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May 2004
BASIC TUTORIAL
1. From the Main Menu screen of Warlords Battlecry III, select the "Editor" button.
2. Select the "New Scenario" button, and type in a name for your scenario.
Select the size of the map - Small (64x64), Medium (128x128), Large (192x192), or Extra
Large (256x256).
(Optional) Type in a description of the scenario.
Select the "Create" button.
3. Terrain is the first thing you want to place, so select the "Terrain" button.
You have a choice of Grass, Dirt, Sand, Snow, Marsh, Water, Paths, Roads, Bulwarks,
and Specials. Scroll through and look at the tiles, by expanding and collapsing the tree
structure by clicking on "+" and "-".
Place whatever terrain you want. A 1x1 tile fills one grid square, and a 2x2 tile fills four
grid squares.
Most terrain tiles in "Buildings" under "Specials", are made up of multiple tiles, placed on
the map in the correct way.
If you want to change the basic terrain type of the whole map to say "Dirt", select Tile #1
under Dirt - Dirt Plains, and click on the words "Fill Map". Be warned though, this deletes
any previously placed terrain tiles.
4. Features are usually placed next, so select the "Features" button.
You have a choice of Trees, Rocks, Structures, and Miscellaneous. Scroll through and
look at the features.
Place whatever features you want with the "New" button selected.
To delete a feature, select the "Delete" button, and click on the feature on the map.
To move a feature, select the "Move" button, left-click on the feature on the map, then
right-click on the new location on the map (it cannot be too close to the initial position).
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15. Don't place start locations too close together, as the heroes and units that appear will kill each
other before the game has gotten underway!
16. Leave all sides defaulted to "Average" resources, unless you specifically want to change it.
17. Recommended number of sides for different map sizes: 2 sides for 64x64; 3 or 4 sides for
128x128; 4 or 5 sides for 192x192; 5 or 6 sides for 256x256. Minimum of 2 sides, maximum
of 6.
18. The description you write under the scenario name in the editor, appears down the bottom of
the game selection screen when that map is chosen. You cannot edit this text after the map
has been created without doing a "Save As" on the map.
TERRAIN
There is a wide choice of various terrains at different height levels, and all available combinations are
listed in the table below. If two terrains are on different levels, they will have a cliff joining them.
Lowest level Desert, Rock, Caverns, Lava, Water
Medium level Grass, Dirt, Snow, Jungle, Ruins, Marsh
Highest level High Grass, High Dirt
You can scroll through and look at the tiles, by expanding and collapsing the tree structure by clicking
on "+" and "-". There are two sizes of tiles - a 1x1 tile fills one grid square, and a 2x2 tile fills four grid
squares (starting from the top left corner).
When you create a map, the default terrain type is Grass. If you want to change the basic terrain type
of the whole map to Dirt, select Plains #1 under Dirt - Basic, and click on the button "Fill Map". After a
moment, the whole map will change to Dirt. Be warned though, this deletes any previously placed
terrain tiles.
TERRAIN
Grass
Grass Dirt Desert Rock Snow Lava Jungle Ruins Caverns Marsh Water Roads Walls
Desert
Rock
Snow
Ruins
Caverns
Marsh
Water
Roads
Walls
High Grass
High Dirt
Bridges
Dirt
Lava
Jungle
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ARMIES
There is a choice of units for the sixteen sides, siege weapons, fliers, titans, elementals,
allies, and animals.
You can scroll through the list of units, and with the "New" button selected, can place any unit
on the map. If you try to place units on illegal squares, the unit appears faded out, and will not
be placed on the map.
To delete a unit, select the "Delete" button, and click on the unit on the map.
To move a unit, select the "Select" button, left-click on the unit on the map, then right-click on
the new location on the map (it cannot be too close to the initial position).
To change the details of one unit on the map, select the "Select" button, and click on the unit
on the map. This brings up a panel, allowing you to change the side owner of the unit. For
advanced use, use the "Character" and "Edit Stats" buttons to create a named character and
change the statistics of the unit.
You can also change the global statistics of a specific type of unit or building. This is
accessed by the "Stats" button on the main army panel. This allows players to modify all
statistics, production time and costs, and the name of units or buildings that are to be
produced in the game. For example, you can create a specific Human army set which has all
Pikemen really cheap to produce, and all Squires named "Royal Squires".
On most maps, no units need to be placed. Animals can be placed if wanted.
