<?xml version="1.0"?>
<trigger version="2">
<Conditions>
<Condition name="Always">
<Expression>true
</Expression>
</Condition>
<Condition name="Timer">
<Param name="Param1" VarType="long" dispName="$$22291$$Seconds">0
</Param>
<Expression>(trTime()-cActivationTime) >= %Param1%
</Expression>
</Condition>
<Condition name="Timer ms">
<Param name="Param1" VarType="long" dispName="$$22293$$Milliseconds">0
</Param>
<Expression>(trTimeMS()-(cActivationTime*1000)) >= %Param1%
</Expression>
</Condition>
<Condition name="Distance to Unit">
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Units">default
</Param>
<Param name="DstObject" VarType="unit" dispName="$$22296$$Target Unit">default
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Dist" VarType="float" dispName="$$22298$$Distance">0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitDistanceToUnit("%DstObject%") %Op% %Dist%
</Expression>
</Condition>
<Condition name="Units in Area">
<Param name="DstObject" VarType="unit" dispName="$$22300$$Center Unit">default
</Param>
<Param name="Player" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="UnitType" VarType="unittype" dispName="$$22302$$Unit Type">Unit
</Param>
<Param name="Dist" VarType="float" dispName="$$22303$$Radius">10
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="float" dispName="$$22304$$Count">1
</Param>
<Expression>trCountUnitsInArea("%DstObject%",%Player%,"%UnitType%",%Dist%) %Op% %Count%
</Expression>
</Condition>
<Condition name="Distance to Point">
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Units">default
</Param>
<Param name="DstPoint" dispName="" varType="area">0
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Dist" VarType="float" dispName="$$22298$$Distance">0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitDistanceToPoint(%DstPoint%) %Op% %Dist%
</Expression>
</Condition>
<Condition name="Is Alive">
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Units">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitAlive()==true
</Expression>
</Condition>
<Condition name="Is Dead">
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Units">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitDead()==true
</Expression>
</Condition>
<Condition name="Visible to Player">
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Units">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitVisToPlayer()==true
</Expression>
</Condition>
<Condition name="Units in LOS">
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Units">default
</Param>
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitHasLOS(%PlayerID%)
</Expression>
</Condition>
<Condition name="Tech Available">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="TechID" VarType="tech" dispName="$$22311$$Tech">0
</Param>
<Expression>trTechStatusActive(%PlayerID%, %TechID%)
</Expression>
</Condition>
<Condition name="Tech Researching">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="TechID" VarType="tech" dispName="$$22311$$Tech">0
</Param>
<Expression>trTechStatusResearching(%PlayerID%, %TechID%)
</Expression>
</Condition>
<Condition name="Tech Status Equals">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="TechID" VarType="tech" dispName="$$22311$$Tech">0
</Param>
<Param name="Status" dispName="$$22340$$Status" varType="techstatus">2
</Param>
<Expression>trTechStatusCheck(%PlayerID%, %TechID%, %Status%)
</Expression>
</Condition>
<Condition name="Percent Complete">
<Param name="SrcObject" VarType="unit" dispName="$$22314$$Source Unit">default
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Percent" VarType="long" dispName="$$22315$$Percent">100
</Param>
<Command>trUnitSelectClear();
</Command>
<Command>trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitPercentComplete() %Op% %Percent%
</Expression>
</Condition>
<Condition name="Number Of Nuggets Collected">
<Param name="PlayerID" VarType="player" dispName="By Player">1
</Param>
<Param name="Op" VarType="operator" dispName="Operator">==
</Param>
<Param name="NumberOfNuggets" VarType="long" dispName="Number Of Nuggets">1
</Param>
<Expression>trGetNumberNuggetsGathered(%PlayerID%) %Op% %NumberOfNuggets%
</Expression>
</Condition>
<Condition name="Nugget Has Been Collected">
<Param name="NuggetObject" VarType="unit" dispName="Nugget Object">default
</Param>
<Param name="CollectedByPlayerID" VarType="player" dispName="Collected By Player">-1
</Param>
<Expression>trHasNuggetBeenCollected("%NuggetObject%", %CollectedByPlayerID%)
</Expression>
</Condition>
<Condition name="Percent Damaged">
<Param name="SrcObject" VarType="unit" dispName="$$22314$$Source Unit">default
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Percent" VarType="long" dispName="$$22315$$Percent">100
</Param>
<Command>trUnitSelectClear();
</Command>
<Command>trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitPercentDamaged() %Op% %Percent%
</Expression>
</Condition>
<Condition name="All Units Dead">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trPlayerUnitCount(%PlayerID%)==0
</Expression>
</Condition>
<Condition name="All Buildings Dead">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trPlayerBuildingCount(%PlayerID%)==0
</Expression>
</Condition>
<Condition name="All Units And Buildings Dead">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trPlayerUnitAndBuildingCount(%PlayerID%)==0
</Expression>
</Condition>
<Condition name="Player Is Building">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="ProtoUnit" VarType="protounit" dispName="$$19160$$Unit">default
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="long" dispName="$$22321$$Number">1
</Param>
<Expression>trPlayerCountBuildingInProgress(%PlayerID%, "%ProtoUnit%") %Op% %Count%
</Expression>
</Condition>
<Condition name="Building Is On Cursor">
<Param name="ProtoUnit" VarType="protounit" dispName="Building Unit">default
</Param>
<Expression>trBuildingIsOnCursor("%ProtoUnit%")
</Expression>
</Condition>
<Condition name="Player Unit Count">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="ProtoUnit" VarType="protounit" dispName="$$19160$$Unit">default
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="long" dispName="$$22321$$Number">1
</Param>
<Expression>trPlayerUnitCountSpecific(%PlayerID%, "%ProtoUnit%") %Op% %Count%
</Expression>
</Condition>
<Condition name="Player Resource Count">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="Resource" VarType="resource" dispName="$$22324$$Resource">food
