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Difference between revisions of "Conditions (M2-Scripting)"

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(Conditions Table)
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''This table is a Work in Progress, if you would like to help out, please [http://www.twcenter.net/forums/private.php?do=newpm&u=14571 PM Augustus Lucifer].  Help is encouraged, but in order to make sure a condition isn't added twice or skipped, help needs to be coordinated.  Thank you.''
 
''This table is a Work in Progress, if you would like to help out, please [http://www.twcenter.net/forums/private.php?do=newpm&u=14571 PM Augustus Lucifer].  Help is encouraged, but in order to make sure a condition isn't added twice or skipped, help needs to be coordinated.  Thank you.''
  
''Current Progress: 70/408''
+
''Current Progress: 80/408''
  
 
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{|class="wikitable sortable" border="1" cellpadding="4" cellspacing="0"

Revision as of 00:51, 23 September 2008

Conditions are the parameters in scripting used to test for the existence of certain situations, in order to execute the script. They are used to narrow the firing of a script down to a required set of triggers which must come back true in order for the script to be fired. A knowledge of the conditions available allows a scripter to tailor their scripts to very precise situations. Some conditions requires certain triggers in order to be executed, which the event they are using has to export, or the condition can not apply to it.

These trigger requirements are: character_record, nc_character_record, player_unit, enemy_unit, infer_defending_unit, infer_attacking_unit, resource_description, character_action_advice, target_character_record, ransom_type, captured_faction_info, faction, target_faction, unit, mission_success_level, mission_details, event_counter, sm_position, region_id, target_region_id, crusade, target_religion, settlement, target_settlement, prior_build, best_finance_option, advised_build, fort, army, event.

Conditions Table

This table is a Work in Progress, if you would like to help out, please PM Augustus Lucifer. Help is encouraged, but in order to make sure a condition isn't added twice or skipped, help needs to be coordinated. Thank you.