BUILDINGS
There is a choice of Resources, Race specific buildings, Quests, Temples, Walls & Towers,
Lairs & Shops, and Miscellaneous.
You can scroll through the list of names, and with the "New" button selected, can place any
building on the map. If you try to place buildings on illegal squares, the building appears faded
out, and will not be placed on the map.
To delete a building, select the "Delete" button, and click on the building on the map.
To move a building, select the "Select" button, left-click on the building on the map, then rightclick on the new location on the map (it cannot be too close to the initial position).
To change the details of a building on the map, select the "Select" button, and click on the
building on the map. This brings up a panel, allowing you to change the side owner of the
building. For advanced use, this panel also allows the name and statistics of the building to be
altered through the "Character" and "Edit Stats" buttons.
On most maps, the only buildings that need to be placed are lots of resource points, which
are usually left "Neutral" (gray). Some Towers can also be placed, but these are owned by a
specific side. Quest buildings, Temples, Lairs and Shops are optional.
FEATURES
There is a choice of Miscellaneous and Trees for various terrain types, which includes rocks,
walls, buildings, plants, etc..
You can scroll through the list of names, and with the "New" button selected, can place any
feature on the map. If you try to place features on illegal squares, the feature appears faded
out, and will not be placed on the map.
To delete a feature, select the "Delete" button, and click on the feature on the map.
To move a feature, select the "Move" button, left-click on the feature on the map, then rightclick on the new location on the map (it cannot be too close to the initial position).
EFFECTS
These are special effects that are added to the map after all other terrain, buildings, features,
etc. have been placed.
There are only three effects 2 for the volcano, and 1 evil brew..
To delete an effect, select the "Delete" button, and click on the effect on the map.
To move a effect, select the "Select" button, left-click on the effect on the map, then right-click
on the new location on the map (it cannot be too close to the initial position).
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OPTIONS
The options you set here will appear as the default options on the Side Selection screen when
you play a game of Warlords Battlecry III. Unless you have "locked" the options down (by
pressing the adjacent padlock icon), the player is free to change any of these when they
select a scenario.
The best settings for scenarios are "Hidden Map" with "Fog of War".
If you design a scenario for the "Pitched Battle" victory condition, you need to set "No
Building", and Army Points to 50. This gives a map where the units you take into the battle
just slug it out, and you cannot build.
You can change the other options as you want - Handicapping on or off, Quests on or off, and
Building level.
You can set Army Points to any number from 1 to 50 if you want the player to be able to take
in retinue and regular units.
There is also a "Rules" button, which is the same as appears on the Side Selection screen.
You are able to set and lock any of these options - No Dragons, No Eyries, No Titans, Tough
Towers, No Towers, No Walls, No Heroes.
SIDES
The number of sides in a scenario is decided in the Editor. The sides you set here will appear
as the default sides on the Side Selection screen when you play a game of Warlords Battlecry
III. Unless you have "locked" the sides down (by pressing the adjacent padlock icon), the
player is free to change any of these when they select a scenario.
Decide how many sides (2 to 6) you want in the scenario, and turn off any unwanted sides
from the end of the list.
If you want to change the color of a side, just click on the colored button multiple times.
If you want to change the race of a side, click on the race name, and a panel appears. You
can now click through the races to select the one you want.
Also on this panel you can change the default Resources, the team for alliances, the default
computer AI level, and if a custom AI is used. Usually there is no need to change these from
"Average", blank, "Lord", and "None".
The AI has 6 levels for sides, going from easier to harder -"Squire", "Knight", "Lord", "Prince",
"Warlord", and "Emperor". There are also 2 other settings - "Rampant" and "Passive", which
you can set an AI side to, used in conjunction with other normal sides. "Rampant" AIs do not
build, but run straight out and attack enemies. You set this if you want a rush to happen at the
start of the game. "Passive" AIs do not build or move their units around, only defending if
enemies come near. You set this if you want units to guard an area on the map.
A custom AI is a slight modification to the way an AI plays. Different files have been supplied
for each race, with the name usually indicating what behaviour the side will favor. For
example, the :Goblin King" AI for Orcs tends to produce mainly Goblins, Goblin Shamen, and
Gobshooters. These custom AIs cannot be changed or created, but new ones may become
available on the Infinite Interactive website www.infinite-interactive.com.
If you want the side to be used all the time, say in case you have special events dependant
on it, mark the button "Must be Used".