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="long" dispName="$$22321$$Number">1
</Param>
<Expression>trPlayerResourceCount(%PlayerID%, "%Resource%") %Op% %Count%
</Expression>
</Condition>
<Condition name="Player Current (Not Total) XP">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="long" dispName="$$22321$$Number">1
</Param>
<Expression>trPlayerCurrentXPCount(%PlayerID%) %Op% %Count%
</Expression>
</Condition>
<Condition name="Player Controls Socket">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="Socket" VarType="unit" dispName="$$32975$$Socket">default
</Param>
<Expression>trPlayerControlsSocket(%PlayerID%, "%Socket%")
</Expression>
</Condition>
<Condition name="Player Is Visiting Home City Of Player">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trIsPlayerVisitingHC(%PlayerID%)
</Expression>
</Condition>
<Condition name="Player Is Selecting Home City Building">
<Param name="HomeCityBuildingName" VarType="string" dispName="$$33784$$HC Building Name">Default
</Param>
<Expression>trIsPlayerSelectingHCBuilding("%HomeCityBuildingName%")
</Expression>
</Condition>
<Condition name="Player Has Sent a Home City Shipment">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trHasPlayerSentHCShipment(%PlayerID%)
</Expression>
</Condition>
<Condition name="Player Sends a Home City Shipment">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trIsPlayerSendingHCShipment(%PlayerID%)
</Expression>
</Condition>
<Condition name="Object Worked">
<Param name="Object" VarType="unit" dispName="$$32974$$Object">default
</Param>
<Expression>trObjectGettingWorked("%Object%")
</Expression>
</Condition>
<Condition name="Player Defeated">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trPlayerDefeated(%PlayerID%)
</Expression>
</Condition>
<Condition name="Player Active">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trPlayerActive(%PlayerID%)
</Expression>
</Condition>
<Condition name="Player At Pop Cap">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Expression>trPlayerAtPopCap(%PlayerID%)
</Expression>
</Condition>
<Condition name="Player Population">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="long" dispName="$$22321$$Number">1
</Param>
<Expression>trPlayerGetPopulation(%PlayerID%) %Op% %Count%
</Expression>
</Condition>
<Condition name="Units Garrisoned">
<Param name="SrcObject" VarType="unit" dispName="$$22314$$Source Unit">default
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="long" dispName="$$22321$$Number">1
</Param>
<Command>trUnitSelectClear();
</Command>
<Command>trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitGetContained() %Op% %Count%
</Expression>
</Condition>
<Condition name="Unit Selected">
<Param name="SrcObject" VarType="unit" dispName="$$22314$$Source Unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command>trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitIsSelected()
</Expression>
</Condition>
<Condition name="Unit Type Selected">
<Param name="ProtoUnit" VarType="protounit" dispName="$$19160$$Unit">default
</Param>
<Expression>trUnitTypeIsSelected("%ProtoUnit%")
</Expression>
</Condition>
<Condition name="Diplomacy Change">
<Param name="Player1" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="Status" dispName="$$22340$$Status" varType="alliance">ally
</Param>
<Param name="Player2" dispName="$$22301$$Player" varType="player">2
</Param>
<Expression>trPlayerGetDiplomacy(%Player1%, %Player2%) == "%Status%"
</Expression>
</Condition>
<Condition name="Units Owned">
<Param name="Player" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Units">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitIsOwnedBy(%Player%)
</Expression>
</Condition>
<Condition name="Abort Cinematic">
<Expression>trCinematicAbort()
</Expression>
</Condition>
<Condition name="Difficulty Level">
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Level" VarType="long" dispName="$$22344$$Level">0
</Param>
<Expression>trGetWorldDifficulty() %Op% %Level%
</Expression>
</Condition>
<!--
Conditions that shouldn't exist -->
<Condition name="Gadget Visible">
<Param name="Gadget" VarType="string" dispName="$$22346$$Gadget">default
</Param>
<Expression>trIsGadgetVisible("%Gadget%")
</Expression>
</Condition>
<!--
Army Related -->
<Condition name="Army Distance to Unit">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="DstObject" VarType="unit" dispName="$$22296$$Target Unit">default
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Dist" VarType="float" dispName="$$22298$$Distance">0
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Expression>trUnitDistanceToUnit("%DstObject%") %Op% %Dist%
</Expression>
</Condition>
<Condition name="Army Distance to Point">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="DstPoint" dispName="" varType="area">0
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Dist" VarType="float" dispName="$$22298$$Distance">0
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Expression>trUnitDistanceToPoint(%DstPoint%) %Op% %Dist%
</Expression>
</Condition>
<Condition name="Army in LOS">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Expression>trUnitHasLOS(%PlayerID%)
</Expression>
</Condition>
<Condition name="Army Visible to Player">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Expression>trUnitVisToPlayer()==true
</Expression>
</Condition>
<Condition name="Army Is Alive">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Expression>trUnitAlive()==true
</Expression>
</Condition>
<Condition name="Army Is Dead">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Expression>trUnitDead()==true
</Expression>
</Condition>
<Condition name="Army Owned">
<Param name="Player" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Expression>trUnitIsOwnedBy(%Player%)
</Expression>
</Condition>
<Condition name="Chat Contains">
<Param name="Text" dispName="$$20494$$Text" varType="stringid">default
</Param>
<Param name="PlayerID" VarType="player" dispName="$$22444$$From Player">1
</Param>
<Expression>trChatHistoryContains("%Text%", %PlayerID%)
</Expression>
</Condition>
<Condition name="Stat Value">
<Param name="PlayerID" VarType="player" dispName="$$22534$$Fake Player">1
</Param>
<Param name="StatID" VarType="kbstat" dispName="$$25424$$Stat Type">0
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Value" VarType="long" dispName="$$25372$$Value">0
</Param>
<Expression>trGetStatValue(%PlayerID%, %StatID%) %Op% %Value%
</Expression>
</Condition>
