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BFMEII ROTWK - LUA EvaluateCondition+parameters+description

Feb 25th, 2019
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  1. OUTDATED, NEW VERSION HERE: https://pastebin.com/xHHGCVZ1 OR https://pastebin.com/1z3JgtLV
  2.  
  3. EvaluateCondition("CONDITION_FALSE")
  4. False.
  5. Scripting_/ False.
  6.  
  7. EvaluateCondition("COUNTER", CounterName, Comparison, Integer)
  8. Counter <CounterName> IS <Comparison> <Integer>
  9. Scripting_/ Counter compared to a value.
  10.  
  11. EvaluateCondition("COUNTER_SECONDS", CounterName, Comparison, RealNumber)
  12. Counter <CounterName> IS <Comparison> time <RealNumber> secs.
  13. Scripting_/ Counter compared to time in seconds.
  14.  
  15. EvaluateCondition("COUNTER_COUNTER", CounterName, Comparison, CounterName)
  16. Counter <CounterName> IS <Comparison> counter <CounterName>
  17. Scripting_/ Counter compared to another Counter.
  18.  
  19. EvaluateCondition("DISTANCE_BETWEEN_OBJ", UnitName, UnitName, Comparison, RealNumber)
  20. Distance between object <UnitName> and object <UnitName> IS <Comparison> to value <RealNumber>
  21. Scripting_/ Compare distance between 2 objects.
  22.  
  23. EvaluateCondition("DISTANCE_BETWEEN_TEAM", TeamName, TeamName, Comparison, RealNumber)
  24. Distance between team <TeamName> and team <TeamName> IS <Comparison> to value <RealNumber>
  25. Scripting_/ Compare distance between 2 teams.
  26.  
  27. EvaluateCondition("UNIT_HEALTH", UnitName, Comparison, Integer)
  28. <UnitName> Health IS <Comparison> <Integer> percent.
  29. Unit_/ Unit health % compared to a value.
  30.  
  31. EvaluateCondition("FLAG", FlagName, Boolean)
  32. <FlagName> IS <Boolean>
  33. Scripting_/ Flag compared to a value.
  34.  
  35. EvaluateCondition("TEAM_STATE_IS", TeamName, TeamState)
  36. <TeamName> state IS <TeamState>
  37. Team_/ Team state is.
  38.  
  39. EvaluateCondition("TEAM_STATE_IS_NOT", TeamName, TeamState)
  40. <TeamName>
  41. Team_/ Team state is not.
  42.  
  43. EvaluateCondition(" state IS NOT ", TeamName, TeamState)
  44. <TeamName> has the custom state <TeamState>
  45. Team_/ Team custom has state.
  46.  
  47. EvaluateCondition("CONDITION_TRUE")
  48. True.
  49. Scripting_/ True.
  50.  
  51. EvaluateCondition("TIMER_EXPIRED", CounterName)
  52. Timer <CounterName> has expired.
  53. Scripting_/ Timer expired.
  54.  
  55. EvaluateCondition("PLAYER_ALL_DESTROYED", PlayerName)
  56. Everything belonging to <PlayerName> has been destroyed.
  57. Player_/ All destroyed.
  58.  
  59. EvaluateCondition("PLAYER_ALL_BUILDFACILITIES_DESTROYED", PlayerName)
  60. All factories belonging to <PlayerName> have been destroyed.
  61. Player_/ All factories destroyed.
  62.  
  63. EvaluateCondition("TEAM_INSIDE_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
  64. <TeamName> has one or more units in <TriggerAreaName> (<SurfaceType>).
  65. Team_/ Team has units in an area.
  66.  
  67. EvaluateCondition("NAMED_INSIDE_AREA", UnitName, TriggerAreaName)
  68. <UnitName> is in <TriggerAreaName>).
  69. Unit_/ Unit entered area.
  70.  
  71. EvaluateCondition("TEAM_DESTROYED", TeamName)
  72. <TeamName> has been destroyed.
  73. Team_/ Team is destroyed.
  74.  
  75. EvaluateCondition("TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF", TeamName, Integer, UnitOrStructureKind)
  76. has fewer than <TeamName> units left of type <Integer> of KindOf <UnitOrStructureKind>
  77. Team_/ Team has fewer than X units left of KindOf..
  78.  
  79. EvaluateCondition("NAMED_RANK_LEVEL", UnitName, Integer)
  80. <UnitName> is rank <Integer> or above.
  81. Unit_/Experience/ Unit is rank level or above.
  82.  
  83. EvaluateCondition("NAMED_DESTROYED", UnitName)
  84. <UnitName> has been destroyed.
  85. Unit_/ Unit is destroyed.
  86.  
  87. EvaluateCondition("NAMED_DYING", UnitName)
  88. <UnitName> has been killed, but still on screen.
  89. Unit_/ Unit is dying.
  90.  
  91. EvaluateCondition("NAMED_TOTALLY_DEAD", UnitName)
  92. <UnitName> has been killed, and is finished dying.
  93. Unit_/ Unit is finished dying.
  94.  
  95. EvaluateCondition("BRIDGE_BROKEN", BridgeName)
  96. <BridgeName> has been broken.
  97. Unit_/ Bridge is broken.
  98.  
  99. EvaluateCondition("BRIDGE_REPAIRED", BridgeName)
  100. <BridgeName> has been repaired.
  101. Unit_/ Bridge is repaired.
  102.  
  103. EvaluateCondition("NAMED_NOT_DESTROYED", UnitName)
  104. <UnitName> exists and is alive.
  105. Unit_/ Unit exists and is alive.
  106.  
  107. EvaluateCondition("TEAM_HAS_UNITS", TeamName)
  108. <TeamName> has one or more units.
  109. Team_/ Team has units.
  110.  