If you want the side to be played by a human, not AI player, because you may have a special
setup, mark the button "Must be Human".
START LOCATIONS
Start locations need to be set for all sides that are used in a scenario. They are where the hero, and
the retinue if any, will appear. If they are not set, the scenario will not load in Warlords Battlecry III.
To set a start location, select any side in the list, then click on the desired location on the map. A
colored marker appears. To move the marker, just click on another location on the map.
When you are saving a scenario, if you get the message "Not all start locations are defined", you need
to go back to the "Start Loc's" button, and set locations for all the used sides. The scenario will be
saved with this message, but it will not be playable.
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MENU
The "New Scenario" button allows you to create scenarios. You must type in a name for your
scenario; select the size of the map - Small (64x64), Medium (128x128), Large (192x192), or Extra
Large (256x256); optionally type in a description of the scenario; then select the "Create" button.
The "Load Scenario" button allows you to load an existing scenario from the list of names that
appears.
The "Save" button saves your scenario. If you get the message "Not all start locations are defined",
you need to go back to the "Start Loc's" button, and set locations for all the used sides. The scenario
will be saved with this message, but it will not be playable.
The "Save As" button allows you to save the current scenario with a different name and description.
This is useful for modifying existing scenarios, and necessary if you want to change the name or
description of a scenario.
To delete a scenario, have the scenario name highlighted in the Load Scenario list, then press the
"Delete" key. A confirmation message will appear.
The "Exit" button allows you to exit from the "Editor" back to the Main Menu screen. A confirmation
message appears.
When you have this Menu panel up, there are some special hidden options available to you:
1. Press "v" to turn the Standard Victory condition OFF. To turn it ON (default) press "Shift-v". If
you turn standard victory off, you must set a Victory Event so the scenario will end.
2. Press "x" to hide the mini map displayed for the scenario in the list on the Side Selection. To
show it (default) press "Shift-x". Some map makers may want to hide the map display so
players do not see the map layout at all.
3. Press "h" to turn heroes OFF. To turn heroes ON (default) press "Shift-h". This is the same as
setting the rule "No Heroes".
EVENTS
Description
One advanced feature of the editor is the ability to set events on the map to trigger at certain times or
given certain conditions. You can add custom sounds, aid or hinder a side, set exciting victory
conditions - basically change the way a map plays using events. Say you wanted to give someone 10
knights when they reached a certain location, or give 1000 gold at 10 minutes into the game - these
are made possible through events.
An event consists of two main parts - the condition at which the event is triggered, and the effect the
event has. Warlords Battlecry III comes complete with many events, all with pre-defined effects, but
variable conditions. You cannot create new events, but you can fully modify existing ones. You can
have up to 128 events in a single scenario.
To add events to a scenario, click the "Events" button, and you will be presented with the following
panel:
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The list box on the left shows all possible events, and the list box on the right shows all events
currently in the scenario. To add an event, you can either double-click on one in the left list, or
highlight it and press the right arrow button. You can add an event to a scenario more than once. To
remove an event from the scenario, you can either double-click it in the right list, or highlight it and
press the left arrow.
Once you are done adding events to a scenario you must modify them to suit your needs. To do so,
select an event from the events list and click the "Modify" button. You will be presented with the
following panel:
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In this example, the condition is "Move a unit(s) to a square(s)". The owner is Side Two, the number
of units is 3, and the unit is Dark Infantry. This means that only 3 Dark Infantry units from side two can
trigger this event.
The data must be set for each condition for the event to trigger. The panel changes text with each
condition, however the format is exactly the same:
To change conditions, click on the condition name (in this example, the Move a unit(s) to a square(s)
text). This allows you to cycle through all conditions.
The owner can be set to a specific side or "Any Side" by cycling through. It does not matter if the
owner side is human or AI.
If you select an event that requires a condition area (as in the above example) you will need to set the
condition area on the map. You place this on the map by clicking, and a black shaded square with a
blue question mark appears. You can change the size of this area by modifying the Radius, but the
new size is not reflected on the map until you click "Done". The radius can range from 1x1 to 10x10
grids on the map.
If you select "No Condition (timer)", the square is not required and can be placed anywhere on the
map (if it does not disappear altogether). Timer conditions are triggered when the game has been
running for a set period of time (in seconds), specified in "Condition Time" in the events panel while
the event is selected. This is the only event that requires you to enter data outside of the condition
screen.
