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WBC3 Editor Help

May 2004

WARLORDS BATTLECRY III EDITOR HELP


CONTENTS
CONTENTS ............................................................................................................................................ 1
BASIC TUTORIAL................................................................................................................................... 1
GUIDELINES FOR CREATING SCENARIOS........................................................................................ 2
TERRAIN................................................................................................................................................. 3
ARMIES................................................................................................................................................... 4
BUILDINGS............................................................................................................................................. 4
FEATURES ............................................................................................................................................. 4
EFFECTS ................................................................................................................................................ 4
OPTIONS ................................................................................................................................................ 5
SIDES...................................................................................................................................................... 5
START LOCATIONS............................................................................................................................... 5
MENU...................................................................................................................................................... 6
EVENTS .................................................................................................................................................. 6
Description........................................................................................................................................... 6
Modifying the Condition: ...................................................................................................................... 7
Modifying Effects: ................................................................................................................................ 8
Event Creation..................................................................................................................................... 9
List of Events ..................................................................................................................................... 10
Event Conditions ............................................................................................................................... 14
Event Flags........................................................................................................................................ 18
Event Technical Specs ...................................................................................................................... 19

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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5. Buildings need to be placed next, so select the "Buildings" button.


Resource buildings need to be placed on all maps, except maybe a specific Pitched
Battle map. Place lots of resource points, usually one of each sort, at level 2 or 3, near
starting locations.
Usually 2 or 3 side-specific towers are placed near each starting location to provide some
protection.
Optionally, Quest buildings and Temples can be placed on any map.
Leave buildings "Neutral" (gray), unless you specifically want a side to own them. To
change the owner, select the "Select" button, and click on the building on the map. In the
window that pops up, click through the sides until you find the desired one, then click
"Done".
To delete a building, select the "Delete" button, and click on the building on the map.
That's really all you have to place on a map, but you need to set up some options and sides for the
game.
6. Select the "Options" button. The best settings for scenarios are "Hidden Map" with "Fog of War".
7. Select the "Sides" button. Decide how many sides you want in the game, and turn off any extra
sides from the end of the list. Change the race of selected sides by clicking through the races.
Similarly, change the color of the side.
8. Select the "Start Loc's" button. For the sides that are used, a location where the hero will start,
must be set. Click on a side in the list, then click on the desired location on the map. To move the
marker, just click on another location on the map.
9. Select the "Menu" button, and click "Save". The scenario will always save, but if you get the
message "Not all start locations are defined", you will need to go back to the "Start Loc's" button,
and set them all before the scenario can be played. It is a good idea to save occasionally while
you are creating a map.
Congratulations! You have finished creating a scenario.
If you exit out of the editor, and go into the game through either Skirmish or Multi-player, you can
select the name of your scenario from the list, and have a look at it. At any time, you can go back into
the Editor, load your scenario, alter anything you want, then re-save.

GUIDELINES FOR CREATING SCENARIOS


1. Do not place buildings or units too near the edges of the map (within half a terrain grid
square), as they may not fully appear in the game screen.
2. Place lots of resource points, usually one of each sort at level 2 or 3, near starting locations.
In hidden maps it can be very difficult to find resources if they are spread out.
3. Leave lots of open spaces for building a base, especially near starting locations.
4. Try not to litter rocks around in a checker board pattern.
5. If using high plateau terrain, make sure there are ample ways up and down.
6. Use forests to give a clump of trees, instead of lots of single trees, as this will speed up
graphics processing.
7. If you want animals on the map, they must be placed in the editor.
8. Most maps do not need any units or buildings put on them, just start locations and resources.
The player can build their own buildings.
9. Quest buildings and temples must be placed in the editor.
10. Items cannot be placed - they are randomly generated by the game for each battle.
11. Default all map Options to "Hidden" with "Fog of War". This will give the human players a
more challenging time versus the AI.
12. If you are creating a map for "Pitched Battle", you do not need to place buildings, units, or
resources - just start locations. In the Options, set it to "No Building", and slide the Army
Points up to 50.
13. Place Features sensibly - that is, no trees on bridges, in the ocean, etc..
14. All resource points and temples are usually placed down as neutral. It is up to the player to
then convert whichever they want.

