;;;;;;;;;;;;;;;;;;;;; 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
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