All conditions can loop. To make a condition loop do the following:
In the modify condition panel, set the condition to "No Condition (timer)".
Enter 0 for the loop data, and click "Done".
Make sure the event is selected and click "Modify" again.
Click "Condition", and change the condition to the one you want, and modify it's data.
For more information about conditions, see the list of conditions later in this document. It describes
each condition, outlines the data required for each, and explains how each condition can loop.
Modifying Effects:
Once the condition is set, you must set up the event effects. As you can see from the Modify panel an
event can have up to 4 effects. These effects are pre-defined, and cannot be deleted or the number
added to. If an event only has 2 effects, the other 2 buttons are not active. Once you click on an effect
to modify it, you are presented with the following modify effect panel:
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In this example the effect is "Give Some Units". The number of units is 5, the type of unit is Dark
Infantry, and they will appear around position 23,49 on the map.
Each effect requires different data, and the panel changes text with each effect, however the format is
exactly the same as above.
If an effect requires a position (as is with "Give Some Units"), you will need to set a point on the map.
You place this on the map by clicking, and a shaded red cross appears. The change is reflected
immediately in the "Effect Position" co-ordinates on the panel. By default, the effect is located at the
point 0, 0 (top left corner of the map), but can be placed anywhere on the map, even on top of the
condition area if you want. Once you click "Done", this cross disappears, but reappears any time you
modify the effect.
The Owner of each effect will vary, and can be set to various options listed below. In the above
example, the owner is set to side one, so it means the 5 units will be given to side one.
Effect Owner
Everyone
Side 1-6
Not Side 1-6
Condition Owner
Not Condition Owner
Result
Effect happens to everyone
Effect only happens for the specified side
Effect happens for all sides except the specified side
Effect happens for the side that triggered the event
Effect happens for all sides except the one that triggered the event
For more information on effects see the list of effects later in this document. It describes each effect,
outlines the data required for each and describes the effect the owner has. An example of setting up
each effect is also given.
Event Creation
One of the most common problems when creating events, both for conditions and effects, is the
owner data. Many map-makers forget to set it correctly or at all. The condition and effect sections of
this document outline the correct usage of the owner data.
Another common problem is that the effect doesn't happen where the player anticipated. They may
want 10 units to appear in the middle of the map, instead they appear elsewhere. When setting up
event effects that require a position on the map, make sure you see the red cross at the position you
want the effect to happen. Of course, remember the cross will only appear when you are modifying
the effect. The position of the condition is often confused with the position of the effect. They are
totally different things and both must be set in order for the event to work properly.
The following is an example of how to add an event that gives side one 10 Squires when their Knight
walks into an area in the middle of the map:
1. Click the "Events" radio button to bring up the events panel, then click "Events" again.
2. Select the "Give Some Armies" event from the list on the left and add it to the list of events in
the scenario (either by double-clicking on it or using the right arrow).
3. Click "Done", then make sure the event is highlighted in the events panel.
4. Click roughly in the middle of the map to position the event.
5. Click "Modify", then "Condition".
6. Cycle through the conditions until you find the "Move Unit(s) to square(s)" condition.
7. Set the Owner data to Side One; the number of units to 1; select Knight from the list box of
units; set the radius to 7; and click "Done".
8. Click 'Effect One", and set the Owner data to Side One; the number of units to 10; and select
Squire from the list box of units.
9. Set the Effect Position on top of the condition area is by clicking in the middle of the condition
area (which should be roughly in the middle of the map).
10. Click "Done", then "Done" again to return to the editor.
Congratulations! You have just added and modified an event to a scenario.
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List of Events
The following table describes each event and the effects available in Warlords Battlecry III. It outlines
the data required and gives an example of each.
Event
Add Character
Name of character. Type of unit. Position to add character (via Click on map).
Owner
Data
Example
Add Lord Mick, a Dwarf Lord in the middle of the map. The condition could be a unit
must move into the area before Lord Mick will appear.
Event
Description Places a named level 1 character unit on the map. The map will center on the new
character uncovering an area specified.
Data:
Effect 1
Name of character. Type of unit. Position to add character (use Click on map).
Data:
Effect 2
Radius of area to uncover if hidden. Position to move map to (use Click on map)
Owner
Data
Example
Add Lord Mick, A Dwarf Lord to the top left of the map, centering the screen at his
arrival. The condition could be a timer condition to trigger at 10 minutes (600 seconds)
into the game.
Event
Description Places a named level 1 character unit on the map. The map will not center on the new
unit, however an area around the unit will be uncovered.
Data:
Effect 1
Name of character. Type of unit. Position to add character (use Click on map).
Data:
Effect 2
Owner
Data
Defines which side the character will belong to and the map will be uncovered for.
Example
Add Lord Mick, a Dwarf Lord to the middle of the map, uncovering the position he is
added to. The condition could be kill 5 skeletons from side two.
Event
Remove Character
Name of character.
Owner
Data
Not Applicable. If two sides have the same named character unit (ie. side one and side
two both have "Lord Mick" on the map), then the first numerical side (side one in this
case) has it's character removed.
Example
Remove Lord Mick, a Dwarf Lord from side one. Condition could be when side three is
defeated.
Event
Name of character.
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Effect 1
Owner
Data
Example
When side one loses Lord Mick, a Dwarf Lord they suffer defeat.
Event
Change AI
Description Changes the AI level of a computer opponent. Will not work if the specified side is a
human player.
Data:
Effect 1
Owner
Data
Not Applicable.
Example
Change side two to be a Prince AI from a Knight AI. The condition could be when side
two builds a level 5 keep.
Event
Change to Day
Data:
Effect 2
Owner
Data
Not Applicable.
Example
Change it to day. The condition could be a looping timer condition that triggers every 5
minutes (300 seconds).
Event
Change to Night
Data:
Effect 2
Owner
Data
Not Applicable.
Example
Change it to night. The condition could be a looping timer condition that triggers every 5
minutes (300 seconds).
Event
Number of units. Type of unit. Position to give them (via Click on map).
Owner
Data
Defines which side the units are given to. If more than one side is specified (ie.
"Everyone"), then each of those sides get the specified units.
Example
Give all sides 1 Imp in the middle of the map. Condition could be when any side has
built 10 buildings.
Event
Give Resources
Owner
Data
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Example
Give 1000 gold to side three. Condition could be side three must accumulate 2000
crystal first.
Event
Description Does damage of a specified type in a specified radius, and uncovers part of the map.
Plays a sound and shows a graphical effect.
Data:
Effect 1
Data:
Effect 2
Data:
Effect 3
Data:
Effect 4
Owner
Data
Example
Cause 300 points of damage to an area 10 x 10 grids in the middle of the map affecting
everyone. Make it fire damage and show a Ring of Fire, with an appropriate fire sound.
Uncover the area of the map where the damage occurs. The condition could be side one
(a human) must build a level 5 keep.
Event
Owner
Data
Example
Uncover the bottom left of the map at the beginning of the game. The condition could be
timer set to 0 seconds.
Event
Data:
Effect 2
Owner
Data
Example
Uncover the bottom left of the map and center the screen there. The condition could be
the side starting there has to build a level 3 keep.
Event
Play Sound
Owner
Data
Not Applicable.
Example
Play a wolf yelping sound. Condition could be when side one kills a Wolfrider.
Event
Description Displays a dialog of text from a file and sets a system flag upon closing.
Data:
Effect 1
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Owner
Data
Not Applicable.
Example
Display a congratulation message when the side achieves victory, and set flag 0 upon
closing the dialog. You could have another event that is a victory event whose condition
of flag 0 must be on. So when the dialog closes, the side gets victory. The condition
could be kill 90 Skeletons - this would be the victory condition.
Event
Text Dialog
Description Displays a dialog of text from a file, and has the option to play a "bing" sound when
opened.
Data:
Effect 1
Owner
Data
Not Applicable.
Example
Display a short summary about the history of the map with a "bing" sound. Condition
could be a timer condition set to go off at the start of the game (0 seconds).
Event
Defeat
Not Applicable.
Owner
Data
Example
Give side two defeat. The condition could be side two has to kill any unit from side one.
Event
Victory
Not Applicable.
Owner
Data
Defines which side gets victory. Should never be set to more then one side.
Example
Event
Set Flag
Owner
Data
Not Applicable.
Example
Set flag 2 to be ON. The condition could be a timer condition set to 5 minutes (300
seconds) into the game.
Event
Description This event will fire multiple times. It will increment an active counter by a certain value (it
defaults to 1).
Data:
Effect 1
Owner
Data
Not Applicable.
Example
For each and every Giant the player kills after the first one, increment his counter by 1.