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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:

Modifying the Condition:


This is the first thing to do. Every event has two conditions - the condition from the scrollable list, and
the flag requirements. You do have to choose a condition from the list for the event to trigger, but you
do not have to use flags. The following will describe how to set the condition from the list. For details
on how to set flags, see the Flags section in this document.
There are two types of conditions associated with events - ones that require a condition area (shown
on the map), and ones that do not. An example of one that does require a condition area is the "Move
a unit(s) to a square(s)" condition, while a timer condition is an example of one that does not.
By default, each event's condition area is located at the point 0, 0 (top left corner of the map). To
move a condition area, have the event selected in the events panel, or be modifying it in the event
condition panel, then simply click on a location on the map where you want the event to trigger. The
new co-ordinates of the condition area are displayed on the events panel. When you select that event
again, the screen will center on that condition area.
To set the actual condition, click the "Condition" button and you are 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

Description Places a named level 1 character unit on the map.


Data:
Effect 1

Name of character. Type of unit. Position to add character (via Click on map).

Owner
Data

Defines which side the character will belong to.

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

Add and Move to Character

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

Defines which side the character will belong to.

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

Add and Uncover Character

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

Radius of area to uncover if hidden. Position of area to uncover.

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

Description Removes a named character unit from the game.


Data:
Effect 1

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

Lose Character Defeat

Description Gives a side defeat if they lose a named character.


Data:

Name of character.

10

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Effect 1
Owner
Data

Defines which side is defeated when the named character is lost.

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

Side to change. New AI level.

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

Description Changes the time of day to daytime, with a graphical effect.


Data:
Effect 1

Change to Day. Time in seconds to change.

Data:
Effect 2

Type of graphic. Position on map.

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

Description Changes the time of day to night, with a graphical effect.


Data:
Effect 1

Change to Night. Time in seconds to change.

Data:
Effect 2

Type of graphic. Position on map.

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

Give some Armies

Description Gives a side a specified number and type of units.


Data:
Effect 1

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

Description Gives a side a specified number and type of resource.


Data:
Effect 1

Amount of resource. Type of resource.

Owner
Data

Defines which side the resource is given to.

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Example

Give 1000 gold to side three. Condition could be side three must accumulate 2000
crystal first.

Event

Damage and Uncover Map

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

Amount of damage. Type of damage. Radius and position on map.

Data:
Effect 2

Sound file name. Positional or Non Positional.

Data:
Effect 3

Explosion Type. Position on map.

Data:
Effect 4

Radius to uncover. Position on map to uncover.

Owner
Data

Defines which side is affected by the damage.

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

Uncover Hidden Map

Description Uncovers a specified area of the map.


Data:
Effect 1

Radius to uncover. Position to uncover.

Owner
Data

Defines which side the map is uncovered for.

Example

Uncover the bottom left of the map at the beginning of the game. The condition could be
timer set to 0 seconds.

Event

Uncover and Move Map

Description Uncovers and centers on a specified area of the map.


Data:
Effect 1

Radius to uncover. Position to uncover.

Data:
Effect 2

Position to center on. Slide or Jump to position.

Owner
Data

Defines which side the map is uncovered for.

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

Description Plays a wav file.


Data:
Effect 1

Sound file name. Positional or Non Positional.

Owner
Data

Not Applicable.

Example

Play a wolf yelping sound. Condition could be when side one kills a Wolfrider.

Event

Text Dialog Flag

Description Displays a dialog of text from a file and sets a system flag upon closing.
Data:
Effect 1

File name. Flag Number. Flag on or off.

