帝国时代3触发器


<?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>
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