Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- OUTDATED, NEW VERSION HERE: https://pastebin.com/xHHGCVZ1 OR https://pastebin.com/1z3JgtLV
- EvaluateCondition("CONDITION_FALSE")
- False.
- Scripting_/ False.
- EvaluateCondition("COUNTER", CounterName, Comparison, Integer)
- Counter <CounterName> IS <Comparison> <Integer>
- Scripting_/ Counter compared to a value.
- EvaluateCondition("COUNTER_SECONDS", CounterName, Comparison, RealNumber)
- Counter <CounterName> IS <Comparison> time <RealNumber> secs.
- Scripting_/ Counter compared to time in seconds.
- EvaluateCondition("COUNTER_COUNTER", CounterName, Comparison, CounterName)
- Counter <CounterName> IS <Comparison> counter <CounterName>
- Scripting_/ Counter compared to another Counter.
- EvaluateCondition("DISTANCE_BETWEEN_OBJ", UnitName, UnitName, Comparison, RealNumber)
- Distance between object <UnitName> and object <UnitName> IS <Comparison> to value <RealNumber>
- Scripting_/ Compare distance between 2 objects.
- EvaluateCondition("DISTANCE_BETWEEN_TEAM", TeamName, TeamName, Comparison, RealNumber)
- Distance between team <TeamName> and team <TeamName> IS <Comparison> to value <RealNumber>
- Scripting_/ Compare distance between 2 teams.
- EvaluateCondition("UNIT_HEALTH", UnitName, Comparison, Integer)
- <UnitName> Health IS <Comparison> <Integer> percent.
- Unit_/ Unit health % compared to a value.
- EvaluateCondition("FLAG", FlagName, Boolean)
- <FlagName> IS <Boolean>
- Scripting_/ Flag compared to a value.
- EvaluateCondition("TEAM_STATE_IS", TeamName, TeamState)
- <TeamName> state IS <TeamState>
- Team_/ Team state is.
- EvaluateCondition("TEAM_STATE_IS_NOT", TeamName, TeamState)
- <TeamName>
- Team_/ Team state is not.
- EvaluateCondition(" state IS NOT ", TeamName, TeamState)
- <TeamName> has the custom state <TeamState>
- Team_/ Team custom has state.
- EvaluateCondition("CONDITION_TRUE")
- True.
- Scripting_/ True.
- EvaluateCondition("TIMER_EXPIRED", CounterName)
- Timer <CounterName> has expired.
- Scripting_/ Timer expired.
- EvaluateCondition("PLAYER_ALL_DESTROYED", PlayerName)
- Everything belonging to <PlayerName> has been destroyed.
- Player_/ All destroyed.
- EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PlayerName)
- All factories belonging to <PlayerName> have been destroyed.
- Player_/ All factories destroyed.
- EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
- <TeamName> has one or more units in <TriggerAreaName> (<SurfaceType>).
- Team_/ Team has units in an area.
- EvaluateCondition("NAMED_INSIDE_AREA", UnitName, TriggerAreaName)
- <UnitName> is in <TriggerAreaName>).
- Unit_/ Unit entered area.
- EvaluateCondition("TEAM_DESTROYED", TeamName)
- <TeamName> has been destroyed.
- Team_/ Team is destroyed.
- EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF", TeamName, Integer, UnitOrStructureKind)
- has fewer than <TeamName> units left of type <Integer> of KindOf <UnitOrStructureKind>
- Team_/ Team has fewer than X units left of KindOf..
- EvaluateCondition("NAMED_RANK_LEVEL", UnitName, Integer)
- <UnitName> is rank <Integer> or above.
- Unit_/Experience/ Unit is rank level or above.
- EvaluateCondition("NAMED_DESTROYED", UnitName)
- <UnitName> has been destroyed.
- Unit_/ Unit is destroyed.
- EvaluateCondition("NAMED_DYING", UnitName)
- <UnitName> has been killed, but still on screen.
- Unit_/ Unit is dying.
- EvaluateCondition("NAMED_TOTALLY_DEAD", UnitName)
- <UnitName> has been killed, and is finished dying.
- Unit_/ Unit is finished dying.
- EvaluateCondition("BRIDGE_BROKEN", BridgeName)
- <BridgeName> has been broken.
- Unit_/ Bridge is broken.