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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

File name. No notification or "bing".

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

Description Gives a side defeat.


Data:
Effect 1

Not Applicable.

Owner
Data

Defines which side is defeated.

Example

Give side two defeat. The condition could be side two has to kill any unit from side one.

Event

Victory

Description Gives a side victory, and all other sides defeat.


Data:
Effect 1

Not Applicable.

Owner
Data

Defines which side gets victory. Should never be set to more then one side.

Example

Give side one victory. Condition could be flag 0 must be ON.

Event

Set Flag

Description Sets one of the 16 event system flags.


Data:
Effect 1

Flag Number. On or Off.

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

Inc. Counter (loop)

Description This event will fire multiple times. It will increment an active counter by a certain value (it
defaults to 1).
Data:
Effect 1

Amount to increment the counter by.

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

Amount to increment the counter by.

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

Description Opens a clock on the screen that starts counting down.


Data:
Effect 1

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

Value to set the counter to.

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.

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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

Not Applicable. The timer is specific to the game, not a side.

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

Move Unit(s) to a square(s)

Description Triggers the event when a specified number and type of units move over a designated
area on the map.
Data

Number of units. Type of unit. Radius of area. Position of area.

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

Move Hero to a square(s)

Description Triggers the event when a Hero of a specified side moves over a designated area on the
map.
Data

Hero side. Radius of area. Position of area.

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

Number of buildings. Type of buildings.

Owner
Data

Defines which side must build the buildings.

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

Number of units. Type of units.

Owner
Data

Defines which side must produce the units.

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

Number of units. Type of units.

Owner

Defines which side must kill the units.

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Data
Looping

Not Applicable.

Condition

Kill Someone's Unit(s)

Description Triggers the event when a specified side has killed a specified number of units.
Data

Number of units. Side.

Owner
Data

Defines which side must kill the units.

Looping

Not Applicable.

Condition

Obtain an Item

Description NOT USED.


Condition

Raze Building(s)

Description Triggers the event when a specified side has razed a specified number and type of
buildings.
Data

Number of buildings. Type of buildings.

Owner
Data

Defines which side must raze the buildings.

Looping

Not Applicable.

Condition

Raze Someone's Building(s)

Description Triggers the event when a specified side has razed a specified number of buildings.
Data

Number of buildings.

Owner
Data

Defines which side must raze the buildings.

Looping

Not Applicable.

Condition

Defeat by loss of Character

Description Gives a side defeat if they lose a named character.


Data

Character name (set in Effect One).

Owner
Data

Defines which side must lose the character.

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

Not Applicable. Only works for a human player.

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

Not Applicable. Only works for a human player.

Looping

To trigger this event again, the side must select the specified number of buildings again.

Condition

Conversion Started

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Description Triggers the event when a specified side has started to convert a specified number of
buildings.
Data

Number of buildings.

Owner
Data

Defines which side must convert the buildings.

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

Defines which side must convert the buildings.

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

Defines which side must learn the skills.

Looping

Not Applicable.

Condition

Resources

Description Triggers the event when a specified side has accumulated a specified amount of
resources.
Data

Amount of resources. Type of resource.

Owner
Data

Defines which side must accumulate the resources.

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

Character name (set in Effect One). Radius of area.

Owner
Data

Defines which side must own the character.

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

Not Applicable. Only works for a human player on an individual machine.

Looping

Any time the key is pressed on the keyboard, the event triggers.

Condition

Side Defeated

Description Triggers the event when a specified side is defeated.


Data

Side to be defeated.

Owner
Data

Not Applicable.

Looping

Not Applicable. A side can only be defeated once.

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Condition

May 2004

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

None - fires once only.

Condition

Dead Hero

Description Triggers the event when a specified side loses their hero.
Data

Side of hero.

Owner
Data

Not Applicable.

Looping

Not Applicable. A hero can only die once.