<Condition name="Unit Is Garrisoned In">
<Param name="SrcObject" VarType="unit" dispName="$$22295$$Source Unit">default
</Param>
<Param name="ProtoUnit" VarType="protounit" dispName="$$22421$$Unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command>trUnitSelect("%SrcObject%");
</Command>
<Expression>trUnitGetIsContained("%ProtoUnit%")
</Expression>
</Condition>
<Condition name="Player VP Count">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Count" VarType="long" dispName="$$22321$$Number">1
</Param>
<Expression>trPlayerVPCount(%PlayerID%) %Op% %Count%
</Expression>
</Condition>
<Condition name="Quest Var Check">
<Param name="QuestVar" dispName="$$32954$$Var Name" varType="string">QV1
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="Value" VarType="float" dispName="Value">1
</Param>
<Expression>trQuestVarGet("%QuestVar%") %Op% %Value%
</Expression>
</Condition>
<Condition name="Quest Var Compare">
<Param name="QuestVar" dispName="$$32955$$Var Name 1" varType="string">QV1
</Param>
<Param name="Op" VarType="operator" dispName="$$22297$$Operator">==
</Param>
<Param name="QuestVar2" dispName="$$32956$$Var Name 2" varType="string">QV2
</Param>
<Expression>trQuestVarGet("%QuestVar%") %Op% trQuestVarGet("%QuestVar2%")
</Expression>
</Condition>
<Condition name="Is Movie Done Playing">
<Expression>trIsMovieNotPlaying()
</Expression>
</Condition>
</Conditions>
<Effects>
<!--
Cinematic Related -->
<Effect name="SetIdleProcessing">
<Param name="IdleProc" dispName="$$22356$$Process Idle:" varType="bool">true
</Param>
<Command>trSetUnitIdleProcessing(%IdleProc%);
</Command>
</Effect>
<Effect name="SetObscuredUnits">
<Param name="IdleProc" dispName="$$22358$$Obscure Units:" varType="bool">false
</Param>
<Command>trSetObscuredUnits(%IdleProc%);
</Command>
</Effect>
<Effect name="Stop Current Control Actions">
<Param name="SrcObject" dispName="$$19160$$Unit" varType="unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitCinematicRemoveControlAction();
</Command>
</Effect>
<Effect name="Set Animation">
<Param name="SrcObject" dispName="$$19160$$Unit" varType="unit">default
</Param>
<Param name="AnimName" dispName="$$22360$$Animation" varType="string"/>
<Param name="AnimVersion" dispName="$$22360$$Animation" varType="long">0
</Param>
<Param name="LoopIt" dispName="$$22361$$Loop:" varType="bool">false
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="NoIdlePop" dispName="$$32276$$No Idle Pop:" varType="bool">false
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitSetAnimation("%AnimName%",%AnimVersion%,%LoopIt%,%EventID%,%NoIdlePop%);
</Command>
</Effect>
<Effect name="Army Set Animation">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="AnimName" dispName="$$22360$$Animation" varType="string"/>
<Param name="AnimVersion" dispName="$$22360$$Animation" varType="long">0
</Param>
<Param name="LoopIt" dispName="$$22361$$Loop:" varType="bool">false
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="NoIdlePop" dispName="$$32276$$No Idle Pop:" varType="bool">false
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitSetAnimation("%AnimName%",%AnimVersion%,%LoopIt%,%EventID%,%NoIdlePop%);
</Command>
</Effect>
<Effect name="Camera Track">
<Param name="TrackName" dispName="$$22365$$Name" varType="camtrack">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trCamTrackLoad("%TrackName%");
</Command>
<Command>trCamTrackPlay(-1, %EventID%);
</Command>
</Effect>
<Effect name="Cinematic Mode">
<Param name="Enter" dispName="$$22367$$Mode:" varType="bool">true
</Param>
<Command>trLetterBox(%Enter%);
</Command>
</Effect>
<Effect name="Force Non Cinematic Models">
<Param name="OnOff" dispName="$$22369$$OnOff:" varType="bool">true
</Param>
<Command>trForceNonCinematicModels(%OnOff%);
</Command>
</Effect>
<Effect name="Scale Formations">
<Param name="Scale" VarType="float" dispName="$$29916$$Scale">1.0
</Param>
<Command>trFormationScale(%Scale%);
</Command>
</Effect>
<Effect name="Fake Player : Fakify">
<Param name="SrcObject" dispName="Units" varType="unit">default
</Param>
<Param name="FakePlayerIndex" dispName="Fake Player (0-7)" varType="long">0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitPlayerFakify(%FakePlayerIndex%);
</Command>
</Effect>
<Effect name="Fake Player : Fakify Army">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="FakePlayerIndex" dispName="Fake Player (0-7)" varType="long">0
</Param>
<Command>trArmyPlayerFakify("%SrcArmy%", %FakePlayerIndex%);
</Command>
</Effect>
<Effect name="Fake Player : De-Fakify">
<Param name="SrcObject" dispName="Units" varType="unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitPlayerDefakify();
</Command>
</Effect>
<Effect name="Fake Player : De-Fakify Army">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Command>trArmyPlayerDefakify("%SrcArmy%");
</Command>
</Effect>
<Effect name="User Controls">
<Param name="Active" dispName="$$20394$$Control:" varType="bool">false
</Param>
<Command>trSetUserControls(%Active%);
</Command>
</Effect>
<Effect name="Chat Status">
<Param name="Active" dispName="$$22372$$Status:" varType="bool">true
</Param>
<Command>trChatSetStatus(%Active%);
</Command>
</Effect>
<Effect name="Render Sky">
<Param name="Flag" VarType="bool" dispName="$$22374$$Render:">true
</Param>
<Param name="TextureRootName" dispName="$$22375$$Sky Name" varType="string">DefaultSkyBox
</Param>
<Command>trRenderSky(%Flag%, "%TextureRootName%");
</Command>
</Effect>
<Effect name="Render Snow">
<Param name="Percent" VarType="float" dispName="$$22377$$Percent:">0.0
</Param>
<Command>trRenderSnow(%Percent%);
</Command>
</Effect>
<Effect name="Render Rain">
<Param name="Percent" VarType="float" dispName="$$22377$$Percent:">0.0
</Param>
<Command>trRenderRain(%Percent%);
</Command>
</Effect>
<Effect name="Render Fog/Black Map">
<Param name="Fog" VarType="bool" dispName="$$22379$$Fog of War:">true
</Param>
<Param name="Black" VarType="bool" dispName="$$22380$$Black Map:">true
</Param>
<Command>trSetFogAndBlackmap(%Fog%, %Black%);
</Command>
</Effect>
<Effect name="Camera Cut">
<Param name="CameraInfo" VarType="camerainfo" dispName="$$22382$$Set Cut"/>
<Command>trCameraCut(%CameraInfo%);
</Command>
</Effect>
<!--
Cinematic AND Gameplay Related -->
<Effect name="Sound Filename">
<Param name="Sound" dispName="$$22384$$Sound" varType="sound">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="Subtitle" dispName="$$22385$$Subtitle" varType="stringid"/>
<Param name="Portrait" dispName="$$22386$$Portrait" varType="string"/>