Current Progress: 80/408

Medieval II DocuDemons - Conditions Table
Identifier Trigger Requirements Parameters Battle Strat
PercentageOfArmyKilled character_record Logic Token, Test Value 10Yes 10Yes
BattlePlayerMountClass player_unit Mount Class 10Yes 10Yes
LosingMoney None None 15No 10Yes
GeneralFoughtCulture character_record Culture Type 10Yes 10Yes
I_InBattle None None 10Yes 10Yes
WonBattle character_record None 10Yes 10Yes
I_WonBattle None Faction 10Yes 10Yes
Routs character_record None 10Yes 10Yes
Ally_Routs character_record None 10Yes 10Yes
GeneralHPLostRatioinBattle character_record Logic Token, Test Value 10Yes 10Yes
GeneralFoughtInCombat character_record None 10Yes 10Yes
I_PercentageOfArmyKilled None Alliance Index, Army Index, Logic Token, Percentage 10Yes 15No
PercentageEnemyKilled character_record Logic Token, Test Value 10Yes 10Yes
PercentageBodyguardKilled character_record Logic Token, Test Value 10Yes 10Yes
PercentageRoutedOffField character_record Logic Token, Test Value 10Yes 10Yes
NumKilledGenerals character_record Logic Token, Test Value 10Yes 10Yes
PercentageUnitCategory character_record Unit Category, Logic Token, Test Value 10Yes 10Yes
NumFriendsInBattle character_record Logic Token, Test Value 10Yes 10Yes
GeneralFoughtFaction character_record Faction Type 10Yes 10Yes
GeneralNumKillsInBattle character_record Logic Token, Test Value 10Yes 10Yes
NumEnemiesInBattle character_record Logic Token, Test Value 10Yes 10Yes
I_ConflictType None Conflict Type 10Yes 10Yes
IsNightBattle None None 10Yes 10Yes
BattleSuccess character_record Success Type 10Yes 10Yes
BattleOdds character_record Logic Token, Test Value 10Yes 10Yes
WasAttacker character_record None 10Yes 10Yes
I_BattleAiAttacking None Logic Token 10Yes 15No
I_BattleAiAssaultingCrossing None Logic Token 10Yes 15No
I_BattleAiAttackingSettlement None Logic Token 10Yes 15No
I_BattleAiDefendingSettlement None Logic Token 10Yes 15No
I_BattleAiDefendingHill None Logic Token 10Yes 15No
I_BattleAiDefendingCrossing None Logic Token 10Yes 15No
I_BattleAiScouting None Logic Token 10Yes 15No
I_BattleIsRiverBattle None Integer 10Yes 15No
I_BattleIsSiegeBattle None Integer 10Yes 15No
I_BattleIsSallyOutBattle None Integer 10Yes 15No
I_BattleIsFortBattle None Integer 10Yes 15No
I_BattleAttackerNumSiegeEngines None Siege Engine Class 10Yes 15No
I_BattleAttackerNumArtilleryCanPenetrateWalls None Logic Token, Number 10Yes 15No
I_BattleDefenderNumNonMissileUnitsOnWalls None Logic Token, Number 10Yes 15No
I_BattleDefenderNumMissileUnitsOnWalls None Logic Token, Number 10Yes 15No
I_BattleSettlementWallsBreached None None 10Yes 15No
I_BattleSettlementGateDestroyed None None 10Yes 15No
I_BattleSettlementTowerDefence None Tower Defence Type 10Yes 15No
I_BattleSettlementFortificationLevel None Wall Level 10Yes 15No
BattleBuildingType None Building Type 10Yes 15No
I_BattleSettlementGateStrength None Gate Strength 10Yes 15No
I_BattleNumberOfRiverCrossings None Integer 10Yes 15No
BattlePlayerUnitClass player_unit Unit Class 10Yes 15No
BattleEnemyUnitClass enemy_unit Unit Class 10Yes 15No
BattlePlayerUnitCategory player_unit Unit Category 10Yes 15No
BattleEnemyUnitCategory enemy_unit Unit Category 10Yes 15No
BattlePlayerUnitSiegeEngineClass player_unit Siege Engine Category 10Yes 15No
BattleEnemyUnitSiegeEngineClass enemy_unit Siege Engine Category 10Yes 15No
BattlePlayerUnitOnWalls player_unit None 10Yes 15No
BattleEnemyUnitOnWalls enemy_unit None 10Yes 15No
BattlePlayerCurrentFormation player_unit Formation 10Yes 15No
BattleEnemyCurrentFormation enemy_unit Formation 10Yes 15No
BattlePlayerUnitCloseFormation player_unit None 10Yes 15No
BattleEnemyUnitCloseFormation enemy_unit None 10Yes 15No
BattlePlayerUnitSpecialAbilitySupported player_unit Special Ability 10Yes 15No
BattleEnemyUnitSpecialAbilitySupported enemy_unit Special Ability 10Yes 15No
BattlePlayerUnitSpecialAbilityActive player_unit None 10Yes 15No
BattleEnemyUnitSpecialAbilityActive enemy_unit None 10Yes 15No
BattleEnemyMountClass enemy_unit Mount Class 10Yes 15No
BattlePlayerUnitMeleeStrength player_unit Logic Token, Test Value 10Yes 15No
BattleEnemyUnitMeleeStrength enemy_unit Logic Token, Test Value 10Yes 15No
BattlePlayerUnitMissileStrength player_unit Logic Token, Test Value 10Yes 15No
BattleEnemyUnitMissileStrength enemy_unit Logic Token, Test Value 10Yes 15No
BattlePlayerUnitSpecialFormation player_unit Formation 10Yes 15No
BattleEnemyUnitSpecialFormation enemy_unit Formation 10Yes 15No
BattlePlayerUnitEngaged player_unit None 10Yes 15No
BattleEnemyUnitEngaged enemy_unit None 10Yes 15No
BattlePlayerActionStatus player_unit Action Status 10Yes 15No
BattleEnemyActionStatus enemy_unit Action Status 10Yes 15No
BattlePlayerUnitMovingFast player_unit None 10Yes 15No
BattleEnemyUnitMovingFast enemy_unit None 10Yes 15No
BattleRangeOfAttack player_unit, enemy_unit Logic Token, Test Value 10Yes 15No
BattleDirectionOfAttack infer_attacking_unit, infer_defending_unit Logic Token, Attack Direction 10Yes 15No
BattleIsMeleeAttack infer_attacking_unit None 10Yes 15No
Identifier Trigger Requirements Parameters Battle Strat