Event
Inc. Counter
Description This event will fire once only. It will increment an active counter by a certain value (it
defaults to 1).
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Data:
Effect 1
Owner
Data
Not Applicable.
Example
When the player kills his first Giant, increment his counter by 5. Do not increment it if he
kills any more Giants.
Event
Clock Countdown
Time (in seconds) to start with on the clock. When this reaches zero, nothing will
actually happen as a result of this event, except that the clock will be removed. You will
need to implement a separate Timer condition/event pair to cause an effect in the game.
Owner
Data
Not Applicable.
Example
Give players a 15 minute count before the AI gets 6 Dragons. Don't forget to set a Timer
for the 15 minute mark (900 seconds) to give the AI his Dragons.
Event
Counter Off
Description Removes an active counter from the screen - the counter must have first been activated
with a "Counter On" event.
Data:
Effect 1
Not Applicable.
Owner
Data
Not Applicable.
Example
Turn a counter off, after the player has reached a certain predetermined value and
triggered an event (see the "Counter >=" condition to do this).
Event
Counter On
Description Activates a counter which prints out a tally of "something" on the right hand edge of the
screen. Exactly what that "something" is can be specified in the "Inc Counter" events.
Data:
Effect 1
Not Applicable.
Owner
Data
Not Applicable.
Example
Turn the counter on to start tallying how many Goblins a player kills. You will need to
increment the counter, with an "Inc Counter" event, whenever the player kills a Goblin.
Event
Set Counter
Description Sets an active counter to have a certain value - the counter must have first been
activated with a "Counter On" event.
Data:
Effect 1
Owner
Data
Not Applicable.
Example
Set a counter to 0 when turning on a new counter, since it may have been used to count
something before.
Event Conditions
The following table describes each event condition available in Warlords Battlecry III. It outlines the
data required and explains how each condition can loop.
14
Condition
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No condition (timer)
Description Triggers the event after a certain period of time. Measured in seconds, and specified in
the selected event screen, not the condition screen.
Data
Loop. 0 = infinite.
Owner
Data
Looping
When a timer event triggers, the specified condition time is added to the current time to
become the new trigger time for the event.
Condition
Description Triggers the event when a specified number and type of units move over a designated
area on the map.
Data
Owner
Data
Defines which side the unit(s) must belong to to trigger the event. If set to side one, only
unit(s) from side one can trigger the event. If set to Everyone, any unit(s) satisfying the
condition data can trigger the event.
Looping
Any time the event conditions are satisfied, the event will trigger. However any units in
the condition area when the event is triggered, must move out of the area and back into
it to trigger it again.
Condition
Description Triggers the event when a Hero of a specified side moves over a designated area on the
map.
Data
Owner
Data
Defines which side the hero must belong to to trigger the event. If set to side one, only
the hero from side one can trigger the event. If set to Everyone, any hero can trigger the
event.
Looping
Any time a hero of the specified side moves into the condition area, the event triggers.
However any heroes in the condition area when the event is triggered, must move out of
the area and back into it to trigger it again.
Condition
Build Building(s)
Description Triggers the event when a side has built a specified number and type of buildings.
Data
Owner
Data
Looping
To trigger this event again, the side must build the specified number and type of
buildings again. Buildings on the map at the time the event is triggered are not taken into
account for the next trigger, only buildings built after the previous trigger.
Condition
Produce Unit(s)
Description Triggers the event when a side has produced a specified number and type of units.
Data
Owner
Data
Looping
To trigger this event again, the side must produce the specified number and type of units
again. Units on the map at the time the event is triggered are not taken into account for
the next trigger, only units produced after the previous trigger.
Condition
Kill Unit(s)
Description Triggers the event when a side has killed a specified number and type of units.
Data
Owner
15
May 2004
Data
Looping
Not Applicable.
Condition
Description Triggers the event when a specified side has killed a specified number of units.
Data
Owner
Data
Looping
Not Applicable.
Condition
Obtain an Item
Raze Building(s)
Description Triggers the event when a specified side has razed a specified number and type of
buildings.
Data
Owner
Data
Looping
Not Applicable.
Condition
Description Triggers the event when a specified side has razed a specified number of buildings.
Data
Number of buildings.
Owner
Data
Looping
Not Applicable.
Condition
Owner
Data
Looping
Not Applicable. Once you are defeated you are out of the game.
Condition
Select Unit(s)
Description Triggers the event when a side has selected a specified number of units. This event is
used only in tutorials.