<Command>trSoundPlayFN("%Sound%", %EventID%, "%Subtitle%","%Portrait%");
</Command>
</Effect>
<Effect name="Sound Play Paused">
<Param name="Sound" dispName="$$22384$$Sound" varType="sound">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="Subtitle" dispName="$$22385$$Subtitle" varType="stringid"/>
<Param name="Portrait" dispName="$$22386$$Portrait" varType="string"/>
<Command>trSoundPlayPaused("%Sound%", %EventID%, "%Subtitle%","%Portrait%");
</Command>
</Effect>
<Effect name="Sound Timer">
<Param name="Time" dispName="$$22293$$Milliseconds" varType="long">10
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trSoundTimer(%Time%, %EventID%);
</Command>
</Effect>
<Effect name="FadeOutMusic">
<Param name="Duration" dispName="$$22390$$Fade Duration" varType="float">3.0
</Param>
<Command>trFadeOutMusic(%Duration%);
</Command>
</Effect>
<Effect name="PlayNextMusicTrack">
<Command>trPlayNextMusicTrack();
</Command>
</Effect>
<Effect name="FadeOutAllSounds">
<Param name="Duration" dispName="$$22390$$Fade Duration" varType="float">3.0
</Param>
<Command>trFadeOutAllSounds(%Duration%);
</Command>
</Effect>
<Effect name="BlockAllSounds">
<Param name="Dialog" dispName="$$22394$$Exclude Dialog" varType="bool">true
</Param>
<Command>trBlockAllSounds(%Dialog%);
</Command>
</Effect>
<Effect name="UnblockAllSounds">
<Command>trUnblockAllSounds();
</Command>
</Effect>
<Effect name="BlockAllAmbientSounds">
<Command>trBlockAllAmbientSounds();
</Command>
</Effect>
<Effect name="UnblockAllAmbientSounds">
<Command>trUnBlockAllAmbientSounds();
</Command>
</Effect>
<Effect name="Music Filename">
<Param name="Music" dispName="$$22399$$Music File" varType="sound">default
</Param>
<Param name="Duration" dispName="$$22390$$Fade Duration" varType="float">4.0
</Param>
<Command>trMusicPlay("%Music%", %Duration%);
</Command>
</Effect>
<Effect name="Music Play">
<Command>trMusicPlayCurrent();
</Command>
</Effect>
<Effect name="Music Stop">
<Command>trMusicStop();
</Command>
</Effect>
<Effect name="Set Current Music Set">
<Param name="SetID" dispName="$$22403$$Music Set Index" varType="long">0
</Param>
<Command>trMusicSetCurrentMusicSet(%SetID%);
</Command>
</Effect>
<Effect name="Play Dialog">
<Param name="Sound" dispName="$$22384$$Sound" varType="sound">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="Ignore" dispName="$$22405$$Ignore Event on Abort" varType="bool">false
</Param>
<Param name="Subtitle" dispName="$$22385$$Subtitle" varType="stringid"/>
<Param name="Portrait" dispName="$$22386$$Portrait" varType="string"/>
<Command>trSoundPlayDialog("%Sound%", %EventID%, %Ignore%, "%Subtitle%", "%Portrait%");
</Command>
</Effect>
<Effect name="Play Dialogue">
<Param name="StringID" dispName="$$22385$$Subtitle" varType="stringid"/>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="Ignore" dispName="$$22405$$Ignore Event on Abort" varType="bool">false
</Param>
<Param name="Seconds" dispName="$$22293$$Milliseconds" varType="long">1
</Param>
<Command>trSoundPlayDialogue("%StringID%", %EventID%, %Ignore%, %Seconds%);
</Command>
</Effect>
<Effect name="Music Mood">
<Param name="MoodID" dispName="$$22407$$Mood ID" varType="long">0
</Param>
<Command>trMusicSetMood(%MoodID%);
</Command>
</Effect>
<Effect name="Teleport Units">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="Area" dispName="" varType="area">0, 0, 0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitTeleport(%Area%);
</Command>
</Effect>
<Effect name="Move To Point">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="DstPoint" dispName="$$22410$$X" varType="area">0
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="AttackMove" dispName="$$18986$$Attack Move" varType="bool">false
</Param>
<Param name="Run" dispName="$$35568$$Run" varType="bool">false
</Param>
<Param name="RunSpeed" dispName="$$36895$$Run Speed" varType="float">1.0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitMoveToPoint(%DstPoint%, %EventID%, %AttackMove%, %Run%, %RunSpeed%);
</Command>
</Effect>
<Effect name="Unit Build Building">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="ProtoUnit" VarType="protounit" dispName="$$22412$$ProtoUnit To Build">default
</Param>
<Param name="DstPoint" dispName="$$22413$$Build Location" varType="area">0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitBuildUnit("%ProtoUnit%", vector(%DstPoint%));
</Command>
</Effect>
<Effect name="Fire Event">
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trEventFire(%EventID%);
</Command>
</Effect>
<!--
Gameplay Related -->
<Effect name="Move to Unit">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="AttackMove" dispName="$$22416$$Attack Move" varType="bool">false
</Param>
<Param name="Run" dispName="$$35568$$Run" varType="bool">false
</Param>
<Param name="RunSpeed" dispName="$$36895$$Run Speed" varType="float">1.0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitMoveToUnit("%DstObject%",%EventID%, %AttackMove%, %Run%, %RunSpeed%);
</Command>
</Effect>
<Effect name="Unit Work">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitDoWorkOnUnit("%DstObject%",%EventID%);
</Command>
</Effect>
<Effect name="Show Building Damage">
<Param name="Building" dispName="Building" varType="unit">default
</Param>
<Param name="DamageLocations" dispName="Damage Locations" varType="string"/>
<Param name="SmokeLocations" dispName="Smoke Locations" varType="string"/>
<Param name="FireLocations" dispName="Fire Locations" varType="string"/>
<Command>trShowDamage("%Building%", "%DamageLocations%", "%SmokeLocations%", "%FireLocations%");
</Command>
</Effect>
<Effect name="Unit Garrison">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitGarrison("%DstObject%",%EventID%);
</Command>
</Effect>
<Effect name="Unit Immediate Garrison">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trImmediateUnitGarrison("%DstObject%");
</Command>
</Effect>
<Effect name="Destroy">
<Param name="SrcObject" dispName="$$22421$$Unit" varType="unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitDestroy();
</Command>
</Effect>
<Effect name="Kill">
<Param name="SrcObject" dispName="$$22424$$Units" varType="unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitDelete(false);
</Command>
</Effect>
<Effect name="Convert">
<Param name="SrcObject" dispName="$$22421$$Unit" varType="unit">default
</Param>
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitConvert(%PlayerID%);
</Command>
</Effect>
<Effect name="Disable Trigger">