  111. EvaluateCondition("CAMERA_MOVEMENT_FINISHED")
  112. The camera movement has finished.
  113. Camera_/ Camera movement finished.
  114.  
  115. EvaluateCondition("CAMERA_SCROLL_DISTANCE", RealNumber)
  116. Player has scrolled camera <RealNumber> units.
  117. Camera_/ Camera scroll distance.
  118.  
  119. EvaluateCondition("CAMERA_ROTATE_DISTANCE", RealNumber)
  120. Player has rotated camera <RealNumber> degrees.
  121. Camera_/ Camera rotate distance.
  122.  
  123. EvaluateCondition("CAMERA_ZOOM_DISTANCE", RealNumber)
  124. Player has zoomed camera <RealNumber> units.
  125. Camera_/ Camera zoom distance.
  126.  
  127. EvaluateCondition("CAMERA_RESET")
  128. Player has reset camera
  129. Camera_/ Camera reset.
  130.  
  131. EvaluateCondition("NAMED_INSIDE_AREA", UnitName, TriggerAreaName)
  132. <UnitName> is inside <TriggerAreaName>
  133. Unit_/ Unit inside an area.
  134.  
  135. EvaluateCondition("NAMED_OUTSIDE_AREA", UnitName, TriggerAreaName)
  136. <UnitName> is outside <TriggerAreaName>
  137. Unit_/ Unit outside an area.
  138.  
  139. EvaluateCondition("TEAM_INSIDE_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  140. <TeamName> is all inside <TriggerAreaName> (<SurfaceType>).
  141. Team_/ Team completely inside an area.
  142.  
  143. EvaluateCondition("TEAM_OUTSIDE_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  144. <TeamName> is completely outside <TriggerAreaName> (<SurfaceType>).
  145. Team_/ Team is completely outside an area.
  146.  
  147. EvaluateCondition("NAMED_ATTACKED_BY_OBJECTTYPE", UnitName, ObjectType)
  148. <UnitName> has been attacked by a(n) <ObjectType>
  149. Unit_/ Unit is attacked by a specific unit type.
  150.  
  151. EvaluateCondition("TEAM_ATTACKED_BY_OBJECTTYPE", TeamName, ObjectType)
  152. <TeamName> has been attacked by a(n) <ObjectType>
  153. Team_/ Team is attacked by a specific unit type.
  154.  
  155. EvaluateCondition("NAMED_ATTACKED_BY_PLAYER", UnitName, PlayerName)
  156. <UnitName> has been attacked by <PlayerName>
  157. Unit_/ Unit has been attacked by a player.
  158.  
  159. EvaluateCondition("TEAM_ATTACKED_BY_PLAYER", TeamName, PlayerName)
  160. <TeamName> has been attacked by <PlayerName>
  161. Team_/ Team has been attacked by a player.
  162.  
  163. EvaluateCondition("BUILT_BY_PLAYER", ObjectType, PlayerName)
  164. <ObjectType> has been built by <PlayerName>
  165. Player_/ Player has built an object type.
  166.  
  167. EvaluateCondition("NAMED_CREATED", UnitName)
  168. <UnitName> has been created.
  169. Unit_/ Unit has been created.
  170.  
  171. EvaluateCondition("TEAM_CREATED", TeamName)
  172. <TeamName> has been created.
  173. Team_/ Team has been created.
  174.  
  175. EvaluateCondition("PLAYER_HAS_CREDITS", Integer, Comparison, PlayerName)
  176. <Integer> is <Comparison> the number of credits possessed by <PlayerName>
  177. Player_/ Player has (comparison) to a number of credits.
  178.  
  179. EvaluateCondition("NAMED_DISCOVERED", UnitName, PlayerName)
  180. <UnitName> has been discovered by <PlayerName>
  181. Player_/ Player has discovered a specific unit.
  182.  
  183. EvaluateCondition("NAMED_BUILDING_IS_EMPTY", UnitName)
  184. <UnitName> is empty.
  185. Unit_/ A specific building is empty.
  186.  
  187. EvaluateCondition("BUILDING_ENTERED_BY_PLAYER", PlayerName, UnitName)
  188. <PlayerName> has entered building named <UnitName>
  189. Player_/ Player has entered a specific building.
  190.  
  191. EvaluateCondition("ENEMY_SIGHTED", UnitName, Relation, PlayerName)
  192. <UnitName> sees a(n) <Relation> unit belonging to <PlayerName>.
  193. Unit_/ Unit has sighted a(n) friendly/neutral/enemy unit belonging to a side.
  194.  
  195. EvaluateCondition("ENEMY_SIGHTED_BY_TEAM", TeamName, Relation, PlayerName)
  196. <TeamName> sees a(n) <Relation> unit belonging to <PlayerName>.
  197. Team/ Team has sighted a(n) friendly/neutral/enemy unit belonging to a side.
  198.  
  199. EvaluateCondition("TYPE_SIGHTED", UnitName, ObjectType, PlayerName)
  200. <UnitName> sees a(n) <ObjectType> belonging to <PlayerName>.
  201. Unit_/ Unit has sighted a type of unit belonging to a side.
  202.  
  203. EvaluateCondition("TEAM_DISCOVERED", TeamName, PlayerName)
  204. <TeamName> has been discovered by <PlayerName>
  205. Player_/ Player has discovered a team.
  206.  
  207. EvaluateCondition("MISSION_ATTEMPTS", PlayerName, Comparison, Integer)
  208. <PlayerName> has attempted the mission <Comparison> <Integer> times.
  209. Player_/ Player has attempted the mission a number of times.
  210.  
  211. EvaluateCondition("NAMED_OWNED_BY_PLAYER", UnitName, PlayerName)
  212. <UnitName> is owned by <PlayerName>
  213. Player/Owns/ Player owns the specific Unit.
  214.  
  215. EvaluateCondition("TEAM_OWNED_BY_PLAYER", TeamName, PlayerName)
  216. <TeamName> is owned by <PlayerName>
  217. Player/Owns/ Player owns a specific team.
  218.  
  219. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS", PlayerName, Integer)
  220. <PlayerName> currently owns <Integer> or fewer faction buildings.
  221. Player/Owns/ Player currently owns N or fewer faction buildings.
  222.  
  223. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BASES", PlayerName, Integer)
  224. <PlayerName> currently controls <Integer> or fewer bases.
  225. Player/Owns/ Player currently controls N or fewer bases.
  226.  
  227. EvaluateCondition("PLAYER_HAS_POWER", PlayerName)
  228. <PlayerName> buildings are powered.
  229. Player_/ Player's base currently has power.
  230.  
  231. EvaluateCondition("PLAYER_HAS_NO_POWER", PlayerName)
  232. <PlayerName> buildings are not powered.
  233. Player_/ Player's base currently has no power.
  234.  
  235. EvaluateCondition("NAMED_REACHED_WAYPOINTS_END", UnitName, WaypointPathName)
  236. <UnitName> has reached the end of <WaypointPathName>
  237. Unit_/ Unit has reached the end of a specific waypoint path.
  238.  
  239. EvaluateCondition("TEAM_REACHED_WAYPOINTS_END", TeamName, WaypointPathName)
  240. <TeamName> has reached the end of <WaypointPathName>
  241. Team_/ Team has reached the end of a specific waypoint path.
  242.  
  243. EvaluateCondition("NAMED_SELECTED", UnitName)
  244. <UnitName> is currently selected.
  245. Unit_/ Unit currently selected.
  246.  
  247. EvaluateCondition("TYPE_SELECTED", ObjectType)
  248. <ObjectType> is currently selected.
  249. Unit_/ Unit type currently selected.
  250.  
  251. EvaluateCondition("NAMED_ENTERED_AREA", UnitName, TriggerAreaName)
  252. <UnitName> enters <TriggerAreaName>
  253. Unit_/ Unit enters an area.
  254.  
  255. EvaluateCondition("NAMED_EXITED_AREA", UnitName, TriggerAreaName)
  256. <UnitName> exits <TriggerAreaName>
  257. Unit_/ Unit exits an area.
  258.  
  259. EvaluateCondition("TEAM_ENTERED_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  260. <TeamName> all enter <TriggerAreaName> (<SurfaceType>).
  261. Team_/ Team entirely enters an area.
  262.  
  263. EvaluateCondition("NAMED_BASE_UNPACKABLE_FOR_PLAYER", UnitName, PlayerName)
  264. <UnitName> is unpackable for the player: <PlayerName>.
  265. Base/ Player is allowed to unpack a base.
  266.  
  267. EvaluateCondition("TEAM_ENTERED_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
  268. One unit from <TeamName> enters <TriggerAreaName> (<SurfaceType>).
  269. Team_/ One unit enters an area.
  270.  
  271. EvaluateCondition("TEAM_EXITED_AREA_ENTIRELY", TeamName, TriggerAreaName, SurfaceType)
  272. <TeamName> all exit <TriggerAreaName> (<SurfaceType>).
  273. Team_/ Team entirely exits an area.
  274.  
  275. EvaluateCondition("TEAM_EXITED_AREA_PARTIALLY", TeamName, TriggerAreaName, SurfaceType)
  276. One unit from <TeamName> exits <TriggerAreaName> (<SurfaceType>).
  277. Team_/ One unit exits an area.
  278.  
  279. EvaluateCondition("MULTIPLAYER_ALLIED_VICTORY")
  280. The multiplayer game has ended in victory for the local player and his allies.
  281. Multiplayer_/ Multiplayer allied victory.
  282.  
  283. EvaluateCondition("MULTIPLAYER_ALLIED_DEFEAT")
  284. The multiplayer game has ended in defeat for the local player and his allies.
  285. Multiplayer_/ Multiplayer allied defeat.
  286.  
  287. EvaluateCondition("MULTIPLAYER_PLAYER_DEFEAT")
  288. Everything belonging to the local player has been destroyed, but his allies may or may not have been defeated.
  289. Multiplayer_/ Multiplayer local player defeat check.
  290.  
  291. EvaluateCondition("HAS_FINISHED_VIDEO", MovieName)
  292. <MovieName> has completed playing.
  293. Multimedia_/ Video has completed playing.
  294.  
  295. EvaluateCondition("HAS_FINISHED_SPEECH", SpeechName)
  296. <SpeechName> has completed playing.
  297. Multimedia_/ Speech has completed playing.
  298.  
  299. EvaluateCondition("HAS_FINISHED_AUDIO", SoundName)
  300. <SoundName> has completed playing.
  301. Multimedia_/ Sound has completed playing.
  302.  
  303. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER", PlayerName, SpecialPowerName)
  304. Player <PlayerName> starts using <SpecialPowerName>.
  305. Player_/ Player starts using a special power.
  306.  
  307. EvaluateCondition("PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
  308. Player <PlayerName> starts using <SpecialPowerName> from <UnitName>.
  309. Player_/ Player start using a special power from a named unit.
  310.  
  311. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER", PlayerName, SpecialPowerName)
  312. Player <PlayerName> is midway using <SpecialPowerName>.
  313. Player_/ Player is midway through using a special power.
  314.  
  315. EvaluateCondition("PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
  316. Player <PlayerName> is midway using <SpecialPowerName> from <UnitName>.
  317. Player_/ Player is midway through using a special power from a named unit.
  318.  
  319. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER", PlayerName, SpecialPowerName)
  320. Player <PlayerName> completed using <SpecialPowerName>.
  321. Player_/ Player completed using a special power.
  322.  
  323. EvaluateCondition("PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED", PlayerName, SpecialPowerName, UnitName)
  324. Player <PlayerName> completed using <SpecialPowerName> from <UnitName>.
  325. Player_/ Player completed using a special power from a named unit.
  326.  
  327. EvaluateCondition("PLAYER_ACQUIRED_SCIENCE", PlayerName, ScienceName)
  328. Player <PlayerName> acquired <ScienceName>.
  329. Player_/ Player acquired a Science.
  330.  
  331. EvaluateCondition("PLAYER_CAN_PURCHASE_SCIENCE", PlayerName, ScienceName)
  332. Player <PlayerName> can purchase <ScienceName>.
  333. Player_/ Player can purchase a particular Science (has all prereqs & points).
  334.  
  335. EvaluateCondition("PLAYER_HAS_REACHED_LEVEL_CAP", PlayerName)
  336. <PlayerName> has reached his level cap (cannot gain any more Science Purchace Points)
  337. Player_/Upgrades & Sciences/Has Player Reached Level Cap
  338.  
  339. EvaluateCondition("PLAYER_HAS_SCIENCEPURCHASEPOINTS", PlayerName, Integer)
  340. Player <PlayerName> has at least <Integer> Science Purchase Points available.
  341. Player_/ Player has a certain number of Science Purchase Points available.
  342.  
  343. EvaluateCondition("PLAYER_BUILT_UPGRADE", PlayerName, UpgradeName)
  344. Player <PlayerName> built <UpgradeName>.
  345. Player_/ Player built an upgrade.
  346.  
  347. EvaluateCondition("PLAYER_BUILT_UPGRADE_FROM_NAMED", PlayerName, UpgradeName, UnitName)
  348. Player <PlayerName> built <UpgradeName> from <UnitName>.
  349. Player_/ Player built an upgrade from a named unit.
  350.  
  351. EvaluateCondition("PLAYER_HAS_N_OR_FEWER_BUILDINGS", PlayerName, Integer)
  352. <PlayerName> currently owns <Integer> or fewer buildings.
  353. Player/Owns/ Player currently owns N or fewer buildings.
  354.  
  355. EvaluateCondition("PLAYER_DESTROYED_N_BUILDINGS_PLAYER", PlayerName, Integer, PlayerName)
  356. Player <PlayerName> destroyed <Integer> or more buildings owned by <PlayerName>.
  357. Player_/ Player destroyed N or more of an opponent's buildings.
  358.  
  359. EvaluateCondition("PLAYER_HAS_OBJECT_COMPARISON", PlayerName, Comparison, Integer, ObjectType)
  360. <PlayerName> has <Comparison> <Integer> unit or structure of type <ObjectType>
  361. Player_/ Player has (comparison) unit type.
  362.  
  363. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName, UpgradeName)
  364. <PlayerName> has <Comparison> <Integer> unit or structure with <ObjectType> in the <TriggerAreaName> with upgrade <UpgradeName>
  365. Player_/ Player has (comparison) kind of unit or structure in an area with a specified upgrade.
  366.  
  367. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName)
  368. <PlayerName> has <Comparison> <Integer> unit or structure of type <ObjectType> in the <TriggerAreaName>
  369. Player_/ Player has (comparison) unit type in an area.
  370.  
  371. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT", PlayerName, Comparison, Integer, ObjectType, TriggerAreaName)
  372. <PlayerName> has <Comparison> <Integer> completely built units or structures of type <ObjectType> in the <TriggerAreaName>
  373. Player_/ Player has (comparison) of completely built unit type in an area.
  374.  
  375. EvaluateCondition("PLAYER_ISSUED_FORMATION_ORDER")
  376. Player has issued formation order
  377. Player_/ Player has issued formation order
  378.  
  379. EvaluateCondition("PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION", PlayerName, ModelCondition, Comparison, Integer)
  380. # of objects owned by player <PlayerName> with model condition <ModelCondition> is <Comparison> <Integer>.
  381. Player_/ Player has (comparison) objects with model condition
  382.  
  383. EvaluateCondition("PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT", PlayerName, Comparison, Integer, RealNumber, UnitName)
  384. Player <PlayerName> has <Comparison> <Integer> units at least <RealNumber> yards from <UnitName>.
  385. Player_/ Player has (comparison) units more than x distance from object
  386.  
  387. EvaluateCondition("COMPARISON_TREES_IN_TRIGGER_AREA", Comparison, Integer, TriggerAreaName)
  388. There are <Comparison> <Integer> trees in the <TriggerAreaName> .
  389. Trees_/ There are (comparison) trees in an area.
  390.  
  391. EvaluateCondition("PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA", PlayerName, Comparison, Integer, UnitOrStructureKind, TriggerAreaName)
  392. <PlayerName> has <Comparison> <Integer> unit or structure with <UnitOrStructureKind> in the <TriggerAreaName>
  393. Player_/ Player has (comparison) kind of unit or structure in an area.
  394.  
  395. EvaluateCondition("PLAYER_POWER_COMPARE_PERCENT", PlayerName, Comparison, Integer)
  396. <PlayerName> has <Comparison> <Integer> percent power supply ratio.
  397. Player_/ Player has (comparison) percent power supply to consumption.
  398.  
  399. EvaluateCondition("PLAYER_EXCESS_POWER_COMPARE_VALUE", PlayerName, Comparison, Integer)
  400. <PlayerName> has <Comparison> <Integer> excess kilowatts power supply.
  401. Player_/ Player has (comparison) kilowatts excess power supply.
  402.  
  403. EvaluateCondition("UNIT_EMPTIED", UnitName)
  404. <UnitName> emptied its contents.
  405. Unit_/ Unit has emptied its contents.
  406.  
  407. EvaluateCondition("SKIRMISH_SPECIAL_POWER_READY", PlayerName, SpecialPowerName)
  408. <PlayerName> is ready to fire <SpecialPowerName>.
  409. Skirmish_/ Player's special power is ready to fire.
  410.  
  411. EvaluateCondition("SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM", PlayerName, SpecialPowerName, TeamName)
  412. <PlayerName> can perform special power <SpecialPowerName> at team location <TeamName>.
  413. Skirmish_/ Player's special power is able to fire on team.
  414.  
  415. EvaluateCondition("UNIT_HAS_OBJECT_STATUS", UnitName, ObjectStatus)
  416. <UnitName> has <ObjectStatus>
  417. Unit_/ Unit has object status.
  418.  
  419. EvaluateCondition("UNIT_USING_STANCE", UnitName, Stance)
  420. Is <UnitName> in the <Stance> stance.
  421. Unit_/Is named unit in a stance.
  422.  
  423. EvaluateCondition("TEAM_ALL_HAS_OBJECT_STATUS", TeamName, ObjectStatus)
  424. <TeamName> has <ObjectStatus>
  425. Team_/ Team has object status - all.
  426.  
  427. EvaluateCondition("TEAM_SOME_HAVE_OBJECT_STATUS", TeamName, ObjectStatus)
  428. <TeamName> has <ObjectStatus>
  429. Team_/ Team has object status - partial.
  430.  
  431. EvaluateCondition("SKIRMISH_VALUE_IN_AREA", PlayerName, Comparison, RealNumber, TriggerAreaName)
  432. <PlayerName> has <Comparison> <RealNumber> threat within area <TriggerAreaName>
  433. Skirmish Only_/ Player has (condition) threat level in area.
  434.  
  435. EvaluateCondition("SKIRMISH_PLAYER_FACTION", PlayerName, FactionName)
  436. <PlayerName> is <FactionName>
  437. Skirmish_/ Player is faction. - untested
  438.  
  439. EvaluateCondition("SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE", PlayerName, RealNumber, TriggerAreaName, RealNumber)
  440. <PlayerName> has supplies within <RealNumber> of <TriggerAreaName> worth at least <RealNumber>
  441. Skirmish Only_/ Supplies are within specified distance.
  442.  
  443. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_ALL", PlayerName, TeamName, TeamAbilityName)
  444. <PlayerName>'s <TeamName> are ready to use <TeamAbilityName> (all applicable members).
  445. Skirmish_/ Command Ability is ready - all.
  446.  
  447. EvaluateCondition("SKIRMISH_COMMAND_BUTTON_READY_PARTIAL", PlayerName, TeamName, TeamAbilityName)
  448. <PlayerName>'s <TeamName> are ready to use <TeamAbilityName> (at least one member).
  449. Skirmish_/ Command Ability is ready - partial
  450.  
  451. EvaluateCondition("SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS", PlayerName, Comparison, Integer)
  452. <PlayerName>. There are <Comparison> <Integer> unowned faction units.
  453. Skirmish_/ Unowned faction unit -- comparison.
  454.  
  455. EvaluateCondition("SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD", PlayerName, ObjectType)
  456. <PlayerName> can build <ObjectType>.
  457. Skirmish_/ Player has prerequisites to build an object type.
  458.  
  459. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED", PlayerName, Comparison, Integer)
  460. <PlayerName> has <Comparison> <Integer> garrisoned buildings.
  461. Skirmish_/ Player has garrisoned buildings -- comparison.
  462.  
  463. EvaluateCondition("SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS", PlayerName, Comparison, Integer)
  464. <PlayerName> has captured <Comparison> <Integer> units.
  465. Skirmish_/ Player has captured units -- comparison
  466.  
  467. EvaluateCondition("SKIRMISH_NAMED_AREA_EXIST", PlayerName, TriggerAreaName)
  468. <PlayerName>. <TriggerAreaName> exists.
  469. Skirmish_/ Area exists.
  470.  
  471. EvaluateCondition("SKIRMISH_PLAYER_HAS_UNITS_IN_AREA", PlayerName, TriggerAreaName)
  472. <PlayerName> has units in <TriggerAreaName>.
  473. Skirmish_/ Player has units in an area
  474.  
  475. EvaluateCondition("SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER", PlayerName, PlayerName)
  476. <PlayerName> has been attacked by <PlayerName>.
  477. Skirmish_/ Player has been attacked by player.
  478.  
  479. EvaluateCondition("SKIRMISH_PLAYER_IS_OUTSIDE_AREA", PlayerName, TriggerAreaName)
  480. <PlayerName> has doesn't have units in <TriggerAreaName>.
  481. Skirmish_/ Player doesn't have units in an area.
  482.  
  483. EvaluateCondition("SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER", PlayerName, PlayerName)
  484. <PlayerName> has discovered <PlayerName>.
  485. Skirmish_/ Player has discovered another player.
  486.  
  487. EvaluateCondition("MUSIC_TRACK_HAS_COMPLETED", MusicName, Integer)
  488. <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.)
  489. Multimedia_/ Music track has completed some number of times.
  490.  
  491. EvaluateCondition("SUPPLY_SOURCE_SAFE", PlayerName, Integer)
  492. <PlayerName> closest supply src with at least <Integer> available resources is SAFE from enemy influence.
  493. Skirmish_/ Supply source is safe.
  494.  
  495. EvaluateCondition("SUPPLY_SOURCE_ATTACKED", PlayerName)
  496. <PlayerName> supply source is under attack.
  497. Skirmish_/ Supply source is attacked.
  498.  
  499. EvaluateCondition("START_POSITION_IS", PlayerName, Integer)
  500. <PlayerName> starting position is <Integer> .
  501. Skirmish_/ Start position.
  502.  
  503. EvaluateCondition("ZONE_FOCUS_MORE_THAN", Text, Integer)
  504. Zone named <Text> has been entered at least <Integer> times.
  505. LivingWorld_/ Zone Focus Check.
  506.  
  507. EvaluateCondition("IS_SEIGE_ATTACHED_TO_WALL", UnitName)
  508. Is Siege Unit named <UnitName> attached to a wall.
  509. Unit_/ CHeck if Siege Unit is attached to wall.
  510.  
  511. EvaluateCondition("BANNER_PRESSED", Text)
  512. Banner button <Text> was pressed.
  513. LivingWorld_/Banner pressed.
  514.  
  515. EvaluateCondition("PLAYER_LOST_OBJECT_TYPE", PlayerName, ObjectType)
  516. <PlayerName> has lost an object of type <ObjectType> (can be an object type list).
  517. Player_/ Player has lost an object of type.
  518.  
  519. EvaluateCondition("CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT", WaypointName)
  520. Camera following spline path hits <WaypointName> waypoint.
  521. Camera_/Camera following spline path hits specified waypoint.
  522.  
  523. EvaluateCondition("CAMERA_ENTERED_AREA", TriggerAreaName)
  524. Camera enters <TriggerAreaName>
  525. Camera_/Camera entered a specific area.
  526.  
  527. EvaluateCondition("TEAM_IS_LED_BY_UNIT", TeamName, UnitName)
  528. Is team <TeamName> affected by leadership ability from unit <UnitName>
  529. Team_/ Is Team affected by leadership ability from unit.
  530.  
  531. EvaluateCondition("PLAYER_COMPARE_LIGHT_POINTS", PlayerName, Comparison, Integer)
  532. <PlayerName> has light points <Comparison> to the value <Integer>
  533. Player_/ Player has light points (comparison) to a value.
  534.  
  535. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_TEAM", PlayerName, TeamName)
  536. <PlayerName> has enough command points to build team <TeamName>
  537. Player_/ Player has enough command points to build a team.
  538.  
  539. EvaluateCondition("HAS_COMMAND_POINTS_TO_BUILD_UNIT", PlayerName, ObjectType)
  540. <PlayerName> has enough command points to build unit <ObjectType>
  541. Player_/ Player has enough command points to build a unit.
  542.  
  543. EvaluateCondition("CAN_BUILD_AT_BASE", PlayerName, UnitName)
  544. Can player <PlayerName> build at base <UnitName>
  545. Player_/ Can build at base.
  546.  
  547. EvaluateCondition("CAN_BUILD_OBJECTTYPE_AT_BASE", PlayerName, UnitName, ObjectName)
  548. Can player <PlayerName> build at base<UnitName> an object of type, <ObjectName>
  549. Player_/ Can build a particular type of structure at base.
  550.  
  551. EvaluateCondition("PLAYER_HAS_KILLED_KINDOF_UNITS", PlayerName, Integer, UnitOrStructureKind)
  552. <PlayerName> has killed <Integer> or more units of kindof <UnitOrStructureKind>
  553. Player_/ Player currently has killed N or more units of KindOf.
  554.  
  555. EvaluateCondition("PLAYER_HAS_KILLED_TYPE_UNITS", PlayerName, Integer, ObjectType)
  556. <PlayerName> has killed <Integer> or more units of type <ObjectType>
  557. Player_/ Player currently has killed N or more units of type.
  558.  
  559. EvaluateCondition("NAMED_DESTROYED_BY_OBJECTTYPE", UnitName, ObjectType)
  560. <UnitName> has been destroyed by a(n) <ObjectType>
  561. Unit_/ Unit is destroyzed by a specific unit type.
  562.  
  563. EvaluateCondition("GATE_IS_OPEN", UnitName)
  564. The unit (presumed a gate) referenced as<UnitName> is OPEN.
  565. Unit (includes Structures)/ Check if a gate is open. (False, if not a gate, or closed)
  566.  
  567. EvaluateCondition("MUSIC_IS_PLAYING_FROM_SCRIPT")
  568. The music scripting system is on.
  569. Audio_/Music/MUSIC_IS_PLAYING_FROM_SCRIPT
  570.  
  571. EvaluateCondition("UNIT_CAN_PATH_TO_WAYPOINT", UnitName, WaypointName)
  572. <UnitName> can path to waypoint <WaypointName>
  573. Unit_/ Unit can path to waypoint.
  574.  
  575. EvaluateCondition("UNIT_CAN_PATH_TO_OBJECT", UnitName, UnitName)
  576. <UnitName> can path to unit/object <UnitName>
  577. Unit_/ Unit can path to object.
  578.  
  579. EvaluateCondition("TEAM_CAN_PATH_TO_WAYPOINT", TeamName, WaypointName)
  580. The first unit of team <TeamName> can path to waypoint <WaypointName>
  581. Team_/ Team can path to waypoint.
  582.  
  583. EvaluateCondition("TEAM_CAN_PATH_TO_OBJECT", TeamName, UnitName)
  584. The first unit of team <TeamName> can path to unit/object <UnitName>
  585. Team_/ Team can path to object.
  586.  
  587. EvaluateCondition("UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", UnitName, PlayerName)
  588. Unit<UnitName> is inside, or can path into the nearest base owned by player, <PlayerName>
  589. Unit/ Unit can path into (Player's) nearest base. Or is already inside it :-)
  590.  
  591. EvaluateCondition("TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE", TeamName, PlayerName)
  592. The first unit of team <TeamName> is inside, or can path into the nearest base owned by player, <PlayerName>
  593. Team/ Team can path into (Player's) nearest base. Or is already inside it :-).
  594.  
  595. EvaluateCondition("UNIT_COMPARE_RANK", UnitName, Comparison, Integer)
  596. Does unit <UnitName> have rank <Comparison> to <Integer>
  597. Unit_/ Unit compared to rank level.
  598.  
  599. EvaluateCondition("PLAYER_COMPARE_RANK", PlayerName, Comparison, Integer)
  600. Does player <PlayerName> have rank <Comparison> to <Integer>
  601. Player_/ Player compared to rank level.
  602.  
  603. EvaluateCondition("EVAL_TEAM_HEALTH", TeamName, Comparison, Integer)
  604. Check if Team <TeamName> has health <Comparison> to <Integer> percent
  605. Team_/ Compare team health.
  606.  
  607. EvaluateCondition("UNIT_HAS_GAINED_LEVEL", UnitName)
  608. <UnitName>has gained a level
  609. Unit_/Experience/Unit gained experience level.
  610.  
  611. EvaluateCondition("UNIT_IS_AT_LEVEL", UnitName, Text)
  612. <UnitName> is at experience level <Text>
  613. Unit_/Experience/Unit is at a specified experience level.
  614.  
  615. EvaluateCondition("UNIT_HAS_NUM_SKILL_POINTS", UnitName, Comparison, Integer)
  616. <UnitName> has <Comparison> <Integer> skill points
  617. Unit_/Skill Points/Unit has (comparison) number of skill points.
  618.  
  619. EvaluateCondition("PLAYER_HAS_OBJECT_OF_VETERANCY", PlayerName, ObjectType, Comparison, Integer)
  620. Player <PlayerName> has obvject of type <ObjectType> with rank level <Comparison> to <Integer>
  621. Player/Experience/Player has object of rank level.
  622.  
  623. EvaluateCondition("OBJECT_OF_TYPE_OR_LIST_INSIDE_REFD_BASE", ObjectType, UnitReference)
  624. There is a unit of type (or list) <ObjectType> inside the base <UnitReference>
  625. Base/There is an object of given type (or list) inside the base.
  626.  
  627. EvaluateCondition("TEAM_ENTERED_REFD_BASE_ENTIRELY", TeamName, UnitReference)
  628. Team <TeamName> has entered the base <UnitReference> entirely.
  629. Base/Team/Team entered a base, entirely.
  630.  
  631. EvaluateCondition("TEAM_ENTERED_REFD_BASE_PARTIALLY", TeamName, UnitReference)
  632. Team <TeamName> has entered the base <UnitReference> partially.
  633. Base/Team/Team entered a base, partially.
  634.  
  635. EvaluateCondition("TEAM_EXITED_REFD_BASE_ENTIRELY", TeamName, UnitReference)
  636. Team <TeamName> has exited the base <UnitReference> entirely.
  637. Base/Team/Team exited a base, entirely.
  638.  
  639. EvaluateCondition("TEAM_EXITED_REFD_BASE_PARTIALLY", TeamName, UnitReference)
  640. Team <TeamName> has exited the base <UnitReference> partially.
  641. Base/Team/Team exited a base, partially.
  642.  
  643. EvaluateCondition("NAMED_ENTERED_REFD_BASE", UnitName, UnitReference)
  644. Unit <UnitName> has entered the base <UnitReference> entirely.
  645. Base/Unit/Unit entered a base.
  646.  
  647. EvaluateCondition("NAMED_EXITED_REFD_BASE", UnitName, UnitReference)
  648. Unit <UnitName> has exited the base <UnitReference> entirely.
  649. Base/Unit/Unit exited a base.
  650.  
  651. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_ENTIRELY", TeamName, PlayerName)
  652. Team <TeamName> has entered the nearest base owned by player <PlayerName> entirely.
  653. Base/Team/Team entered (Player's) nearest base, entirely.
  654.  
  655. EvaluateCondition("TEAM_ENTERED_NEAREST_BASE_PARTIALLY", TeamName, PlayerName)
  656. Team <TeamName> has entered the nearest base owned by player <PlayerName> partially.
  657. Base/Team/Team entered (Player's) nearest base, partially.
  658.  
  659. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_ENTIRELY", TeamName, PlayerName)
  660. Team <TeamName> has exited the nearest base owned by player <PlayerName> entirely.
  661. Base/Team/Team exited (Player's) nearest base, entirely.
  662.  
  663. EvaluateCondition("TEAM_EXITED_NEAREST_BASE_PARTIALLY", TeamName, PlayerName)
  664. Team <TeamName> has exited the nearest base owned by player <PlayerName> partially.
  665. Base/Team/Team exited (Player's) nearest base, partially.
  666.  
  667. EvaluateCondition("NAMED_ENTERED_NEAREST_BASE", UnitName, PlayerName)
  668. Unit <UnitName> has entered the nearest base owned by player <PlayerName> entirely.
  669. Base/Unit/Unit entered (Player's) nearest base.
  670.  
  671. EvaluateCondition("NAMED_EXITED_NEAREST_BASE", UnitName, PlayerName)
  672. Unit <UnitName> has exited the nearest base owned by player <PlayerName> entirely.
  673. Base/Unit/Unit exited (Player's) nearest base.
  674.  
  675. EvaluateCondition("UNIT_HAS_PASSENGER", UnitName)
  676. Evaluate if <UnitName> is containing any passengers.
  677. Unit_/Unit/Unit has passenger.
  678.  
  679. EvaluateCondition("UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE", UnitName)
  680. Evaluate if <UnitName> is being attacked and cannot retaliate.
  681. Unit_/Unit is being attacked but cannot retaliate.
  682.  
  683. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY", TeamName)
  684. Evaluate if any team member of <TeamName> is being attacked and cannot retaliate.
  685. Team_/Any Team meember is being attacked but cannot retaliate.
  686.  
  687. EvaluateCondition("TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL", TeamName)
  688. Evaluate if all team members of <TeamName> who are being attacked and cannot retaliate.
  689. Team_/All Team members who are being attacked cannot retaliate.
  690.  
  691. EvaluateCondition("IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER", Boolean)
  692. Is the game in a skirmish or multiplayer mode == <Boolean>
  693. GameType/Is game in a skirmish or multiplayer game.
  694.  
  695. EvaluateCondition("IS_GAME_MODE_ACTIVE", Text)
  696. Is <Text> game mode active
  697. GameType/Is game mode active?
  698.  
  699. EvaluateCondition("REGION_CAMPS_SHOULD_UNPACK")
  700. Should camps in this region map unpack?
  701. Base/ Should camps unpack for this region map?
  702.  
  703. EvaluateCondition("COMPARE_NUM_PLAYERS_IN_GAME", Comparison, Integer)
  704. Is this a <Comparison> <Integer> player game.
  705. GameType/Compares the number of players in game to a value.
  706.  
  707. EvaluateCondition("IS_UNIT_WEBBED", UnitName, Boolean)
  708. Is webbed status of <UnitName> == <Boolean>
  709. Unit_/Test webbed status of a unit.
  710.  
  711. EvaluateCondition("ANY_HERO_REACHED_RANK", PlayerName, Integer, Integer)
  712. Does <PlayerName> have <Integer> Heroes that have reached rank <Integer>
  713. ObjectivesTest/Num heroes reached level during game.
  714.  
  715. EvaluateCondition("NUM_UNITS_LEVELED_UP", PlayerName, Integer, Boolean)
  716. Does <PlayerName> have <Integer> units that has gained a level this game --> should include Heroes <Boolean>
  717. ObjectivesTest/Num units leveled up during game.
  718.  
  719. EvaluateCondition("PLAYER_HAS_NUM_UNITS_WITH_UPGRADE", PlayerName, Integer, UpgradeName)
  720. Does <PlayerName> have <Integer> units that has upgrade <UpgradeName>
  721. ObjectivesTest/Num units has specified upgrade.
  722.  
  723. EvaluateCondition("PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT", PlayerName, Integer, ObjectName, ObjectName)
  724. Does <PlayerName> have <Integer> units of type <ObjectName> loaded on transport of type <ObjectName>
  725. ObjectivesTest/Num units of type loaded on transport.
  726.  
  727. EvaluateCondition("UNIT_HAS_TOGGLED_WEAPON", PlayerName, ObjectName)
  728. Does <PlayerName> have <ObjectName> that have toggled weapon set.
  729. ObjectivesTest/Does Player have Units that have Toggled Weapon set.
  730.  
  731. EvaluateCondition("UNIT_IN_ALT_FORMATION", PlayerName, ObjectName)
  732. Does <PlayerName> have <ObjectName> that is currently in alternate formation.
  733. ObjectivesTest/Does Player have Units that are in alternate formation.
  734.  
  735. EvaluateCondition("UNIT_USING_AUTOPICKUP", PlayerName, ObjectName)
  736. Does <PlayerName> have <ObjectName> that has triggered auto pickup.
  737. ObjectivesTest/Does Player have Units that have triggered auto pickup.
  738.  
  739. EvaluateCondition("ANY_UNITS_USING_BLOODTHIRSTY", PlayerName)
  740. Does <PlayerName> have any units that are currently bloodthirsty
  741. ObjectivesTest/Does Player have Units that are bloodthirsty.
  742.  
  743. EvaluateCondition("IS_AREA_ON_FIRE", TriggerAreaName)
  744. Is any cell within <TriggerAreaName> on fire
  745. Map_/Area on fire.
  746.  
  747. EvaluateCondition("LIVING_WORLD_IS_REGION_REF_BOUND", LivingWorldRegion)
  748. Is <LivingWorldRegion> bound to a region
  749. _Region/Is Region Ref bound to a region?
  750.  
  751. EvaluateCondition("HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS", EvaEvent, RealNumber)
  752. Has <EvaEvent> played with in the last <RealNumber> seconds
  753. Player_/Eva event played recently
  754.  
  755. EvaluateCondition("IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT", PlayerName, RealNumber, EvaEvent, Comparison, Integer)
  756. Is the number of units belong to <PlayerName> within <RealNumber> feet of the location where <EvaEvent> last played <Comparison> <Integer>
  757. 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
  758.  
  759. EvaluateCondition("HAS_DELAYED_CARRYOVER_UNIT_OF_TYPE", ObjectType, PlayerName)
  760. Is there a delayed-carryover object of type <ObjectType> belonging to <PlayerName> still waiting to spawn
  761. Unit_/Is there a delayed-carryover unit of type
  762.  
  763. EvaluateCondition("TOGGLE_STANCE_SUBMENU_IS_OPEN")
  764. The toggle stance command sub-menu is open.
  765. Interface_/The toggle stance command sub-menu is open
  766.  
  767. EvaluateCondition("SPELL_STORE_IS_OPEN")
  768. The spell store is open.
  769. Interface_/The spell store is open
  770.  
  771. EvaluateCondition("OBJECTIVES_SCREEN_IS_OPEN")
  772. The objectives screen is open.
  773. Interface_/The objectives screen is open
  774.  
  775. EvaluateCondition("PLAYER_IS_IN_PLANNING_MODE", PlayerName)
  776. Player <PlayerName> is in planning mode.
  777. Player_/Player is in planning mode
  778.  
  779. EvaluateCondition("PLAYER_HAS_UNIT_TYPE_IN_TRIGGER_AREA_UNDER_ATTACK", PlayerName, ObjectType, TriggerAreaName)
  780. <PlayerName> unit or structure of type <ObjectType> in the <TriggerAreaName>
  781. Player_/ Player has unit type in an area under attack.
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