Data
Number of units.
Owner
Data
Looping
To trigger this event again, the side must select the specified number of units again.
Condition
Select Building(s)
Description Triggers the event when a side has selected a specified number of buildings. This event
is used only in tutorials.
Data
Number of buildings.
Owner
Data
Looping
To trigger this event again, the side must select the specified number of buildings again.
Condition
Conversion Started
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May 2004
Description Triggers the event when a specified side has started to convert a specified number of
buildings.
Data
Number of buildings.
Owner
Data
Looping
Not Applicable.
Condition
Building Converted
Description Triggers the event when a specified side has converted a specified number of buildings.
Data
Number of buildings.
Owner
Data
Looping
Not Applicable.
Condition
Skill Learned
Description Triggers the event when a specified side has learnt a specified number of skills.
Data
Number of skills.
Owner
Data
Looping
Not Applicable.
Condition
Resources
Description Triggers the event when a specified side has accumulated a specified amount of
resources.
Data
Owner
Data
Looping
Not Applicable.
Condition
Move Character
Description Triggers the event when a specified side moves a named character over a designated
area on the map.
Data
Owner
Data
Looping
Any time the named character from the specified side moves into the condition area, the
event triggers. However any characters in the condition area when the event is
triggered, must move out of the area and back into it to trigger it again.
Condition
Button Pressed
Description Triggers the event when a specified key on the keyboard is pressed.
Data
Key.
Owner
Data
Looping
Any time the key is pressed on the keyboard, the event triggers.
Condition
Side Defeated
Side to be defeated.
Owner
Data
Not Applicable.
Looping
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Condition
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Counter >=
Description Checks an Active Counter in the game (see the Counter On event)
Data
Value to check the counter against (e.g. if Counter >= 5, then do event)
Owner
Data
Not Applicable. The counters are specific to the game, not a side.
Looping
Condition
Dead Hero
Description Triggers the event when a specified side loses their hero.
Data
Side of hero.
Owner
Data
Not Applicable.
Looping
Event Flags
Flags are the most difficult things to understand about events. However understanding them can help
you to create exciting event conditions for your scenarios that aren't possible with just one condition.
A flag is basically a switch that is either on or off. The event system has 16 of them, named flag 0 flag 15. At any one time, each flag can be set to on or off in the event condition, or by the event "Set
Flag". This event is used in conjunction with one or more other events as an extra condition.
Every event has two conditions - the condition from the scrollable list, and the flag requirements. If
you want an event to have more conditions, you can set up to 16 flags. There is only one flag
displayed on the event condition panel at a time, but you can scroll through and set each one on or off
individually to create multiple flag requirements. The default setting for flags is "Off", which means the
game ignores them. If you set the flag to "On", you must have another "Set Flag" event in the scenario
that turns the specified flag on, or the event will never trigger.
For example: Event 1 gives 1000 gold to side one at 5 minutes (300 seconds) into the game, if flag 1
is on. Event 2 sets flag 1 on if side one kills 20 units. So once 5 minutes have elapsed, if side one has
killed 20 units, they get the 1000 gold. If they have not killed 20 units, they do not get the gold. If the
timer event was set to loop, side one will get another chance at the gold at the 10 minute mark.
The following is an example of how to add events to a scenario that give side one 10 Knights when
their hero moves to an area on the map, but only if the game has been running for 5 minutes:
1. Choose Event 1 - "Give some Armies".
2. Set Condition to "Move Hero to square(s)", and set Flag 0 "On".
3. Set the Owner data to side one, the area radius to 7, and click on the desired place on the
map.
4. Set Effect 1 to "Give some Units", the number of units to10, and the type of unit from the list
to Knight.
5. Set the Owner data to side one, and the position of the units by clicking on the map.
6. Choose Event 2 - "Set Flag".
7. Set Condition to "No condition (timer)" - for 300 seconds. No Flag requirements
8. Set Effect 1 to have Flag 0 "On".
With these two events set up, when side one's Hero moves to the specified area, Event 1 will attempt
to trigger. If the game has been running for 5 minutes, Event 2 will have triggered and set Flag 0 to
"On", and side one will receive their 10 Knights. If the game has been running for less than 5 minutes,
Event 2 will not have triggered, and side one will not receive anything. Obviously if the Hero never
moves to the specified area, side one not receive anything, regardless of how long the game has
been running.
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May 2004
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