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trDisableTrigger(%EventID%);
</Command>
</Effect>
<Effect name="Activate Trigger">
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trActivateTrigger(%EventID%);
</Command>
</Effect>
<Effect name="Objective : Discover">
<Param name="Objective" dispName="$$32300$$Objective" varType="objective">-1
</Param>
<Param name="PlaySound" dispName="PlaySound" varType="bool">true
</Param>
<Command>trObjectiveDiscover(%Objective%, %PlaySound%);
</Command>
</Effect>
<Effect name="Objective : Complete">
<Param name="Objective" dispName="$$32300$$Objective" varType="objective">-1
</Param>
<Param name="ForceComplete" dispName="$$32305$$Force Complete:" varType="bool">false
</Param>
<Param name="PlaySound" dispName="PlaySound" varType="bool">true
</Param>
<Command>trObjectiveComplete(%Objective%, %ForceComplete%, %PlaySound%);
</Command>
</Effect>
<Effect name="Objective : Show">
<Param name="Objective" dispName="$$32300$$Objective" varType="objective">-1
</Param>
<Command>trObjectiveShow(%Objective%);
</Command>
</Effect>
<Effect name="Objective : Hide">
<Param name="Objective" dispName="$$32300$$Objective" varType="objective">-1
</Param>
<Command>trObjectiveHide(%Objective%);
</Command>
</Effect>
<Effect name="Unit Speaking">
<Param name="Unit" VarType="unit" dispName="$$33290$$Unit">default
</Param>
<Param name="Speaking" VarType="bool" dispName="$$33291$$Speaking">false
</Param>
<Param name="Duration" VarType="long" dispName="Duration">0
</Param>
<Command>trSetCinematicUnitSpeaking("%Unit%", %Speaking%, %Duration%);
</Command>
</Effect>
<Effect name="Message">
<Param name="Text" dispName="$$20494$$Text" varType="stringid">default
</Param>
<Param name="Timeout" dispName="$$22429$$Timeout (ms)" varType="long">-1
</Param>
<Command>trMessageSetText("%Text%", %Timeout%);
</Command>
</Effect>
<Effect name="Set Tech Status">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="TechID" dispName="$$22311$$Tech" varType="tech">0
</Param>
<Param name="Status" dispName="$$22340$$Status" varType="techstatus">2
</Param>
<Command>trTechSetStatus(%PlayerID%, %TechID%, %Status%);
</Command>
</Effect>
<Effect name="Unit Create">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager
</Param>
<Param name="ScenName" dispName="$$20509$$Name" varType="string">Default
</Param>
<Param name="Location" dispName="" varType="area">0,0,0
</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0
</Param>
<Command>trUnitCreate("%ProtoName%", "%ScenName%", %Location%, %Heading%, %PlayerID%);
</Command>
</Effect>
<Effect name="Unit Create Multi">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager
</Param>
<Param name="Location" dispName="" varType="area">0,0,0
</Param>
<Param name="Count" dispName="$$22435$$Count" varType="long">0
</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0
</Param>
<Command>for (i=0; <%Count%)
</Command>
<Command> trUnitCreate("%ProtoName%", "default", %Location%, %Heading%,, %PlayerID%);
</Command>
</Effect>
<Effect name="Unit Heading">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default
</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitSetHeading(%Heading%);
</Command>
</Effect>
<Effect name="AI Func">
<Param name="PlayerID" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="FnName" dispName="$$22438$$FunctionName" varType="string">default
</Param>
<Param name="Parameter" dispName="$$22439$$Parameter" varType="long">0
</Param>
<Command>trAIFunc(%PlayerID%, "%FnName%", %Parameter%);
</Command>
</Effect>
<Effect name="You Win">
<Param name="DirectToMenu" dispName="$$42894$$Force to Campaign Menu" varType="bool">false
</Param>
<Command>trYouWin(%DirectToMenu%);
</Command>
</Effect>
<Effect name="You Lose">
<Command>trYouLose("%NextParm%");
</Command>
</Effect>
<Effect name="Campaign Dialog">
<Param name="Campaign" dispName="$$22442$$Next Campaign" varType="string">default
</Param>
<Param name="Text" dispName="$$20056$$Message" varType="stringid">Advance
</Param>
<Command>trShowCampaignDlg("%Campaign%", "%Text%");
</Command>
</Effect>
<Effect name="Send Chat">
<Param name="PlayerID" VarType="player" dispName="$$22444$$From Player">1
</Param>
<Param name="Message" VarType="stringid" dispName="$$20056$$Message">default
</Param>
<Command>trChatSend(%PlayerID%, "%Message%");
</Command>
</Effect>
<Effect name="Write To Log">
<Param name="Message" VarType="string" dispName="$$20056$$Message">default
</Param>
<Command>trWriteToLog("%Message%");
</Command>
</Effect>
<Effect name="Highlight Units">
<Param name="SrcObject" dispName="$$22424$$Units" varType="unit">default
</Param>
<Param name="Duration" dispName="$$22291$$Seconds" varType="float">2.5
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitHighlight(%Duration%, false);
</Command>
</Effect>
<Effect name="Move By Name">
<Param name="SrcObject" dispName="$$20509$$Name" varType="string">default
</Param>
<Param name="DstPoint" dispName="$$22410$$X" varType="area">0
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="AttackMove" dispName="$$22416$$Attack Move" varType="bool">false
</Param>
<Param name="Run" dispName="$$35568$$Run" varType="bool">false
</Param>
<Param name="RunSpeed" dispName="$$36895$$Run Speed" varType="float">1.0
</Param>
<Command>trUnitSelectClear();
</Command>
<Command>trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitMoveToPoint(%DstPoint%, %EventID%, %AttackMove%, %Run%, %RunSpeed%);
</Command>
</Effect>
<Effect name="Revealer : Set Active State">
<Param name="RevealerName" dispName="Revealer Name" varType="string">default
</Param>
<Param name="ActiveState" dispName="Active State" varType="bool">true
</Param>
<Command>trSetRevealerActiveState("%RevealerName%", %ActiveState%);
</Command>
</Effect>
<Effect name="Revealer : Create">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="RevealerName" dispName="Revealer Name" varType="string">default
</Param>
<Param name="RevealerLoc" dispName="Revealer Location" varType="area">0
</Param>
<Param name="RevealerLOS" dispName="Revealer LOS" varType="float">10.0
</Param>
<Param name="BlackmapOnly" dispName="Blackmap Only" varType="bool">false
</Param>
<Command>trCreateRevealer(%PlayerID%, "%RevealerName%", vector(%RevealerLoc%), %RevealerLOS%, %BlackmapOnly%);
</Command>
</Effect>
<Effect name="Change Unit Type">
<Param name="SrcObject" dispName="$$19160$$Unit" varType="unit">default
</Param>
<Param name="ProtoUnit" dispName="$$22449$$ProtoUnit" varType="protounit">Villager
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitChangeProtoUnit("%ProtoUnit%");
</Command>
</Effect>
<Effect name="Tribute">
<Param name="FromPlayerID" dispName="$$22453$$From Player" varType="player">1
</Param>
<Param name="ToPlayerID" dispName="$$22454$$To Player" varType="player">2
</Param>
<Param name="ResName" dispName="$$22455$$Resource" varType="resource">food
</Param>
<Param name="Amount" dispName="$$22456$$Amount" varType="long">100
</Param>
<Command>trPlayerTribute(%FromPlayerID%, "%ResName%", %Amount%, %ToPlayerID%);
</Command>
</Effect>
<Effect name="Grant Resources">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="ResName" dispName="$$22455$$Resource" varType="resource">food
</Param>
<Param name="Amount" dispName="$$22456$$Amount" varType="long">100
</Param>
<Command>trPlayerGrantResources(%PlayerID%, "%ResName%", %Amount%);
</Command>
</Effect>
<Effect name="Ungarrison">
<Param name="SrcObject" dispName="$$19160$$Unit" varType="unit">default
</Param>
<Command>trUnitSelectClear();
</Command>
<Command>trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitEjectContained();
</Command>
</Effect>
<Effect name="Hide Score">
<Command>gadgetUnreal("ScoreDisplay");
</Command>
</Effect>
<Effect name="Pause Game">
<Param name="Pause" dispName="$$22461$$Pause:" varType="bool">true
</Param>
<Command>trGamePause(%Pause%);
</Command>
</Effect>
<Effect name="Diplomacy">
<Param name="Player1" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="Status" dispName="$$22462$$Status" varType="alliance">ally
</Param>
<Param name="Player2" dispName="$$22301$$Player" varType="player">2
</Param>
<Command>trPlayerSetDiplomacy(%Player1%, %Player2%, "%Status%");
</Command>
</Effect>
<!--
Army Related -->
<Effect name="Army Deploy">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager
</Param>
<Param name="Location" dispName="" varType="area">0,0,0
</Param>
<Param name="Count" dispName="$$22435$$Count" varType="long">0
</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0
</Param>
<Param name="Clear" dispName="$$22464$$Clear Existing Units:" varType="bool">true
</Param>
<Command>trArmyDispatch("%SrcArmy%", "%ProtoName%", %Count%, %Location%, %Heading%, %Clear%);
</Command>
</Effect>
<Effect name="Army Teleport">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="Area" dispName="" varType="area">0, 0, 0
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitTeleport(%Area%);
</Command>
</Effect>
<Effect name="Army Move">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="DstPoint" dispName="$$22410$$X" varType="area">0
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="AttackMove" dispName="$$22416$$Attack Move" varType="bool">false
</Param>
<Param name="Run" dispName="$$35568$$Run" varType="bool">false
</Param>
<Param name="RunSpeed" dispName="$$36895$$Run Speed" varType="float">1.0
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitMoveToPoint(%DstPoint%, %EventID%, %AttackMove%, %Run%, %RunSpeed%);
</Command>
</Effect>
<Effect name="Army Move to Unit">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Param name="AttackMove" dispName="$$22416$$Attack Move" varType="bool">false
</Param>
<Param name="Run" dispName="$$35568$$Run" varType="bool">false
</Param>
<Param name="RunSpeed" dispName="$$36895$$Run Speed" varType="float">1.0
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitMoveToUnit("%DstObject%",%EventID%, %AttackMove%, %Run%, %RunSpeed%);
</Command>
</Effect>
<Effect name="Army Work">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitDoWorkOnUnit("%DstObject%",%EventID%);
</Command>
</Effect>
<Effect name="Army Garrison">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitGarrison("%DstObject%",%EventID%);
</Command>
</Effect>
<Effect name="Army Destroy">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitDelete();
</Command>
</Effect>
<Effect name="Army Kill">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitDelete(false);
</Command>
</Effect>
<Effect name="Army Convert">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitConvert(%PlayerID%);
</Command>
</Effect>
<Effect name="Army Highlight">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="Duration" dispName="$$22291$$Seconds" varType="float">2.5
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitHighlight(%Duration%, false);
</Command>
</Effect>
<Effect name="Army Change Type">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="ProtoUnit" dispName="$$22449$$ProtoUnit" varType="protounit">Villager
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitChangeProtoUnit("%ProtoUnit%");
</Command>
</Effect>
<Effect name="Army Set Stance">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="Stance" dispName="$$22476$$Stance" varType="unitstance">Aggressive
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitSetStance("%Stance%");
</Command>
</Effect>
<Effect name="Army Flash">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="Duration" dispName="$$22291$$Seconds" varType="float">2.5
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitHighlight(%Duration%, true);
</Command>
</Effect>
<Effect name="Army Heading">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitSetHeading(%Heading%);
</Command>
</Effect>
<Effect name="Army Build Building">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="ProtoUnit" VarType="protounit" dispName="$$22412$$ProtoUnit To Build">default
</Param>
<Param name="DstPoint" dispName="$$22413$$Build Location" varType="area">0
</Param>
<Command>trArmySelect("%SrcArmy%");
</Command>
<Command>trUnitBuildUnit("%ProtoUnit%", vector(%DstPoint%));
</Command>
</Effect>
<Effect name="Set Lighting">
<Param name="SetName" VarType="string" dispName="$$22481$$Set Name:">default
</Param>
<Param name="FadeTime" dispName="$$22482$$Fade In:" varType="float">5.0
</Param>
<Command>trSetLighting("%SetName%",%FadeTime%);
</Command>
</Effect>
<Effect name="Counter:Add Timer">
<Param name="Name" dispName="$$22365$$Name" varType="string">countdown
</Param>
<Param name="Start" dispName="$$22485$$Start" varType="long">30
</Param>
<Param name="Stop" dispName="$$20926$$Stop" varType="long">0
</Param>
<Param name="Msg" dispName="$$20056$$Message" varType="stringid">The End is Near
</Param>
<Param name="Event" dispName="$$22362$$Trigger" varType="event">0
</Param>
<Command>trCounterAddTime("%Name%", %Start%, %Stop%, "%Msg%", %Event%);
</Command>
</Effect>
<Effect name="Counter:Add Unit">
<Param name="Name" dispName="$$22365$$Name" varType="string">countdown
</Param>
<Param name="Player" dispName="$$22301$$Player" varType="player">0
</Param>
<Param name="ProtoUnit" dispName="$$22412$$ProtoUnit" varType="protounit">Villager
</Param>
<Param name="Count" dispName="$$22487$$Total" varType="long">0
</Param>
<Param name="Msg" dispName="$$20056$$Message" varType="stringid">The End is Near
</Param>
<Param name="Event" dispName="$$22362$$Trigger" varType="event">0
</Param>
<Command>trCounterAddUnit("%Name%", %Player%, %Count%, "%ProtoUnit%", "%Msg%", %Event%);
</Command>
</Effect>
<Effect name="Counter:Add XP">
<Param name="Name" dispName="$$22365$$Name" varType="string">countdown
</Param>
<Param name="Player" dispName="$$22301$$Player" varType="player">0
</Param>
<Param name="Count" dispName="$$22487$$Total" varType="long">0
</Param>
<Param name="Msg" dispName="$$20056$$Message" varType="stringid">The End is Near
</Param>
<Param name="Event" dispName="$$22362$$Trigger" varType="event">0
</Param>
<Command>trCounterAddXP("%Name%", %Player%, %Count%, "%Msg%", %Event%);
</Command>
</Effect>
<Effect name="Counter Stop">
<Param name="Name" dispName="$$22365$$Name" varType="string">countdown
</Param>
<Command>trCounterAbort("%Name%");
</Command>
</Effect>
<Effect name="Player LOS Change">
<Param name="Player1" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="CanSee" dispName="$$22490$$Has LOS" varType="bool">true
</Param>
<Param name="Player2" dispName="$$22301$$Player" varType="player">2
</Param>
<Command>trPlayerModifyLOS(%Player1%, %CanSee%, %Player2%);
</Command>
</Effect>
<Effect name="Flash UI">
<Param name="Name" dispName="$$20509$$Name" varType="string"/>
<Param name="FlashLimit" dispName="Flash Limit" varType="long">0
</Param>
<Param name="ColorR" dispName="Red" varType="float">0.4
</Param>
<Param name="ColorG" dispName="Green" varType="float">0.4
</Param>
<Param name="ColorB" dispName="Blue" varType="float">0.4
</Param>
<Command>trUIFlash("%Name%", %FlashLimit%, %ColorR%, %ColorG%, %ColorB%);
</Command>
</Effect>
<Effect name="Flash UI Stop">
<Param name="Name" dispName="$$20509$$Name" varType="string"/>
<Command>trUIStopFlash("%Name%");
</Command>
</Effect>
<Effect name="Flash UI Tech">
<Param name="TechID" dispName="$$22311$$Tech" varType="tech">0
</Param>
<Param name="Flash" dispName="$$22492$$Flash" varType="bool">true
</Param>
<Command>trUIFlashTech(%TechID%, %Flash%);
</Command>
</Effect>
<Effect name="Flash UI Train">
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager
</Param>
<Param name="Flash" dispName="$$22492$$Flash" varType="bool">true
</Param>
<Command>trUIFlashTrain("%ProtoName%", %Flash%);
</Command>
</Effect>
<Effect name="Flash UI Category">
<Param name="CategoryID" dispName="$$22496$$Category" varType="uicategory">0
</Param>
<Param name="Flash" dispName="$$22492$$Flash" varType="bool">true
</Param>
<Command>trUIFlashCategory(%CategoryID%, %Flash%);
</Command>
</Effect>
<Effect name="Flash Units">
<Param name="SrcObject" dispName="$$22424$$Units" varType="unit">default
</Param>
<Param name="Duration" dispName="$$22291$$Seconds" varType="float">2.5
</Param>
<Command>trUnitSelectClear();
</Command>
<Command loopParm="SrcObject" loop="">trUnitSelect("%SrcObject%");
</Command>
<Command>trUnitHighlight(%Duration%, true);
</Command>
</Effect>
<Effect name="Fade To Color">
<Param name="R" dispName="$$23559$$Red" varType="long">0
</Param>
<Param name="G" dispName="$$23560$$Green" varType="long">0
</Param>
<Param name="B" dispName="$$23561$$Blue" varType="long">0
</Param>
<Param name="Duration" dispName="$$22540$$Duration(ms)" varType="long">1000
</Param>
<Param name="Delay" dispName="$$22500$$Delay(ms)" varType="long">1000
</Param>
<Param name="Fade" dispName="$$22501$$Fade" varType="bool">true
</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1
</Param>
<Command>trUIFadeToColor(%R%,%G%,%B%,%Duration%,%Delay%,%Fade%,%EventID%);
</Command>
</Effect>
<Effect name="Win Message">
<Param name="Text" dispName="$$22494$$Text" varType="stringid">You Win
</Param>
<Param name="Sound" dispName="$$22384$$Sound" varType="sound">default
</Param>
<Param name="IgnoreUserControls" dispName="Ignore User Controls" varType="bool">true
</Param>
<Command>trShowWinLose("%Text%", "%Sound%", %IgnoreUserControls%);
</Command>
</Effect>
<Effect name="Advance Campaign">
<Command>trCampaignAdvance();
</Command>
</Effect>
<Effect name="Advance Campaign Progress">
<Command>trCampaignAdvanceProgress();
</Command>
</Effect>
<Effect name="Advance Campaign Scenario">
<Command>trCampaignPlayCurrent();
</Command>
</Effect>
<Effect name="Rate Construction">
<Param name="Rate" dispName="$$22507$$Rate" varType="float">1.0
</Param>
<Command>trRateConstruction(%Rate%);
</Command>
</Effect>
<Effect name="Rate Training">
<Param name="Rate" dispName="$$22507$$Rate" varType="float">1.0
</Param>
<Command>trRateTrain(%Rate%);
</Command>
</Effect>
<Effect name="Rate Research">
<Param name="Rate" dispName="$$22507$$Rate" varType="float">1.0
</Param>
<Command>trRateResearch(%Rate%);
</Command>
</Effect>
<Effect name="Rates Normal">
<Command>trRatesNormal();
</Command>
</Effect>
<Effect name="Go to Main Menu">
<Command>trModeEnter("Pregame");
</Command>
</Effect>
<Effect name="Player Set Active">
<Param name="Player" dispName="$$22301$$Player" varType="player">1
</Param>
<Command>trPlayerSetActive(%Player%);
</Command>
</Effect>
<Effect name="Flare Minimap">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1
</Param>
<Param name="Duration" dispName="$$20510$$Duration" varType="float">1.0
</Param>
<Param name="Position" dispName="$$22410$$X" varType="area">0,0,0
</Param>
<Param name="Flash" dispName="$$22492$$Flash" varType="bool">true
</Param>
<Command>trMinimapFlare(%PlayerID%, %Duration%, vector(%Position%), %Flash%);
</Command>
</Effect>
<Effect name="Shake Camera">
<Param name="Duration" dispName="$$20510$$Duration" varType="float">5.0
</Param>
<Param name="Strength" dispName="$$22515$$Strength" varType="float">0.25
</Param>
<Command>trCameraShake(%Duration%, %Strength%);
</Command>
</Effect>
<Effect name="Player Reset Blackmap">
<Param name="Player" dispName="$$22301$$Player" varType="player">1
</Param>
<Command>trPlayerResetBlackMap(%Player%);
</Command>
</Effect>
<Effect name="Reset All Blackmap">
<Command>trPlayerResetBlackMapForAllPlayers();
</Command>
</Effect>
<!--
<Effect name="$$22520$$Player Kill All Units"> -->
<Effect name="AI Create Defend Plan">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="PlanName" VarType="string" dispName="Plan Name">DefendPoint
</Param>
<Param name="Area" dispName="" varType="area">0, 0, 0
</Param>
<Param name="EngageRange" dispname="Engage Range" vartype="float">50
</Param>
<Param name="EvaluationFrequency" dispname="Frequency" vartype="long">5
</Param>
<Param name="GatherDistance" dispname="GatherDistance" vartype="float">25
</Param>
<Command>trCreateDefendPlan("%SrcArmy%", "%PlanName%", %Area%, %EngageRange%, %EvaluationFrequency%, %GatherDistance%);
</Command>
</Effect>
<Effect name="AI Create Attack Plan">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="PlanName" VarType="string" dispName="Plan Name">AttackPoint
</Param>
<Param name="Player" VarType="player" dispName="AttackPlayer">2
</Param>
<Param name="Area" dispName="" varType="area">0, 0, 0
</Param>
<Param name="EngageRange" dispname="Engage Range" vartype="float">50
</Param>
<Param name="EvaluationFrequency" dispname="Frequency" vartype="long">5
</Param>
<Command>trCreateAttackPlan("%SrcArmy%", "%PlanName%", %Player%, %Area%, %EngageRange%, %EvaluationFrequency%);
</Command>
</Effect>
<Effect name="AI Kill Plan">
<Param name="Player" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="PlanName" VarType="string" dispName="Plan Name">PlanName
</Param>
<Command>trKillAIPlan(%Player%, "%PlanName%");
</Command>
</Effect>
<Effect name="AI Add Army To Plan">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="PlanName" VarType="string" dispName="Plan Name">PlanName
</Param>
<Command>trAddArmyToPlan("%SrcArmy%", "%PlanName%");
</Command>
</Effect>
<Effect name="AI Defend Unit List">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="DefendedArmy" VarType="group" dispName="Defended Army">default
</Param>
<Param name="PlanName" VarType="string" dispName="Plan Name">DefendUnits
</Param>
<Param name="EvaluationFrequency" dispname="Frequency" vartype="long">5
</Param>
<Param name="GatherDistance" dispname="GatherDistance" vartype="float">25
</Param>
<Command>trDefendUnits("%SrcArmy%", "%DefendedArmy%", "%PlanName%", %EvaluationFrequency%, %GatherDistance%);
</Command>
</Effect>
<Effect name="AI Attack Unit List">
<Param name="SrcArmy" VarType="group" dispName="$$22348$$Army">default
</Param>
<Param name="ArmyToAttack" VarType="group" dispName="Army To Attack">default
</Param>
<Param name="PlanName" VarType="string" dispName="Plan Name">AttackUnits
</Param>
<Command>trAttackUnits("%SrcArmy%", "%ArmyToAttack%", "%PlanName%");
</Command>
</Effect>
<Effect name="AIComms AttackUnits">
<Param name="Player" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="ArmyToAttack" VarType="group" dispName="Army To Attack">default
</Param>
<Command>trAICommsAttackUnits(%Player%, "%ArmyToAttack%");
</Command>
</Effect>
<Effect name="AIComms DefendPoint">
<Param name="Player" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="Area" dispName="" varType="area">0, 0, 0
</Param>
<Command>trAICommsDefendPoint(%Player%, %Area%);
</Command>
</Effect>
<Effect name="AIComms Request Tribute">
<Param name="FromPlayerID" dispName="$$22453$$From Player" varType="player">2
</Param>
<Param name="ResName" dispName="$$22455$$Resource" varType="resource">food
</Param>
<Param name="Amount" dispName="$$22456$$Amount" varType="long">100
</Param>
<Command>trAICommsRequestTribute(%FromPlayerID%, "%ResName%", %Amount%);
</Command>
</Effect>
<Effect name="AIComms Cancel Order">
<Param name="SendToPlayerID" dispName="Send To Player" varType="player">2
</Param>
<Command>trAICommsCancelOrder(%SendToPlayerID%);
</Command>
</Effect>
<Effect name="AIComms Claim TradePost">
<Param name="SendToPlayerID" dispName="Send To Player" varType="player">2
</Param>
<Param name="Area" dispName="" varType="area">0, 0, 0
</Param>
<Command>trAICommsClaim(%SendToPlayerID%, %Area%);
</Command>
</Effect>
<Effect name="AIComms Train UnitType">
<Param name="SendToPlayerID" dispName="Send To Player" varType="player">2
</Param>
<Param name="UnitType" VarType="unittype" dispName="$$22302$$Unit Type">Unit
</Param>
<Command>trAICommsTrain(%SendToPlayerID%, "%UnitType%");
</Command>
</Effect>
<!--
AI stuff-->
<Effect name="Player : SetAge">
<Param name="Player" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="Age" VarType="long" dispName="Age">0
</Param>
<Param name="DisplayEffect" VarType="bool" dispName="Display Effect">true
</Param>
<Command>trPlayerSetAge(%Player%, %Age%, %DisplayEffect%);
</Command>
</Effect>
<Effect name="Player : Toggle TC Spawning">
<Param name="Player" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="AllowSpawning" VarType="bool" dispName="$$33815$$Allow TC Spawning">true
</Param>
<Command>trPlayerToggleAllowTCSpawning(%Player%, %AllowSpawning%);
</Command>
</Effect>
<Effect name="Player : Toggle CW Spawning">
<Param name="Player" VarType="player" dispName="$$22301$$Player">1
</Param>
<Param name="AllowSpawning" VarType="bool" dispName="$$33815$$Allow TC Spawning">true
</Param>
<Command>trPlayerToggleAllowNewCWSpawning(%Player%, %AllowSpawning%);
</Command>
</Effect>
<Effect name="Trade Route Set Position">
<Param name="TradeRoute" VarType="traderoute" dispName="$$33881$$Trade Route">1
</Param>
<Param name="Position" VarType="float" dispName="$$33887$$Normalized Distance From Start">0.0
</Param>
<Command>trTradeRouteSetPosition(%TradeRoute%, %Position%);
</Command>
</Effect>
<Effect name="Trade Route Toggle State">
<Param name="TradeRoute" VarType="traderoute" dispName="$$33881$$Trade Route">1
</Param>
<Param name="ShowUnit" VarType="bool" dispName="$$33882$$Show Unit">true
</Param>
<Command>trTradeRouteToggleState(%TradeRoute%, %ShowUnit%);
</Command>
</Effect>
<Effect name="Trade Route Set Level">
<Param name="TradeRoute" VarType="traderoute" dispName="$$33881$$Trade Route">1
</Param>
<Param name="Level" VarType="long" dispName="Level">1
</Param>
<Command>trTradeRouteSetLevel(%TradeRoute%, %Level%);
</Command>
</Effect>
<Effect name="Shadow Set Far Clipping Plane">
<Param name="Enable" VarType="bool" dispName="$$22519$$Enable">true
</Param>
<Param name="Distance" VarType="float" dispName="$$34196$$Distance Away From Camera">50.0
</Param>
<Command>trSetShadowFarClip(%Enable%, %Distance%);
</Command>
</Effect>
<Effect name="Show SPC Note">
<Param name="Title" VarType="stringid" dispName="$$37025$$Title">Default
</Param>
<Param name="Text" VarType="stringid" dispName="$$22531$$Text">Default
</Param>
<Command>trShowSPCNote("%Title%", "%Text%");
</Command>
</Effect>
</Effects>
</trigger>