- EvaluateCondition("BRIDGE_REPAIRED", BridgeName)
- <BridgeName> has been repaired.
- Unit_/ Bridge is repaired.
- EvaluateCondition("NAMED_NOT_DESTROYED", UnitName)
- <UnitName> exists and is alive.
- Unit_/ Unit exists and is alive.
- EvaluateCondition("TEAM_HAS_UNITS", TeamName)
- <TeamName> has one or more units.
- Team_/ Team has units.
- EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
- The camera movement has finished.
- Camera_/ Camera movement finished.
- EvaluateCondition("CAMERA_SCROLL_DISTANCE", RealNumber)
- Player has scrolled camera <RealNumber> units.
- Camera_/ Camera scroll distance.
- EvaluateCondition("CAMERA_ROTATE_DISTANCE", RealNumber)
- Player has rotated camera <RealNumber> degrees.
- Camera_/ Camera rotate distance.
- EvaluateCondition("CAMERA_ZOOM_DISTANCE", RealNumber)
- Player has zoomed camera <RealNumber> units.
- Camera_/ Camera zoom distance.
- EvaluateCondition("CAMERA_RESET")
- Player has reset camera
- Camera_/ Camera reset.
- EvaluateCondition("NAMED_INSIDE_AREA", UnitName, TriggerAreaName)
- <UnitName> is inside <TriggerAreaName>
- Unit_/ Unit inside an area.
- EvaluateCondition("NAMED_OUTSIDE_AREA", UnitName, TriggerAreaName)
- <UnitName> is outside <TriggerAreaName>
- Unit_/ Unit outside an area.
- EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
- <TeamName> is all inside <TriggerAreaName> (<SurfaceType>).
- Team_/ Team completely inside an area.
- EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
- <TeamName> is completely outside <TriggerAreaName> (<SurfaceType>).
- Team_/ Team is completely outside an area.
- EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UnitName, ObjectType)
- <UnitName> has been attacked by a(n) <ObjectType>
- Unit_/ Unit is attacked by a specific unit type.
- EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TeamName, ObjectType)
- <TeamName> has been attacked by a(n) <ObjectType>
- Team_/ Team is attacked by a specific unit type.
- EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UnitName, PlayerName)
- <UnitName> has been attacked by <PlayerName>
- Unit_/ Unit has been attacked by a player.
- EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TeamName, PlayerName)
- <TeamName> has been attacked by <PlayerName>
- Team_/ Team has been attacked by a player.
- EvaluateCondition("BUILT_BY_PLAYER", ObjectType, PlayerName)
- <ObjectType> has been built by <PlayerName>
- Player_/ Player has built an object type.
- EvaluateCondition("NAMED_CREATED", UnitName)
- <UnitName> has been created.
- Unit_/ Unit has been created.
- EvaluateCondition("TEAM_CREATED", TeamName)
- <TeamName> has been created.
- Team_/ Team has been created.
- EvaluateCondition("PLAYER_HAS_CREDITS", Integer, Comparison, PlayerName)
- <Integer> is <Comparison> the number of credits possessed by <PlayerName>
- Player_/ Player has (comparison) to a number of credits.
- EvaluateCondition("NAMED_DISCOVERED", UnitName, PlayerName)
- <UnitName> has been discovered by <PlayerName>
- Player_/ Player has discovered a specific unit.
- EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UnitName)
- <UnitName> is empty.
- Unit_/ A specific building is empty.
- EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PlayerName, UnitName)
- <PlayerName> has entered building named <UnitName>
- Player_/ Player has entered a specific building.
- EvaluateCondition("ENEMY_SIGHTED", UnitName, Relation, PlayerName)
- <UnitName> sees a(n) <Relation> unit belonging to <PlayerName>.
- Unit_/ Unit has sighted a(n) friendly/neutral/enemy unit belonging to a side.
- EvaluateCondition("ENEMY_SIGHTED_BY_TEAM", TeamName, Relation, PlayerName)
- <TeamName> sees a(n) <Relation> unit belonging to <PlayerName>.
- Team/ Team has sighted a(n) friendly/neutral/enemy unit belonging to a side.
- EvaluateCondition("TYPE_SIGHTED", UnitName, ObjectType, PlayerName)
- <UnitName> sees a(n) <ObjectType> belonging to <PlayerName>.
- Unit_/ Unit has sighted a type of unit belonging to a side.
