_GATES_ATTACKED_BY_PLAYER_ENGINE
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleGatesAttackedByEnemyEngine
    Event: An enemy's engine has started attacking a gate
    Exports: enemy_unit
    Class: ET_BATTLE_GATES_ATTACKED_BY_ENEMY_ENGINE
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleBattleGatesDestroyedByEngine
    Event: An engine has destroyed a gate
    Exports: unit
    Class: ET_BATTLE_GATES_DESTROYED_BY_ENGINE
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleWallsBreachedByEngine
    Event: A siege engine has knocked down a wall
    Exports: unit
    Class: ET_BATTLE_WALLS_BREACHED_BY_ENGINE
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleWallsCaptured
    Event: A siege engine has knocked down a wall
    Exports: unit
    Class: ET_BATTLE_WALLS_CAPTURED
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleFinished
    Event: The battle has finished
    Exports: unit
    Class: ET_BATTLE_FINISHED
    Author: Scott
    ---------------------------------------------------
    Identifier: FactionTurnStart
    Event: A Faction has started its turn
    Exports: faction
    Class: ET_FACTION_TURN_START
    Author: Guy
    ---------------------------------------------------
    Identifier: FactionWarDeclared
    Event: War has been declared by faction on target_faction
    Exports: faction, target_faction
    Class: ET_FACTION_WAR_DECLARED
    Author: Guy
    ---------------------------------------------------
    Identifier: FactionTurnEnd
    Event: A Faction has ended its turn
    Exports: faction
    Class: ET_FACTION_TURN_END
    Author: Guy
    ---------------------------------------------------
    Identifier: HireMercenaries
    Event: A General has hired some mercenaries
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_HIRE_MERCENARIES
    Author: Guy
    ---------------------------------------------------
    Identifier: GeneralCaptureResidence
    Event: A General has captured a residence (fort, watchtower)
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_GENERAL_CAPTURE_RESIDENCE
    Author: Lee
    ---------------------------------------------------
    Identifier: GeneralCaptureWonder
    Event: A General has captured a wonder
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_GENERAL_CAPTURE_WONDER
    Author: Lee
    ---------------------------------------------------
    Identifier: GeneralCaptureSettlement
    Event: A General has captured a settlement
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_settlement, settlement, rsam
    Class: ET_GENERAL_CAPTURE_SETTLEMENT
    Author: Guy
    ---------------------------------------------------
    Identifier: LeaderDestroyedFaction
    Event: A faction has been destroyed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_LEADER_DESTROYED_FACTION
    Author: Lee
    ---------------------------------------------------
    Identifier: Disaster
    Event: A disaster has happened
    Exports: event_type
    Class: ET_DISASTER
    Author: Guy
    ---------------------------------------------------
    Identifier: CharacterDamagedByDisaster
    Event: A character has been injured by a disaster
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CHARACTER_DAMAGED_BY_DISASTER
    Author: Lee
    ---------------------------------------------------
    Identifier: GeneralAssaultsResidence
    Event: An assault has taken place
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_ASSAULT
    Author: Lee
    ---------------------------------------------------
    Identifier: OfferedForAdoption
    Event: An adoption has been proposed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_OFFERED_FOR_ADOPTION
    Author: Lee
    ---------------------------------------------------
    Identifier: LesserGeneralOfferedForAdoption
    Event: An lesser general adoption has been proposed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_LESSER_GENERAL_OFFERED_FOR_ADOPTION
    Author: Lee
    ---------------------------------------------------
    Identifier: OfferedForMarriage
    Event: An marriage offer has been proposed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_OFFERED_FOR_MARRIAGE
    Author: Lee
    ---------------------------------------------------
    Identifier: BrotherAdopted
    Event: An brother has been adopted
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BROTHER_ADOPTED
    Author: Lee
    ---------------------------------------------------
    Identifier: BecomesFactionLeader
    Event: The character has been made the faction leader
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOMES_FACTION_LEADER
    Author: Lee
    ---------------------------------------------------
    Identifier: BecomesFactionLeader
    Event: The character has been made the faction heir
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOMES_FACTION_HEIR
    Author: Lee
    ---------------------------------------------------
    Identifier: BecomeQuaestor
    Event: The character has been made Quaestor
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOME_QUAESTOR
    Author: Guy
    ---------------------------------------------------
    Identifier: BecomeAedile
    Event: The character has been made Aedile
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOME_AEDILE
    Author: Guy
    ---------------------------------------------------
    Identifier: BecomePraetor
    Event: The character has been made Praetor
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOME_PRAETOR
    Author: Guy
    ---------------------------------------------------
    Identifier: BecomeConsul
    Event: The character has been made Consul
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOME_CONSUL
    Author: Guy
    ---------------------------------------------------
    Identifier: BecomeCensor
    Event: The character has been made Censor
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOME_CENSOR
    Author: Guy
    ---------------------------------------------------
    Identifier: BecomePontifexMaximus
    Event: The character has been made Pontifex Maximus
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOME_PONTIFEX_MAXIMUS
    Author: Guy
    ---------------------------------------------------
    Identifier: CeasedFactionLeader
    Event: The character is no longer faction leader
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_FACTION_LEADER
    Author: Lee
    ---------------------------------------------------
    Identifier: CeasedFactionHeir
    Event: The character is no longer faction heir
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_FACTION_HEIR
    Author: Lee
    ---------------------------------------------------
    Identifier: CeasedQuaestor
    Event: The character is no longer Quaestor
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_QUAESTOR
    Author: Guy
    ---------------------------------------------------
    Identifier: CeasedAedile
    Event: The character is no longer Aedile
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_AEDILE
    Author: Guy
    ---------------------------------------------------
    Identifier: CeasedPraetor
    Event: The character is no longer Praetor
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_PRAETOR
    Author: Guy
    ---------------------------------------------------
    Identifier: CeasedConsul
    Event: The character is no longer Consul
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_CONSUL
    Author: Guy
    ---------------------------------------------------
    Identifier: CeasedCensor
    Event: The character is no longer Censor
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_CENSOR
    Author: Guy
    ---------------------------------------------------
    Identifier: CeasedPontifexMaximus
    Event: The character is no longer Pontifex Maximus
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CEASED_PONTIFEX_MAXIMUS
    Author: Guy
    ---------------------------------------------------
    Identifier: UngarrisonedFort
    Event: A fort is no longer garrisoned
    Exports: faction, fort, region_id
    Class: ET_UNGARRISONED_FORT
    Author: Lee
    ---------------------------------------------------
    Identifier: LostLegionaryEagle
    Event: When a roman general has lost a battle and one of your units was carrying a legionary eagle(first cohort)
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_LOST_LEGIONARY_EAGLE
    Author: Lee
    ---------------------------------------------------
    Identifier: CapturedLegionaryEagle
    Event: When you have defeated a roman general and one of his units was carrying a legionary eagle(first cohort), you capture it
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CAPTURED_LEGIONARY_EAGLE
    Author: Lee
    ---------------------------------------------------
    Identifier: RecapturedLegionaryEagle
    Event: We recaptured the eagle by completing the senate mission by conquering the settlement which holds it
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_RECAPTURED_LEGIONARY_EAGLE
    Author: Lee
    ---------------------------------------------------
    Identifier: SenateExposure
    Event: The senate has leaked information about you as punishment for failing a mission
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_SENATE_EXPOSURE
    Author: Guy
    ---------------------------------------------------
    Identifier: QuaestorInvestigationMinor
    Event: The senate has punished you by launching an investigation by the quaestor, probably leading to a minor fine
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_QUAESTOR_INVESTIGATION_MINOR
    Author: Guy
    ---------------------------------------------------
    Identifier: QuaestorInvestigation
    Event: The senate has punished you by launching an investigation by the quaestor, probably leading to a fine
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_QUAESTOR_INVESTIGATION
    Author: Guy
    ---------------------------------------------------
    Identifier: QuaestorInvestigationMajor
    Event: The senate has punished you by launching an investigation by the quaestor, probably leading to a major fine
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_QUAESTOR_INVESTIGATION_MAJOR
    Author: Guy
    ---------------------------------------------------
    Identifier: PopularSupportForOverthrow
    Event: The people of Rome are prepared to support any action against the senate
    Exports: faction
    Class: ET_POPULAR_SUPPORT_FOR_OVERTHROW
    Author: Guy
    ---------------------------------------------------
    Identifier: SenateReadyToOutlawFaction
    Event: The senate has had enough of this faction's empire building and grandstanding
    Exports: faction
    Class: ET_SENATE_READY_TO_OUTLAW_FACTION
    Author: Guy
    ---------------------------------------------------
    Identifier: SenateOutlawsFaction
    Event: The senate has declared this faction outlaw
    Exports: faction
    Class: ET_SENATE_OUTLAWS_FACTION
    Author: Guy
    ---------------------------------------------------
    Identifier: Birth
    Event: A child is born to the faction leader
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BIRTH
    Author: Lee
    ---------------------------------------------------
    Identifier: CharacterComesOfAge
    Event: A Character has come of age
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_COMING_OF_AGE
    Author: Lee
    ---------------------------------------------------
    Identifier: CharacterMarries
    Event: A Character has married
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_MARRIAGE
    Author: Lee
    ---------------------------------------------------
    Identifier: CharacterBecomesAFather
    Event: A Character has become a father
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_BECOMES_FATHER
    Author: Lee
    ---------------------------------------------------
    Identifier: CharacterTurnStart
    Event: A Character has started its turn
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_CHARACTER_TURN_START
    Author: Guy
    ---------------------------------------------------
    Identifier: CharacterTurnEnd
    Event: A Character has finished its turn
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
    Class: ET_CHARACTER_TURN_END
    Author: Guy
    ---------------------------------------------------
    Identifier: CharacterTurnEnd
    Event: A Character has finished its turn
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
    Class: ET_CHARACTER_TURN_END_IN_SETTLEMENT
    Author: Guy
    ---------------------------------------------------
    Identifier: GeneralDevastatesTile
    Event: A General and his army has devastated an enemy's fertile land
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
    Class: ET_GENERAL_DEVASTATES_TILE
    Author: Lee
    ---------------------------------------------------
    Identifier: SpyMission
    Event: A spy mission has completed
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_SPY_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: LeaderOrderedSpyingMission
    Event: A Faction leader has ordered a spying mission
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_LEADER_ORDERED_SPYING_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: AssassinationMission
    Event: An assassination mission has completed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_ASSASSINATION_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: LeaderOrderedAssassination
    Event: A Faction leader has ordered an assassination mission
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_LEADER_ORDERED_ASSASSINATION_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: SufferAssassinationAttempt
    Event: Someone has had an attempt on their life
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_SUFFER_ASSASSINATION_ATTEMPT
    Author: Lee
    ---------------------------------------------------
    Identifier: SabotageMission
    Event: A sabotage mission has completed
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_SABOTAGE_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: LeaderOrderedSabotage
    Event: A Faction leader has ordered a sabotage mission
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_LEADER_ORDERED_SABOTAGE_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: BriberyMission
    Event: A bribery mission has completed
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_BRIBERY_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: LeaderOrderedBribery
    Event: A Faction leader has ordered a bribery mission
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_LEADER_ORDERED_BRIBERY_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: AcceptBribe
    Event: Someone has been bribed
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_ACCEPT_BRIBE
    Author: Guy
    ---------------------------------------------------
    Identifier: RefuseBribe
    Event: Someone has refused a bribe
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_REFUSE_BRIBE
    Author: Guy
    ---------------------------------------------------
    Identifier: Insurrection
    Event: Insurgence has been provoked
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_INSURRECTION
    Author: Guy
    ---------------------------------------------------
    Identifier: DiplomacyMission
    Event: A diplomacy mission has completed
    Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
    Class: ET_DIPLOMACY_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: LeaderOrderedDiplomacy
    Event: A Faction leader has ordered a diplomacy mission
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_LEADER_ORDERED_DIPLOMACY_MISSION
    Author: Lee
    ---------------------------------------------------
    Identifier: LeaderSenateMissionSuccess
    Event: A Senate mission has been completed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_LEADER_SENATE_MISSION_SUCCESS
    Author: Lee
    ---------------------------------------------------
    Identifier: LeaderSenateMissionFailed
    Event: A Senate mission has failed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_LEADER_SENATE_MISSION_FAILED
    Author: Lee
    ---------------------------------------------------
    Identifier: SettlementTurnStart
    Event: A Settlement is being processed for the start of its faction's turn
    Exports: faction, settlement, region_id
    Class: ET_SETTLEMENT_TURN_START
    Author: Guy
    ---------------------------------------------------
    Identifier: SettlementTurnEnd
    Event: A Settlement is being processed for the end of its faction's turn
    Exports: faction, settlement, region_id
    Class: ET_SETTLEMENT_TURN_END
    Author: Guy
    ---------------------------------------------------
    Identifier: UnitTrained
    Event: A unit has been trained
    Exports: faction, settlement, resource_description, unit_category
    Class: ET_UNIT_TRAINED
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorUnitTrained
    Event: A unit has been trained
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement, resource_description, unit_category
    Class: ET_GOVERNOR_UNIT_TRAINED
    Author: Lee
    ---------------------------------------------------
    Identifier: BuildingCompleted
    Event: A building has been completed
    Exports: faction, settlement, prior_build, advised_build
    Class: ET_BUILDING_COMPLETED
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorBuildingCompleted
    Event: A building has been completed
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement, prior_build, advised_build
    Class: ET_GOVERNOR_BUILDING_COMPLETED
    Author: Lee
    ---------------------------------------------------
    Identifier: PlugInCompleted
    Event: A plugin has been completed
    Exports: faction, settlement, region_id, prior_build, advised_build
    Class: ET_PLUG_IN_COMPLETED
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorPlugInCompleted
    Event: A plugin has been completed
    Exports: nc_character_record, character_record, faction, region_id, character_type, prior_build
    Class: ET_GOVERNOR_PLUG_IN_COMPLETED
    Author: Lee
    ---------------------------------------------------
    Identifier: AgentCreated
    Event: An agent has been trained
    Exports: character_record, character_type
    Class: ET_AGENT_CREATED
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorAgentCreated
    Event: An agent has been trained
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_GOVERNOR_AGENT_CREATED
    Author: Lee
    ---------------------------------------------------
    Identifier: BuildingDestroyed
    Event: A building has been destroyed
    Exports:
    Class: ET_BUILDING_DESTROYED
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorBuildingDestroyed
    Event: A building has been destroyed
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_GOVERNOR_BUILDING_DESTROYED
    Author: Lee
    ---------------------------------------------------
    Identifier: CityRiots
    Event: A settlement has rioted
    Exports: faction, settlement, region_id
    Class: ET_SETTLEMENT_RIOTS
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorCityRiots
    Event: A settlement has rioted
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
    Class: ET_GOVERNOR_SETTLEMENT_RIOTS
    Author: Lee
    ---------------------------------------------------
    Identifier: CityRebels
    Event: A settlement has rebelled
    Exports: faction, settlement, region_id
    Class: ET_SETTLEMENT_REBELS
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorCityRebels
    Event: A settlement has rebelled
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
    Class: ET_GOVERNOR_SETTLEMENT_REBELS
    Author: Lee
    ---------------------------------------------------
    Identifier: GovernorThrowGames
    Event: Games have been thrown
    Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
    Class: ET_GOVERNOR_THROW_GAMES
    Author: Lee
    ---------------------------------------------------
    Identifier: UngarrisonedSettlement
    Event: A settlement is no longer garrisoned
    Exports: faction, settlement, region_id
    Class: ET_UNGARRISONED_SETTLEMENT
    Author: Lee
    ---------------------------------------------------
    Identifier: EnslavePopulation
    Event: A settlement has been captured and some of its population has been enslaved
    Exports: nc_character_record, character_record, faction, target_faction, region_id, character_type
    Class: ET_ENSLAVE_POPULATION
    Author: Lee
    ---------------------------------------------------
    Identifier: ExterminatePopulation
    Event: A settlement has been captured and some of its population has been decimated
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_EXTERMINATE_POPULATION
    Author: Lee
    ---------------------------------------------------
    Identifier: CharacterSelected
    Event: The player has selected a character
    Exports: nc_character_record, character_record, faction, region_id, character_type, character_action_advice, target_settlement
    Class: ET_CHARACTER_SELECTED
    Author: Guy
    ---------------------------------------------------
    Identifier: MultiTurnMove
    Event: The player has selected a position beyond the character's extents
    Exports: nc_character_record, character_record, faction, region_id, character_type
    Class: ET_MULTI_TURN_MOVE
    Author: Guy
    ---------------------------------------------------
    Identifier: CharacterPanelOpen
    Event: The player has opened the panel for the selected character
    Exports: character_record, faction, region_id, character_type
    Class: ET_CHARACTER_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: SettlementPanelOpen
    Event: The player has opened the panel for the selected settlement
    Exports: faction, settlement, region_id
    Class: ET_SETTLEMENT_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: FinancesPanelOpen
    Event: The player has opened his finances panel
    Exports: faction
    Class: ET_FINANCES_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: FactionSummaryPanelOpen
    Event: The player has opened the faction summary panel
    Exports: faction
    Class: ET_FACTION_SUMMARY_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: FamilyTreePanelOpen
    Event: The player has opened the family tree panel
    Exports: faction
    Class: ET_FAMILY_TREE_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: DiplomaticStandingPanelOpen
    Event: The player has opened the diplomatic standing panel
    Exports:
    Class: ET_DIPLOMATIC_STANDING_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: SenateMissionsPanelOpen
    Event: The player has opened the senate missions panel
    Exports: faction
    Class: ET_SENATE_MISSIONS_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: SenateOfficesPanelOpen
    Event: The player has opened the senate offices panel
    Exports:
    Class: ET_SENATE_OFFICES_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: DiplomacyPanelOpen
    Event: The player has opened a diplomacy panel
    Exports: faction
    Class: ET_DIPLOMACY_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: PreBattlePanelOpen
    Event: The player has attacked an army or settlement. The decision panel is now open.
    Exports: faction
    Class: ET_PRE_BATTLE_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: RecruitmentPanelOpen
    Event: The player has opened a recruitment panel
    Exports: faction, settlement, region_id
    Class: ET_RECRUITMENT_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: ConstructionPanelOpen
    Event: The player has opened a construction panel
    Exports: faction, settlement, region_id
    Class: ET_CONSTRUCTION_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: TradePanelOpen
    Event: The player has opened a trade panel
    Exports: faction, settlement, region_id
    Class: ET_TRADE_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: HireMercenariesPanelOpen
    Event: The player has opened a hire mercenaries panel
    Exports:
    Class: ET_HIRE_MERCENARIES_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: NavalAutoResolvePanelOpen
    Event: The naval auto resolve panel has opened
    Exports:
    Class: ET_NAVAL_AUTO_RESOLVE_PANEL_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: IncomingMessage
    Event: A message has arrived for the player
    Exports: event
    Class: ET_INCOMING_MESSAGE
    Author: Guy
    ---------------------------------------------------
    Identifier: MessageOpen
    Event: The player has opened a message
    Exports: event
    Class: ET_MESSAGE_OPEN
    Author: Guy
    ---------------------------------------------------
    Identifier: RequestBuildingAdvice
    Event: The player has requested building advice
    Exports: faction, settlement, region_id, advised_build
    Class: ET_BUILDING_ADVICE
    Author: Guy
    ---------------------------------------------------
    Identifier: RequestTrainingAdvice
    Event: The player has requested training advice
    Exports: faction, settlement, region_id, resource_description
    Class: ET_TRAINING_ADVICE
    Author: Guy
    ---------------------------------------------------
    Identifier: RequestMercenariesAdvice
    Event: The player has requested mercenaries advice
    Exports: army
    Class: ET_MERCENARIES_ADVICE
    Author: Guy
    ---------------------------------------------------
    Identifier: ButtonPressed
    Event: The player has clicked on a button
    Exports: resource_description
    Class: ET_BUTTON_PRESSED
    Author: Tom
    ---------------------------------------------------
    Identifier: ShortcutTriggered
    Event: The player triggered a keyboard shortcut
    Exports: resource_description
    Class: ET_SHORTCUT_TRIGGERED
    Author: Tom
    ---------------------------------------------------
    Identifier: ScrollOpened
    Event: The player opened a scroll
    Exports: resource_description
    Class: ET_SCROLL_OPENED
    Author: Tom
    ---------------------------------------------------
    Identifier: ScrollClosed
    Event: The player closed a scroll
    Exports: resource_description
    Class: ET_SCROLL_CLOSED
    Author: Tom
    ---------------------------------------------------
    Identifier: AdviceSupressed
    Event: The player has suppressed a piece of advice
    Exports: resource_description
    Class: ET_ADVICE_SUPPRESSED
    Author: Guy
    ---------------------------------------------------
    Identifier: ScrollAdviceRequested
    Event: The player has requested advice on a scroll
    Exports: resource_description
    Class: ET_SCROLL_ADVICE_REQUESTED
    Author: Guy
    ---------------------------------------------------
    Identifier: PreBattleScrollAdviceRequested
    Event: The player has requested advice on the prebattle scroll
    Exports: none
    Class: ET_PREBATTLE_SCROLL_ADVICE_REQUESTED
    Author: Tom
    ---------------------------------------------------
    Identifier: NavalPreBattleScrollAdviceRequested
    Event: The player has requested advice on the naval prebattle scroll
    Exports: none
    Class: ET_NAVAL_PREBATTLE_SCROLL_ADVICE_REQUESTED
    Author: Tom
    ---------------------------------------------------
    Identifier: Idle
    Event: The player has remained idle for some time (Not implemented)
    Exports:
    Class: ET_IDLE
    Author: Guy
    ---------------------------------------------------
    Identifier: AbandonShowMe
    Event: The player has abandoned a show me scipt
    Exports:
    Class: ET_ABANDON_SHOW_ME
    Author: Guy
    ---------------------------------------------------
    Identifier: DeclineAutomatedSettlementManagement
    Event: The player has declined automated settlement management
    Exports: faction, settlement, best_finance_option
    Class: ET_DECLINE_AUTOMATED_SETTLEMENT_MANAGEMENT
    Author: Guy
    ---------------------------------------------------
    Identifier: EscPressed
    Event: The escape key has been pressed. This trigger will only fire if the command StealEscKey has been used
    Exports: none
    Class: ET_ESC_PRESSED
    Author: Tom
    Last edited by Epistolary Richard; 07-25-2005 at 09:52.

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