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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Event Technical Specs


This section of the document is not necessary reading. It will not tell you how to setup events or
encounters. It describes exactly how the Warlords Battlecry III Events System works. It goes into
detail about how the code is written and what happens in what order. This may give you a better
understanding of how to use events in a manner that gets the best results.
When you add an event to a scenario in the editor, it saves the data for the event in the .SCN file (the
scenario file). When you start a game using a scenario with events in it, these events are read in and
loaded into the event systems memory. This is all done before the game begins. When loading an
event in to the system the following happens:
1. The condition is identified.
2. If the condition uses a condition area to trigger, the event system tells the map system which
squares are in the condition area for this event.
3. The event is then stored in memory. They are stored in memory in the order they are read
from the file. They are read from the file in the order they appear in the list box in the editor.
This becomes important later on.
Once the event system has read in all the events and set up the appropriate data, the system is
ready. The event system must regularly check to see if events need to be triggered. This is done
every 2 seconds. Not all events are checked during this time. The ones that are have one of the
following conditions:
Defeat Character Lost.
Select Units
Select Buildings
Conversion Started
Learned Skill
Side Defeated
Dead Hero
Counter
Resource
No Condition (Timer)
These conditions are not triggered externally (from another system such as the map, input system or
statistics system). As these conditions are only tested once every 2 seconds, some variance in time
may occur.
If the event condition is satisfied (example if the side has 3 units selected and the condition is to select
3 units), the system checks to see if any flags have been set for the condition. If all flag requirements
are met then the condition has been satisfied and the effects are activated. To understand flags more,
see the section about flags in this document.
Each effect is activated in order from effect 1 to effect 4. All effects are triggered for the event, you
cannot specifically tell one effect to trigger and another not too.
If the event condition does not loop, the event is marked as done and plays no further part in the
game. However if the event condition does loop, the event is not set to done and the event can be
triggered again. If data needs to be reset or adjusted for looping purposes, it is done at this point. To
see how different conditions are affected by looping read the list of conditions.
Let's say an event effect is to set a flag, lets say flag 2 to be on. If an event preceding this event in
memory requires flag 2 to be on, and flag 2 was off until this event was triggered, it means that when
it was checked this cycle, it did not activate. This event must wait until the next cycle to activate.
However if this event came after the set flag event in memory, the event will be triggered this cycle.
This means the event, depending on order, can be triggered at slightly different times (up to 2
seconds different). This is where order of events comes in handy, and sometimes is very important to
the success of events in a scenario.
If a timer event condition is satisfied, but it's flag requirements are not, the system will keep checking
the event every 2 seconds and assume that the conditions are met. When the flag requirements are
met, the event will trigger. The system then moves on to process the next event.

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All other event conditions are triggered elsewhere:


Events that have a condition area are triggered by the map system. That is when a
unit/hero/character moves onto a square, the map system checks to see if that square has an
event on it. If it does, it sends the unit's information to the event system which checks to see if
the event conditions are satisfied.
Events that have the key-press condition are triggered by the input system. Whenever the
user presses a key, the event system is called to check all events with the key-press
condition.
Events that have the produce or kill units, build or raze building conditions are triggered by the
statistics system. Whenever a building is built/razed or a unit is produced/killed, the event
system is called to check all events with the appropriate condition.
These events are triggered as soon as the conditions are satisfied. However if an event condition is
satisfied and the flag requirements have not been met, the event will not trigger. The conditions may
become unsatisfied before the flag is set (example, the unit might move out of the condition area). In
that case the event will be triggered when the conditions are satisfied and the flag requirements are
met.
The event system described above is only run on the Host machine. Every side sets up the event
system and loads the events into memory, however only the host triggers events. When data for an
event changes (it triggers, looping data is changed etc) this information is passed along to the other
machines and they update their data. So every machine is synchronized. If the host migrates, the new
host will have an up-to-date event system and will be able to take over the roll as host of the event
system.

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