- EvaluateCondition("TEAM_DISCOVERED", TeamName, PlayerName)
- <TeamName> has been discovered by <PlayerName>
- Player_/ Player has discovered a team.
- EvaluateCondition("MISSION_ATTEMPTS", PlayerName, Comparison, Integer)
- <PlayerName> has attempted the mission <Comparison> <Integer> times.
- Player_/ Player has attempted the mission a number of times.
- EvaluateCondition("NAMED_OWNED_BY_PLAYER", UnitName, PlayerName)
- <UnitName> is owned by <PlayerName>
- Player/Owns/ Player owns the specific Unit.
- EvaluateCondition("TEAM_OWNED_BY_PLAYER", TeamName, PlayerName)
- <TeamName> is owned by <PlayerName>
- Player/Owns/ Player owns a specific team.
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PlayerName, Integer)
- <PlayerName> currently owns <Integer> or fewer faction buildings.
- Player/Owns/ Player currently owns N or fewer faction buildings.
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES", PlayerName, Integer)
- <PlayerName> currently controls <Integer> or fewer bases.
- Player/Owns/ Player currently controls N or fewer bases.
- EvaluateCondition("PLAYER_HAS_POWER", PlayerName)
- <PlayerName> buildings are powered.
- Player_/ Player's base currently has power.
- EvaluateCondition("PLAYER_HAS_NO_POWER", PlayerName)
- <PlayerName> buildings are not powered.
- Player_/ Player's base currently has no power.
- EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UnitName, WaypointPathName)
- <UnitName> has reached the end of <WaypointPathName>
- Unit_/ Unit has reached the end of a specific waypoint path.
- EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TeamName, WaypointPathName)
- <TeamName> has reached the end of <WaypointPathName>
- Team_/ Team has reached the end of a specific waypoint path.
- EvaluateCondition("NAMED_SELECTED", UnitName)
- <UnitName> is currently selected.
- Unit_/ Unit currently selected.
- EvaluateCondition("TYPE_SELECTED", ObjectType)
- <ObjectType> is currently selected.
- Unit_/ Unit type currently selected.
- EvaluateCondition("NAMED_ENTERED_AREA", UnitName, TriggerAreaName)
- <UnitName> enters <TriggerAreaName>
- Unit_/ Unit enters an area.
- EvaluateCondition("NAMED_EXITED_AREA", UnitName, TriggerAreaName)
- <UnitName> exits <TriggerAreaName>
- Unit_/ Unit exits an area.
- EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
- <TeamName> all enter <TriggerAreaName> (<SurfaceType>).
- Team_/ Team entirely enters an area.
- EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER", UnitName, PlayerName)
- <UnitName> is unpackable for the player: <PlayerName>.
- Base/ Player is allowed to unpack a base.
- EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
- One unit from <TeamName> enters <TriggerAreaName> (<SurfaceType>).
- Team_/ One unit enters an area.
- EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
- <TeamName> all exit <TriggerAreaName> (<SurfaceType>).
- Team_/ Team entirely exits an area.
- EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
- One unit from <TeamName> exits <TriggerAreaName> (<SurfaceType>).
- Team_/ One unit exits an area.
- EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
- The multiplayer game has ended in victory for the local player and his allies.
- Multiplayer_/ Multiplayer allied victory.
- EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
- The multiplayer game has ended in defeat for the local player and his allies.
- Multiplayer_/ Multiplayer allied defeat.
- EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
- Everything belonging to the local player has been destroyed, but his allies may or may not have been defeated.
- Multiplayer_/ Multiplayer local player defeat check.
- EvaluateCondition("HAS_FINISHED_VIDEO", MovieName)
- <MovieName> has completed playing.
- Multimedia_/ Video has completed playing.
- EvaluateCondition("HAS_FINISHED_SPEECH", SpeechName)
- <SpeechName> has completed playing.
- Multimedia_/ Speech has completed playing.
- EvaluateCondition("HAS_FINISHED_AUDIO", SoundName)
- <SoundName> has completed playing.
- Multimedia_/ Sound has completed playing.
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PlayerName, SpecialPowerName)
- Player <PlayerName> starts using <SpecialPowerName>.
- Player_/ Player starts using a special power.
- EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
- Player <PlayerName> starts using <SpecialPowerName> from <UnitName>.