Template: |Identifier||Trigger Requirements||Parameters||Battle||Strat

Parameters

This section is incomplete

Descriptions for how each parameter is determined and input will be added, and some similar may be combined. The current order is the order taken from the CA DocuDemons, they will be more properly organized by category/usage later on.


None - To Be Amended


Logic Token - To Be Amended


Test Value - To Be Amended


Percentage - To Be Amended


Army Index - To Be Amended


Alliance Index - To Be Amended


Unit Category - To Be Amended


Faction Type - To Be Amended


Culture Type - To Be Amended


Conflict Type - To Be Amended


Success Type - To Be Amended


Siege Engine Class - To Be Amended


Tower Defence Type - To Be Amended


Wall Level - To Be Amended


Building Type - To Be Amended


Gate Strength - To Be Amended


Unit Class - To Be Amended


Siege Engine Category - To Be Amended


Formation - To Be Amended


Special Ability - To Be Amended


Mount Class - To Be Amended


Action Status - To Be Amended


Attack Direction - To Be Amended


Hide Type - To Be Amended


Unit Label - To Be Amended


Other Unit Label - To Be Amended


Position X - To Be Amended


Position Y - To Be Amended


Distance - To Be Amended


Location 1 - To Be Amended


Location 2 - To Be Amended


Attacker Unit Label - To Be Amended


Target Unit Label - To Be Amended


Radius - To Be Amended


Group Label - To Be Amended


Target Group Label - To Be Amended


Unit Match Type - To Be Amended


Attribute - To Be Amended


Value(float) - To Be Amended


Trait Description - To Be Amended


Level - To Be Amended


Character Type - To Be Amended


Event Type - To Be Amended


Character Faction Type - To Be Amended


Original Faction Type - To Be Amended


Original Culture Type - To Be Amended


Character - To Be Amended


Action - To Be Amended


Distance In Squares - To Be Amended


Religion - To Be Amended


Turns - To Be Amended


Religion Percentage - To Be Amended


Heresy Percentage - To Be Amended


Ancillary Name/Type - To Be Amended


Ransom Type - To Be Amended


Age - To Be Amended


Tax Level - To Be Amended


Success Level - To Be Amended


Stance - To Be Amended


Score Type - To Be Amended


Quantity - To Be Amended


Mission ID - To Be Amended


Turns Remaining - To Be Amended


Source ID - To Be Amended


Transgression Name - To Be Amended


Forgiveness Name - To Be Amended


AI Label - To Be Amended


Event Name - To Be Amended


PositionInRect - To Be Amended


Crusade Outcome - To Be Amended


Difficulty - To Be Amended


Settlement Name - To Be Amended


Building Description - To Be Amended


Plug-In - To Be Amended


Loyalty Value - To Be Amended


Build Type - To Be Amended


Auto-management Type - To Be Amended


Castle/City - To Be Amended


Advice Thread - To Be Amended


Trigger Name - To Be Amended


Message Identifier - To Be Amended


Element ID - To Be Amended


Function ID - To Be Amended


Scroll ID - To Be Amended


Button ID - To Be Amended


UI Element ID - To Be Amended


Script Counter - To Be Amended


Timer ID - To Be Amended


Duration - To Be Amended


Sound Event Tag - To Be Amended


See Also

External Links