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MissionScriptsDynamicEvents
Rey edited this page Oct 11, 2017
·
10 revisions
Events are written in a form procedure EVENT_NAME(EVENT_PARAMETERS); like so:
procedure OnHouseBuilt(aHouseID: Integer);
begin
// code
end;
Ver sion |
Event Description | Parameters and types |
---|---|---|
6570 | OnBeacon Occurs when a player places a beacon on the map. |
aPlayer: Integer; aX: Word; aY: Word; |
6220 | OnGroupHungry Occurs when the player would be shown a message about a group being hungry (when they first get hungry, then every 4 minutes after that if there are still hungry group members). Occurs regardless of whether the group has hunger messages enabled or not. |
aGroup: Integer; |
6114 | OnHouseAfterDestroyed Occurs after a house is destroyed and has been completely removed from the game, meaning the area it previously occupied can be used. If you need more information about the house use the !OnHouseDestroyed event. |
aHouseType: THouseType; aOwner: Integer; aX: Word; aY: Word; |
5057 | OnHouseBuilt Occurs when player has built a house. |
aHouse: Integer; |
5882 | OnHouseDamaged Occurs when a house is damaged by the enemy soldier. !Attacker is -1 the house was damaged some other way, such as from Actions.!HouseAddDamage. |
aHouse: Integer; aAttacker: Integer; |
5407 | OnHouseDestroyed Occurs when a house is destroyed. If !DestroyerIndex is -1 the house was destroyed some other way, such as from Actions.!HouseDestroy. If !DestroyerIndex is the same as the house owner (States.!HouseOwner), the house was demolished by the player who owns it. Otherwise it was destroyed by an enemy. Called just before the house is destroyed so HouseID is usable only during this event, and the area occupied by the house is still unusable. |
aHouse: Integer; aDestroyerIndex: Integer; // Index of player who destroyed it |
5871 | OnHousePlanPlaced Occurs when player has placed a house plan. |
aPlayer: Integer; aX: Word; aY: Word; aType: THouseType; |
6298 | OnHousePlanRemoved Occurs when player has removed a house plan. |
aPlayer: Integer; aX: Word; aY: Word; aType: THouseType; |
6216 | OnMarketTrade Occurs when a trade happens in a market (at the moment when resources are exchanged by serfs). |
aMarket: Integer; aFrom: TWareType; aTo: TWareType; |
5057 | OnMissionStart Occurs immediately after the mission is loaded. |
|
5964 | OnPlanFieldPlaced Occurs when player has placed a field plan. |
aPlayer: Integer; aX: Word; aY: Word; |
6301 | OnPlanFieldRemoved Occurs when player has removed a field plan. |
aPlayer: Integer; aX: Word; aY: Word; |
5964 | OnPlanRoadPlaced Occurs when player has placed a road plan. |
aPlayer: Integer; aX: Word; aY: Word; |
6301 | OnPlanRoadRemoved Occurs when player has removed a road plan. |
aPlayer: Integer; aX: Word; aY: Word; |
5964 | OnPlanWinefieldPlaced Occurs when player has placed a wine field plan. |
aPlayer: Integer; aX: Word; aY: Word; |
6301 | OnPlanWinefieldRemoved Occurs when player has removed a wine field plan. |
aPlayer: Integer; aX: Word; aY: Word; |
5057 | OnPlayerDefeated Occurs when certain player has been defeated. Defeat conditions are checked separately by Player AI. |
aPlayer: Integer; |
5057 | OnPlayerVictory Occurs when certain player is declared victorious. Victory conditions are checked separately by Player AI. |
aPlayer: Integer; |
5057 | OnTick Occurs every game logic update. |
|
6114 | OnUnitAfterDied Occurs after a unit has died and has been completely removed from the game, meaning the tile it previously occupied can be used. If you need more information about the unit use the !OnUnitDied event. Note: Because units have a death animation there is a delay of several ticks between !OnUnitDied and !OnUnitAfterDied. |
aUnitType: TUnitType; aOwner: Integer; aX: Word; aY: Word; |
6587 | OnUnitAttacked Happens when a unit is attacked (shot at by archers or hit in melee). Attacker is always a warrior (could be archer or melee). This event will occur very frequently during battles. |
aUnit: Integer; aAttacker: Integer; // Warrior who attacked the unit |
5407 | OnUnitDied Occurs when a unit dies. If !KillerIndex is -1 the unit died from another cause such as hunger or Actions.!UnitKill. Called just before the unit is killed so UnitID is usable only during this event, and the tile occupied by the unit is still taken. |
aUnit: Integer; aKillerOwner: Integer; // Index of player who killed it |
5057 | OnUnitTrained Occurs when player trains a unit. |
aUnit: Integer; |
5884 | OnUnitWounded Happens when unit is wounded. Attacker can be a warrior, recruit in tower or unknown (-1). |
aUnit: Integer; aAttacker: Integer; // Unit who attacked the unit |
5057 | OnWarriorEquipped Occurs when player equips a warrior. |
aUnit: Integer; aGroup: Integer; |