- Player_/ Player start using a special power from a named unit.
- EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PlayerName, SpecialPowerName)
- Player <PlayerName> is midway using <SpecialPowerName>.
- Player_/ Player is midway through using a special power.
- EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
- Player <PlayerName> is midway using <SpecialPowerName> from <UnitName>.
- Player_/ Player is midway through using a special power from a named unit.
- EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PlayerName, SpecialPowerName)
- Player <PlayerName> completed using <SpecialPowerName>.
- Player_/ Player completed using a special power.
- EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
- Player <PlayerName> completed using <SpecialPowerName> from <UnitName>.
- Player_/ Player completed using a special power from a named unit.
- EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PlayerName, ScienceName)
- Player <PlayerName> acquired <ScienceName>.
- Player_/ Player acquired a Science.
- EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PlayerName, ScienceName)
- Player <PlayerName> can purchase <ScienceName>.
- Player_/ Player can purchase a particular Science (has all prereqs & points).
- EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP", PlayerName)
- <PlayerName> has reached his level cap (cannot gain any more Science Purchace Points)
- Player_/Upgrades & Sciences/Has Player Reached Level Cap
- EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PlayerName, Integer)
- Player <PlayerName> has at least <Integer> Science Purchase Points available.
- Player_/ Player has a certain number of Science Purchase Points available.
- EvaluateCondition("PLAYER_BUILT_UPGRADE", PlayerName, UpgradeName)
- Player <PlayerName> built <UpgradeName>.
- Player_/ Player built an upgrade.
- EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PlayerName, UpgradeName, UnitName)
- Player <PlayerName> built <UpgradeName> from <UnitName>.
- Player_/ Player built an upgrade from a named unit.
- EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PlayerName, Integer)
- <PlayerName> currently owns <Integer> or fewer buildings.
- Player/Owns/ Player currently owns N or fewer buildings.
- EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PlayerName, Integer, PlayerName)
- Player <PlayerName> destroyed <Integer> or more buildings owned by <PlayerName>.
- Player_/ Player destroyed N or more of an opponent's buildings.
- EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PlayerName, Comparison, Integer, ObjectType)
- <PlayerName> has <Comparison> <Integer> unit or structure of type <ObjectType>
- Player_/ Player has (comparison) unit type.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName, UpgradeName)
- <PlayerName> has <Comparison> <Integer> unit or structure with <ObjectType> in the <TriggerAreaName> with upgrade <UpgradeName>
- Player_/ Player has (comparison) kind of unit or structure in an area with a specified upgrade.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName)
- <PlayerName> has <Comparison> <Integer> unit or structure of type <ObjectType> in the <TriggerAreaName>
- Player_/ Player has (comparison) unit type in an area.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName)
- <PlayerName> has <Comparison> <Integer> completely built units or structures of type <ObjectType> in the <TriggerAreaName>
- Player_/ Player has (comparison) of completely built unit type in an area.
- EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER")
- Player has issued formation order
- Player_/ Player has issued formation order
- EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION", PlayerName, ModelCondition, Comparison, Integer)
- # of objects owned by player <PlayerName> with model condition <ModelCondition> is <Comparison> <Integer>.
- Player_/ Player has (comparison) objects with model condition
- EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT", PlayerName, Comparison, Integer, RealNumber, UnitName)
- Player <PlayerName> has <Comparison> <Integer> units at least <RealNumber> yards from <UnitName>.
- Player_/ Player has (comparison) units more than x distance from object
- EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA", Comparison, Integer, TriggerAreaName)
- There are <Comparison> <Integer> trees in the <TriggerAreaName> .
- Trees_/ There are (comparison) trees in an area.
- EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PlayerName, Comparison, Integer, UnitOrStructureKind, TriggerAreaName)
- <PlayerName> has <Comparison> <Integer> unit or structure with <UnitOrStructureKind> in the <TriggerAreaName>
- Player_/ Player has (comparison) kind of unit or structure in an area.
- EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PlayerName, Comparison, Integer)
- <PlayerName> has <Comparison> <Integer> percent power supply ratio.
- Player_/ Player has (comparison) percent power supply to consumption.
- EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PlayerName, Comparison, Integer)
- <PlayerName> has <Comparison> <Integer> excess kilowatts power supply.
- Player_/ Player has (comparison) kilowatts excess power supply.
- EvaluateCondition("UNIT_EMPTIED", UnitName)
- <UnitName> emptied its contents.
- Unit_/ Unit has emptied its contents.
- EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PlayerName, SpecialPowerName)
- <PlayerName> is ready to fire <SpecialPowerName>.
- Skirmish_/ Player's special power is ready to fire.
- EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM", PlayerName, SpecialPowerName, TeamName)
- <PlayerName> can perform special power <SpecialPowerName> at team location <TeamName>.
- Skirmish_/ Player's special power is able to fire on team.
- EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UnitName, ObjectStatus)
- <UnitName> has <ObjectStatus>
- Unit_/ Unit has object status.
- EvaluateCondition("UNIT_USING_STANCE", UnitName, Stance)
- Is <UnitName> in the <Stance> stance.
- Unit_/Is named unit in a stance.
- EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TeamName, ObjectStatus)
- <TeamName> has <ObjectStatus>
- Team_/ Team has object status - all.
- EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TeamName, ObjectStatus)
- <TeamName> has <ObjectStatus>
- Team_/ Team has object status - partial.
- EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PlayerName, Comparison, RealNumber, TriggerAreaName)
- <PlayerName> has <Comparison> <RealNumber> threat within area <TriggerAreaName>
- Skirmish Only_/ Player has (condition) threat level in area.
- EvaluateCondition("SKIRMISH_PLAYER_FACTION", PlayerName, FactionName)
- <PlayerName> is <FactionName>
- Skirmish_/ Player is faction. - untested
- EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PlayerName, RealNumber, TriggerAreaName, RealNumber)
- <PlayerName> has supplies within <RealNumber> of <TriggerAreaName> worth at least <RealNumber>
- Skirmish Only_/ Supplies are within specified distance.
- EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PlayerName, TeamName, TeamAbilityName)
- <PlayerName>'s <TeamName> are ready to use <TeamAbilityName> (all applicable members).
- Skirmish_/ Command Ability is ready - all.
- EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PlayerName, TeamName, TeamAbilityName)
- <PlayerName>'s <TeamName> are ready to use <TeamAbilityName> (at least one member).
- Skirmish_/ Command Ability is ready - partial
- EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PlayerName, Comparison, Integer)
- <PlayerName>. There are <Comparison> <Integer> unowned faction units.
- Skirmish_/ Unowned faction unit -- comparison.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PlayerName, ObjectType)
- <PlayerName> can build <ObjectType>.
- Skirmish_/ Player has prerequisites to build an object type.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PlayerName, Comparison, Integer)
- <PlayerName> has <Comparison> <Integer> garrisoned buildings.
- Skirmish_/ Player has garrisoned buildings -- comparison.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PlayerName, Comparison, Integer)
- <PlayerName> has captured <Comparison> <Integer> units.
- Skirmish_/ Player has captured units -- comparison
- EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PlayerName, TriggerAreaName)
- <PlayerName>. <TriggerAreaName> exists.
- Skirmish_/ Area exists.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PlayerName, TriggerAreaName)
- <PlayerName> has units in <TriggerAreaName>.
- Skirmish_/ Player has units in an area
- EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PlayerName, PlayerName)
- <PlayerName> has been attacked by <PlayerName>.
- Skirmish_/ Player has been attacked by player.
- EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PlayerName, TriggerAreaName)
- <PlayerName> has doesn't have units in <TriggerAreaName>.
- Skirmish_/ Player doesn't have units in an area.
- EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PlayerName, PlayerName)
- <PlayerName> has discovered <PlayerName>.
- Skirmish_/ Player has discovered another player.
- EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MusicName, Integer)
- <MusicName> has completed at least <Integer> times. (NOTE: This can only be used to start other music. USING THIS SCRIPT IN ANY OTHER WAY WILL CAUSE REPLAYS TO NOT WORK.)
- Multimedia_/ Music track has completed some number of times.
- EvaluateCondition("SUPPLY_SOURCE_SAFE", PlayerName, Integer)
- <PlayerName> closest supply src with at least <Integer> available resources is SAFE from enemy influence.
- Skirmish_/ Supply source is safe.
- EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PlayerName)
- <PlayerName> supply source is under attack.
- Skirmish_/ Supply source is attacked.
- EvaluateCondition("START_POSITION_IS", PlayerName, Integer)
- <PlayerName> starting position is <Integer> .
- Skirmish_/ Start position.
- EvaluateCondition("ZONE_FOCUS_MORE_THAN", Text, Integer)
- Zone named <Text> has been entered at least <Integer> times.
- LivingWorld_/ Zone Focus Check.
- EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL", UnitName)
- Is Siege Unit named <UnitName> attached to a wall.
- Unit_/ CHeck if Siege Unit is attached to wall.
- EvaluateCondition("BANNER_PRESSED", Text)
- Banner button <Text> was pressed.
- LivingWorld_/Banner pressed.
- EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PlayerName, ObjectType)
- <PlayerName> has lost an object of type <ObjectType> (can be an object type list).
- Player_/ Player has lost an object of type.
- EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT", WaypointName)
- Camera following spline path hits <WaypointName> waypoint.
- Camera_/Camera following spline path hits specified waypoint.
- EvaluateCondition("CAMERA_ENTERED_AREA", TriggerAreaName)
- Camera enters <TriggerAreaName>
- Camera_/Camera entered a specific area.
- EvaluateCondition("TEAM_IS_LED_BY_UNIT", TeamName, UnitName)
- Is team <TeamName> affected by leadership ability from unit <UnitName>
- Team_/ Is Team affected by leadership ability from unit.
- EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS", PlayerName, Comparison, Integer)
- <PlayerName> has light points <Comparison> to the value <Integer>
- Player_/ Player has light points (comparison) to a value.
- EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM", PlayerName, TeamName)
- <PlayerName> has enough command points to build team <TeamName>
- Player_/ Player has enough command points to build a team.
- EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT", PlayerName, ObjectType)
- <PlayerName> has enough command points to build unit <ObjectType>
- Player_/ Player has enough command points to build a unit.
- EvaluateCondition("CAN_BUILD_AT_BASE", PlayerName, UnitName)
- Can player <PlayerName> build at base <UnitName>
- Player_/ Can build at base.
- EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE", PlayerName, UnitName, ObjectName)
- Can player <PlayerName> build at base<UnitName> an object of type, <ObjectName>
- Player_/ Can build a particular type of structure at base.
- EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS", PlayerName, Integer, UnitOrStructureKind)
- <PlayerName> has killed <Integer> or more units of kindof <UnitOrStructureKind>
- Player_/ Player currently has killed N or more units of KindOf.
- EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS", PlayerName, Integer, ObjectType)
- <PlayerName> has killed <Integer> or more units of type <ObjectType>
- Player_/ Player currently has killed N or more units of type.
- EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE", UnitName, ObjectType)
- <UnitName> has been destroyed by a(n) <ObjectType>
- Unit_/ Unit is destroyzed by a specific unit type.
- EvaluateCondition("GATE_IS_OPEN", UnitName)
- The unit (presumed a gate) referenced as<UnitName> is OPEN.
- Unit (includes Structures)/ Check if a gate is open. (False, if not a gate, or closed)
- EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT")
- The music scripting system is on.
- Audio_/Music/MUSIC_IS_PLAYING_FROM_SCRIPT
- EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT", UnitName, WaypointName)
- <UnitName> can path to waypoint <WaypointName>
- Unit_/ Unit can path to waypoint.
- EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT", UnitName, UnitName)
- <UnitName> can path to unit/object <UnitName>
- Unit_/ Unit can path to object.
- EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT", TeamName, WaypointName)
- The first unit of team <TeamName> can path to waypoint <WaypointName>
- Team_/ Team can path to waypoint.
- EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT", TeamName, UnitName)
- The first unit of team <TeamName> can path to unit/object <UnitName>
- Team_/ Team can path to object.
- EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", UnitName, PlayerName)
- Unit<UnitName> is inside, or can path into the nearest base owned by player, <PlayerName>
- Unit/ Unit can path into (Player's) nearest base. Or is already inside it :-)
- EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", TeamName, PlayerName)
- The first unit of team <TeamName> is inside, or can path into the nearest base owned by player, <PlayerName>
- Team/ Team can path into (Player's) nearest base. Or is already inside it :-).
- EvaluateCondition("UNIT_COMPARE_RANK", UnitName, Comparison, Integer)
- Does unit <UnitName> have rank <Comparison> to <Integer>
- Unit_/ Unit compared to rank level.
- EvaluateCondition("PLAYER_COMPARE_RANK", PlayerName, Comparison, Integer)
- Does player <PlayerName> have rank <Comparison> to <Integer>
- Player_/ Player compared to rank level.
- EvaluateCondition("EVAL_TEAM_HEALTH", TeamName, Comparison, Integer)
- Check if Team <TeamName> has health <Comparison> to <Integer> percent
- Team_/ Compare team health.
- EvaluateCondition("UNIT_HAS_GAINED_LEVEL", UnitName)
- <UnitName>has gained a level
- Unit_/Experience/Unit gained experience level.
- EvaluateCondition("UNIT_IS_AT_LEVEL", UnitName, Text)
- <UnitName> is at experience level <Text>
- Unit_/Experience/Unit is at a specified experience level.
- EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS", UnitName, Comparison, Integer)
- <UnitName> has <Comparison> <Integer> skill points
- Unit_/Skill Points/Unit has (comparison) number of skill points.
- EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY", PlayerName, ObjectType, Comparison, Integer)
- Player <PlayerName> has obvject of type <ObjectType> with rank level <Comparison> to <Integer>
- Player/Experience/Player has object of rank level.
- EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE", ObjectType, UnitReference)
- There is a unit of type (or list) <ObjectType> inside the base <UnitReference>
- Base/There is an object of given type (or list) inside the base.
- EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY", TeamName, UnitReference)
- Team <TeamName> has entered the base <UnitReference> entirely.
- Base/Team/Team entered a base, entirely.
- EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY", TeamName, UnitReference)
- Team <TeamName> has entered the base <UnitReference> partially.
- Base/Team/Team entered a base, partially.
- EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY", TeamName, UnitReference)
- Team <TeamName> has exited the base <UnitReference> entirely.
- Base/Team/Team exited a base, entirely.
- EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY", TeamName, UnitReference)
- Team <TeamName> has exited the base <UnitReference> partially.
- Base/Team/Team exited a base, partially.
- EvaluateCondition("NAMED_ENTERED_REFD_BASE", UnitName, UnitReference)
- Unit <UnitName> has entered the base <UnitReference> entirely.
- Base/Unit/Unit entered a base.
- EvaluateCondition("NAMED_EXITED_REFD_BASE", UnitName, UnitReference)
- Unit <UnitName> has exited the base <UnitReference> entirely.
- Base/Unit/Unit exited a base.
- EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY", TeamName, PlayerName)
- Team <TeamName> has entered the nearest base owned by player <PlayerName> entirely.
- Base/Team/Team entered (Player's) nearest base, entirely.
- EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY", TeamName, PlayerName)
- Team <TeamName> has entered the nearest base owned by player <PlayerName> partially.
- Base/Team/Team entered (Player's) nearest base, partially.
- EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY", TeamName, PlayerName)
- Team <TeamName> has exited the nearest base owned by player <PlayerName> entirely.
- Base/Team/Team exited (Player's) nearest base, entirely.
- EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY", TeamName, PlayerName)
- Team <TeamName> has exited the nearest base owned by player <PlayerName> partially.
- Base/Team/Team exited (Player's) nearest base, partially.
- EvaluateCondition("NAMED_ENTERED_NEAREST_BASE", UnitName, PlayerName)
- Unit <UnitName> has entered the nearest base owned by player <PlayerName> entirely.
- Base/Unit/Unit entered (Player's) nearest base.
- EvaluateCondition("NAMED_EXITED_NEAREST_BASE", UnitName, PlayerName)
- Unit <UnitName> has exited the nearest base owned by player <PlayerName> entirely.
- Base/Unit/Unit exited (Player's) nearest base.
- EvaluateCondition("UNIT_HAS_PASSENGER", UnitName)
- Evaluate if <UnitName> is containing any passengers.
- Unit_/Unit/Unit has passenger.
- EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE", UnitName)
- Evaluate if <UnitName> is being attacked and cannot retaliate.
- Unit_/Unit is being attacked but cannot retaliate.
- EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY", TeamName)
- Evaluate if any team member of <TeamName> is being attacked and cannot retaliate.
- Team_/Any Team meember is being attacked but cannot retaliate.
- EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL", TeamName)
- Evaluate if all team members of <TeamName> who are being attacked and cannot retaliate.
- Team_/All Team members who are being attacked cannot retaliate.
- EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER", Boolean)
- Is the game in a skirmish or multiplayer mode == <Boolean>
- GameType/Is game in a skirmish or multiplayer game.
- EvaluateCondition("IS_GAME_MODE_ACTIVE", Text)
- Is <Text> game mode active
- GameType/Is game mode active?
- EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK")
- Should camps in this region map unpack?
- Base/ Should camps unpack for this region map?
- EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME", Comparison, Integer)
- Is this a <Comparison> <Integer> player game.
- GameType/Compares the number of players in game to a value.
- EvaluateCondition("IS_UNIT_WEBBED", UnitName, Boolean)
- Is webbed status of <UnitName> == <Boolean>
- Unit_/Test webbed status of a unit.
- EvaluateCondition("ANY_HERO_REACHED_RANK", PlayerName, Integer, Integer)
- Does <PlayerName> have <Integer> Heroes that have reached rank <Integer>
- ObjectivesTest/Num heroes reached level during game.
- EvaluateCondition("NUM_UNITS_LEVELED_UP", PlayerName, Integer, Boolean)
- Does <PlayerName> have <Integer> units that has gained a level this game --> should include Heroes <Boolean>
- ObjectivesTest/Num units leveled up during game.
- EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE", PlayerName, Integer, UpgradeName)
- Does <PlayerName> have <Integer> units that has upgrade <UpgradeName>
- ObjectivesTest/Num units has specified upgrade.
- EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT", PlayerName, Integer, ObjectName, ObjectName)
- Does <PlayerName> have <Integer> units of type <ObjectName> loaded on transport of type <ObjectName>
- ObjectivesTest/Num units of type loaded on transport.
- EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON", PlayerName, ObjectName)
- Does <PlayerName> have <ObjectName> that have toggled weapon set.
- ObjectivesTest/Does Player have Units that have Toggled Weapon set.
- EvaluateCondition("UNIT_IN_ALT_FORMATION", PlayerName, ObjectName)
- Does <PlayerName> have <ObjectName> that is currently in alternate formation.
- ObjectivesTest/Does Player have Units that are in alternate formation.
- EvaluateCondition("UNIT_USING_AUTOPICKUP", PlayerName, ObjectName)
- Does <PlayerName> have <ObjectName> that has triggered auto pickup.
- ObjectivesTest/Does Player have Units that have triggered auto pickup.
- EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY", PlayerName)
- Does <PlayerName> have any units that are currently bloodthirsty
- ObjectivesTest/Does Player have Units that are bloodthirsty.
- EvaluateCondition("IS_AREA_ON_FIRE", TriggerAreaName)
- Is any cell within <TriggerAreaName> on fire
- Map_/Area on fire.
- EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND", LivingWorldRegion)
- Is <LivingWorldRegion> bound to a region
- _Region/Is Region Ref bound to a region?
- EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EvaEvent, RealNumber)
- Has <EvaEvent> played with in the last <RealNumber> seconds
- Player_/Eva event played recently
- EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT", PlayerName, RealNumber, EvaEvent, Comparison, Integer)
- Is the number of units belong to <PlayerName> within <RealNumber> feet of the location where <EvaEvent> last played <Comparison> <Integer>
- Player_/Is number of units belonging to a player near EVA event's last played location greater than, less than, or equal to a fixed value
- EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE", ObjectType, PlayerName)
- Is there a delayed-carryover object of type <ObjectType> belonging to <PlayerName> still waiting to spawn
- Unit_/Is there a delayed-carryover unit of type
- EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN")
- The toggle stance command sub-menu is open.
- Interface_/The toggle stance command sub-menu is open
- EvaluateCondition("SPELL_STORE_IS_OPEN")
- The spell store is open.
- Interface_/The spell store is open
- EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN")
- The objectives screen is open.
- Interface_/The objectives screen is open
- EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE", PlayerName)
- Player <PlayerName> is in planning mode.
- Player_/Player is in planning mode
- EvaluateCondition("PLAYER_HAS_UNIT_TYPE_IN_TRIGGER_AREA_UNDER_ATTACK", PlayerName, ObjectType, TriggerAreaName)
- <PlayerName> unit or structure of type <ObjectType> in the <TriggerAreaName>
- Player_/ Player has unit type in an area under attack.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement