Events Manual

by Talon-Thorn

List of Events

* New event; ** Old event no longer available (but see notes)

Center View

DESCRIPTION: Centers the player’s view on the specified map location.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players affected by event.
Required : Yes
Valid Values : one or more players, trigger player, independents

XYL – Location on map.
Required : Yes
Valid Values : valid (X, Y, Level) coordinates (including map border)

NOTES:

  • Though you can include “independents” in the list of players, it serves no practical purpose for this event.

Change Terrain

DESCRIPTION: Changes the terrain at a specified location to a specified terrain type.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

XYL – Location on map.
Required : Yes
Valid Values : valid (X, Y, Level) coordinates (not including map border)

Terrain Type – Type of terrain to change to.
Required : Yes
Valid Values :

ttGrass, ttDesert, ttSnow, ttSteppe, ttWaste, ttSwamp, ttBeach, ttDirt, ttShadowLand

  • changes terrain to specified type
  • tiles in the target area are changed to corresponding tile of the new terrain type.
  • does not kill units, destroy structures, nor remove mountains.
    Exceptions: mountains will be changed to the designated terrain type only if the majority of the hexagons of the mountain are affected; in this case, swamp will remove the mountains since swamp has no mountain tiles. Subsequently changing back from swamp will not bring back mountains.
  • will remove earth, rock, shadow void, and cavern wall tiles.

ttWater, ttIce, ttLava, ttShadowWater

  • changes terrain to specified type only where elevation is “zero”
    Exceptions: for surface and shadow level, cavern wall tiles, earth, and rock will be removed and the hexagon will change to the specified terrain — even though these tiles are at the highest elevation. For the underground level, all target hexagons are changed regardless of elevation and terrain occupying the hexagon.
  • roads will change to bridges IF the terrain to either side is not one of these terrain types, is not changed, or has elevation greater than “zero”.
  • any units on a hexagon that is changed will die unless they can walk on the terrain type or can float or fly.
  • any structure at elevation zero will be destroyed.
    Exception: for the underground level, all structures are destroyed regardless of elevation.

ttEarth, ttRock, ttShadowVoid

  • changes terrain to specified type, destroying any structure and killing any unit in the affected hexagons.
  • structures are destroyed even if only one hexagon they occupy is affected.
  • terrain elevation is raised to the maximum height (regardless of adjacent terrain) by ttEarth and ttRock; surrounding elevation is affected only if it is not volcanic, water (shadow or surface), nor ice.
  • ttEarth and ttRock will not work on any hexagon containing a treasure item on the ground.

Radius – Radius distance in hexagons around the target location (where zero is the target hexagon only).
Required : No (default zero, or target hexagon only)
Valid Values : Positive number

NOTES:

  • Though ttBorder is listed in the values list for terrain type, it can not be selected.
  • Units do not get shadow sickness from being on shadow tiles when on the surface.
  • Interestingly, rock, earth, and shadow water terrain can be placed on the surface using this event (they can not be placed on the surface using the editor).

Control Flag

DESCRIPTION: Sets the value of an internal flag variable.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

FlagID – User-defined value for identifying flag variable.
Required : Yes
Valid Values : positive number

Active – Value to be assigned to flag variable.
Required : Yes
Valid Values : True, False

NOTES:

Control Counter

DESCRIPTION: Allows script writer to control the workings of a numeric variable which can be used to keep track of a count and can serve as a trigger to set off other events (see conditions: counter).

ACTIVATE: Once, Once a Player, Always

SETTINGS:

CounterID – The user-specified ID assigned to the counter.
Required : Yes
Valid Values : positive (non-zero) number.

Mode – Add to (+/-) or Set the counter’s value.
Required : Yes
Valid Values :
  ccmAdd – add the Value amount (+/-) to the counter
  ccmSet – set the counter to the amount specified by Value

Value – Value amount to change the counter by.
Required : Yes
Valid Values : numeric value.

NOTES:

  • Each counter is initialized to zero.

Control Player Relation

DESCRIPTION: Player relations can be adjusted using this event.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

PlayerFrom – The player whom the relation change is from
Required : Yes
Valid Values : one player, trigger player

PlayerTo – The player whom the relation change is to
Required : Yes
Valid Values : one player, trigger player

Modifier – Value amount to change the relation by.
Required : Yes
Valid Values : numeric value (+/-).

NOTES:

  • Relations between every two players run on a scale of 0 to 100.
  • This event is useful only for changing the relation between AI players or between a human and AI player.

Control Race Relation

DESCRIPTION: Player relations can be adjusted using this event.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Modifier – Value amount to change the relation.
Required : Yes
Valid Values : numeric value (+/-).

Race – Race for which the relations is changed.
Required : Yes

Players – List of players affected by event.
Required : Yes
Valid Values : one or more players, trigger player, independents

Reason – Text reason for the change.
Required : No

NOTES:

  • Relations between each player and race runs on a scale of 0 to 100.

Diplomatic Action

DESCRIPTION: Evokes a diplomatic action between players.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

PlayerFrom – Player from whom the diplomatic action originates.
Required : Yes
Valid Values : Single player, trigger player

PlayerTo – Player to whom diplomatic action is sent.
Required : Yes
Valid Values : Single player, trigger player

Action
Required : Yes
Valid Values : Pre-defined diplomatic action (see below).

eaSendMessage

  • Sends a message from PlayerFrom to PlayerTo

eaOfferPeace

  • PlayerFrom negotiates for peace with PlayerTo
  • If PlayerFrom and PlayerTo are already at peace or allied, this event will not occur.

eaDeclareWar

  • PlayerFrom declares war with PlayerTo
  • If PlayerFrom and PlayerTo are already at war, this event will not occur.

eaProposeAlliance

  • PlayerFrom negotiates an alliance with PlayerTo
  • If PlayerFrom and PlayerTo are already allied, this event will not occur.

Message – User-defined text message.
Required : No
Valid Values : User-defined text message.
Message text is sent only for Actions of type eaSendMssage and eaDeclareWar. There is no place for the message to appear for the eaOfferPeace and eaProposeAlliance actions.

NOTES:

  • With this event a player can go from War to Alliance in one step.
  • The two players do not have to be in contact for this event to occur.
  • Event puts a message in the affected players’ message logs.
  • PlayerFrom has no control over the event.
  • Works the same for human and AI players.
  • Event will not occur if players are already in a diplomatic state agreeable to the event. (Peace offer does not occur if already at peace or allied, etc.)

Explore Area

DESCRIPTION: “Explores” the target area (does not clear the fog of war, but reveals the land and structures; can not see units).

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players to which the event applies.
Required : Yes
Valid Values : One or more players, trigger player, independents

Radius – Radius distance in hexagons around the target location (where zero is the target hexagon only).
Required : No (default zero, or target hexagon only)
Valid Values : Positive number

XYL – A location on the map.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates

Flag Structure

DESCRIPTION: Specified structure is flagged as owned by the specified player.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

StructureID – ID number of structure.
Required : Yes
Valid Values : ID of any city, tower, node, or resource site on the map

Player – Player to which the event applies.
Required : Yes
Valid Values : One player, trigger player, independents

NOTES:

  • Works only on cities, towers, and income structures.

Gold Reward

DESCRIPTION: Gives (or takes from) the player a random amount of gold.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players affected by this event.
Required : Yes
Valid Values : One or more players, trigger player, independents

GoldMin – Minimum amount of gold to be rewarded.
Required : Yes
Valid Values : Number

GoldMax – Maximum amount of gold to be rewarded.
Required : No (see notes)
Valid Values : Number

NOTES:

  • No message is sent to player and no notification is given of this event’s occurrence.
  • If MaxGold is less than GoldMin, GoldMin is the amount given to the player.
  • Despite the name of this event, a negative value takes gold from the player, even if it makes the player’s reserve negative!

Hero Join

DESCRIPTION: A hero and his companions offer to join the player’s cause.

ACTIVATE: Once

SETTINGS:

Player – Player to whom the offer is made.
Required : Yes
Valid Values : single player, trigger player

HeroID – ID number of hero.
Required : Yes
Valid Values : Valid hero ID number

Compagnions [sic] – Random list of companions that can spawn with the hero.
User can specify several sets of units; one of the sets is randomly selected.
Required : No
Valid Values : zero or more sets of zero or more units

Message – Text message sent to the player.
Required : No (but see Notes)
Valid Values : user-defined text message

Gold – Amount of gold required to hire hero and his party.
Interestingly, a negative value gives gold to the player!
Required : No (default zero)
Valid Values : number

XYL – Coordinates on map where the hero and party appear.
Required : Yes
Valid Values : valid (X, Y, Level) coordinates

NOTES:

  • The cost of hiring the party is not shown to the player. Be sure to include it in the message.
  • If not hired, the party becomes independents set on “scout” AI.
  • If hero spawns at a location already containing units or with a terrain type he can’t enter, the hero will spawn as close to the location as is legally possible.
  • The addition of units with the hero does not affect the hire cost. The cost is set solely by the “Gold” parameter.

Hero Upgrade

DESCRIPTION: A hero is offered an upgrade.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

HeroID – ID number of hero.
Required : Yes
Valid Values : Valid hero ID number

NOTES:

  • Upgrade options are randomly generated based on hero’s class, just as if hero gained a level.

Kill Unit

DESCRIPTION: All of a player’s units at the source location are teleported to the destination location.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

UnitID – ID number of unit.
Required : Yes
Valid Values : Valid unit ID number

Source – Players who gets the blame (or credit) for killing the unit.
Required : Yes
Valid Values : One player, trigger player, independents

NOTES:

  • Unit can be a wizard or hero as well as any summoned or recruited troop unit. However, a wizard unit will not die permanently and will respawn the next turn at a wizard tower owned by the player. If the player owns no cities with wizard towers at the time of the wizard’s death, then the wizard is permanently dead and the player loses the game (the player has no opportunity to try to capture a wizard tower, but loses immediately).

Lose Game

DESCRIPTION: Specified players immediately lose the game.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players who immediately lose the game.
Required : Yes
Valid Values : one or more players, trigger player, independents

NOTES:

  • If during the execution of this event, only one player remains, the event will stop running and that last player will be declared the winner.
  • For example: Set trigger to Next Turn for (trigger player) and set Lose Turn event to occur for (trigger player); all players will lose on the first turn, except the last player in the list (by player order of the map) who will win.

Mana Reward

DESCRIPTION: Specified players receive a random amount of mana to their reserve.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players who receive the mana.
Required : Yes
Valid Values : one or more players, trigger player, independents

ManaMin – Minimum amount of gold to be rewarded.
Required : Yes
Valid Values : number

ManaMax – Maximum amount of gold to be rewarded.
Required : No (see notes)
Valid Values : number

NOTES:

  • Mana goes directly to the player’s reserve; it is not split between research and mana income.

Play FX

DESCRIPTION: Play a special effects clip.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

FXType – List of players who will see the special effects.
Required : Yes
Valid Values : Pre-defined special effects type. Choose from: eftFireworksCosmos, eftFireworksWater, eftFireworksFire, eftFireworksAir, eftFireworksEarth, eftFireworksLife, eftFireworksDeath.

FXFileName – FX file (.fx) to play instead of FXType
Valid Values: Any file of .fx format.

XYL – Coordinates on map where the special effects will appear.
Required : Yes
Valid Values : valid (X, Y, Level) coordinates

CenterView – Option to center view on XYL location of event.
Required : Yes
Valid Values : True, False

Delay – Timed delay in miliseconds (1000 = 1 second) after trigger before the special effects clip is run.
Required : Yes
Valid Values : zero or positive number

Number – Number of times to repeat the special effects clip.
Required : Yes
Valid Values : positive number

NumberDelay – Timed delay in miliseconds (1000 = 1 second) between start of each repeat special effects clip after the first.
Required : Yes
Valid Values : zero or positive number

WaitTime – Amount of time in miliseconds (1000 = 1 second) before any army can move (and possibly trigger the event again).
Required : Yes
Valid Values : zero or positive number

NOTES:

  • There does not appear to be a straightforward way to add custom special effects. There are many .fx files included with the game; a complete list (previews) in a collection scenarios called the FX Finder can be downloaded from the AoW:SM downloads section.

Play Movie

DESCRIPTION: Play a BINK-format movie clip.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Filename – Path and name of movie file.
Required : Yes
Valid Values : Valid BINK format (.bik) filename.

NOTES:

  • Movie can be custom or one of the movie clips included with the game.
  • Custom movie should ideally be located in the “Movie” subfolder, and will need to be placed there by the player who downloads the map.
  • If the movie clip is not found, the screen will go black (no movie to display). A mouse-click will return the player to the map view screen.
  • Clicking the mouse will interrupt and end the movie early.

Quest

DESCRIPTION: Define a spirit quest or other kind of quest.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Player – List of players to which the event applies.
Required : Yes
Valid Values : One player or trigger player

Spirit – Spirit that is displayed — who offers the quest.
Required : Yes (see notes)
Valid Values : Predefined spirit-image index-value. Choose from: estNone, estOrder, estWar, estNature, estMagic.

Message – Quest message header.
Required : No
Valid Values : User-defined text message.

MissionDescription – Text message describing the quest.
Required : No
Valid Values : User-defined text message.

MissionDays – The number of days the player is given to complete the quest.
Required: Yes
Valid Values : Positive number (default 10)

QuestName – Header text for message.
Required : No
Valid Values : User-defined text.

QuestID – Unique, user-defined ID number for quest.
Required : Yes
Valid Values : Positive number

AutoReward – Determines whether the computer automatically generates a reward for the completed quest. Reward is affected by the “Difficulty” setting (see notes).
Required : No (default “True”)
Valid Values : True, False

QuestID – User-defined ID for the quest. ID is used by the “Spawn Quest Control” event to specify success/failure.
Required : Yes
Valid Values : Positive number.

QuestXYL – A location on the map where the “center” button (part of quest message) will center if clicked (see notes).
Required : No
Valid Values : Valid (X, Y, Level) coordinates

Difficulty – Difficulty rating of the quest (see notes).
Required : No (default zero, or target hexagon only)
Valid Values : Pre-defined difficulty value. Choose from: qdNone, qdEasy, qdAverage, qdHard.

Popup – Show popup window
Required : Yes
Valid Values: True, False

PopupHeader – Header text to display on the popup window
Required : No
Valid Values : User-defined text.

NOTES:

  • “Message” and “MissionDescription” text is placed in the player’s day log.
  • QuestXYL location is not explored for the player, but only moves player’s view to the assigned location when the quest “center” button is pressed. It is up to the user to associate location with quest, and to add an additional event to explore the area.
  • Quest difficulty is a subjective setting, and affects only the value of the reward (since scriptmaker defines the objective), and only if AutoReward is set to “True.”
  • If “AutoReward” is set to “True,” quest will automatically fail once the set number of days specified in the quest have passed since it was offered (if not refused). Thus, if the quest is offered on day 3 (and accepted) and the number of days is set to 20, the quest will fail at the beginning of day 23 (not day 24), unless the player has succeeded/failed before day 23. Quest can succeed or fail before the deadline by triggering a “Quest Control” event.
  • Setting the Spirit to “estNone” now works (in AoW:SM pre patch 1.2 and AoW:WT it would result in the spirit of nature showing up). However, with the spirit to estNone, the quest never fails; at least not in my initial tests. The counter just keeps counting down until it reaches zero, then nothing happens.
  • This event can not be used to set up quests in response for completing construction of a temple for a spirit. Quests defined by the event are in addition to temple-construction-triggered quests.
  • This event can be used to set up a quest stone.
  • There is no way to set up a “kill infidels” quest, unless the “infidels” are placed on the map. The “Spawn Units” event does not allow the unit’s ID to be determined (so that it can be used with a “Kill Unit” trigger), and the “Teleport” event can not teleport independent units. Such a quest would have to be set up from day 1, with the unit placed on the map (so that it’s ID can be determined for the “Kill Unit” trigger). It is not even be possible to set up such a quest by using the ol’ AoW1 method of having a unit in a tunnel with a time-set poison cloud between it and a teleporter (not the event, the map item) on the other end, because units ignore poison clouds!

Quest Control

DESCRIPTION: Use “Spirit Quest Control” to determine whether the matching “Spirit Quest” event succeeds or fails.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Action – List of players to which the event applies.
Required : Yes
Valid Values : qcSucceeded, qcFailed

QuestID – Unique, user-defined ID number for quest.
Required : Yes
Valid Values : Positive number

NOTES:

  • This event can be used with the “Quest” trigger to make custom success/failure events.

Raze Structure

DESCRIPTION: Specified structure is razed.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

StructureID – ID number of structure.
Required : Yes
Valid Values : ID of any city, tower, node, or resource site on the map

NOTES:

  • Works only on cities, towers, and income structures.

Rebuild Structure

DESCRIPTION: Specified structure is rebuilt.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

StructureID – ID number of structure.
Required : Yes
Valid Values : ID of any city, tower, node, or resource site on the map

NOTES:

  • Works only on cities, towers, and income structures.

Request

DESCRIPTION: A text message is displayed to specified players, who may respond with a “yes” or “no.”

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players who receive the request.
Required : Yes
Valid Values : One or more players, trigger player, independents

Message – Text message to be displayed.
Required : Yes
Valid Values : User-defined text message.

Header – Header text for message.
Required : No
Valid Values : User-defined text.

Image – Portrait for a race, wizard, or hero, displayed along side the text message.
Required : Yes (see notes)
Valid Values : Predefined portrait index-value (wizard, race, hero).

Spirit – Spirit that is displayed — who delivers the message.
Required : No (default none)
Valid Values : Predefined spirit-image index-value. Choose from: estNone, estOrder, estWar, estNature, estMagic

RequestID – The ID assigned to the request
Required : Yes
Valid Values : Positive number

NOTES:

  • If no image is specified, this event will show only the “done” button, and the player will not be able to respond to the request (yes/no). Thanks to Vandal6 for identifying this bug.
  • This event is to be used in conjunction with the Request Reply trigger.
  • The request is added to the player’s events list (bottom left of screen) using the “Header” text. The “Header” and “Message” are displayed (bottom center of screen) when the event is selected, with the yes/no/done buttons below and the “Image” to the right.
  • Selecting “done” essentially ignores the request. Selecting “yes” or “no” causes any defined “Request Reply” trigger to fire, based on the trigger’s settings (see Request Reply trigger).

Resurrect Hero

DESCRIPTION: A hero that has died during the game is resurrected and offers his services.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

XYL – Coordinates on map where the hero appears.
Required : Yes
Valid Values : valid (X, Y, Level) coordinates

Player – Player to whom the join offer is made.
Required : Yes
Valid Values : single player, trigger player

HeroID – ID number of hero.
Required : Yes
Valid Values : Valid hero ID number

NOTES:

  • The hero will ask for money to be hired. (Needs to be tested.)
  • If not hired, the hero becomes independent set on “scout” AI. (Needs to be verified.)
  • If hero spawns at a location already containing units or with a terrain type he can’t enter, the hero will spawn as close to the location as is legally possible.

Set Timer

DESCRIPTION: All of a player’s units at the source location are teleported to the destination location.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

TimerID – ID number assigned to timer.
Required : Yes
Valid Values : Positive number

Days – Number of days to count down.
Required : Yes
Valid Values : Positive number

NOTES:

  • Use the Set Timer event with the Timer trigger. The timer counts down the days and then triggers all events which use the timer trigger (same timer ID) when it reaches zero.
  • Timer does not work properly with the “New Turn” trigger, unless it is set to one day. It is possible to set a timer on “New Turn” indirectly by using the “Change Counter” trigger. Use a “New Turn” trigger to set a counter to “1,” then use the “Change Counter” trigger set to go off on the value “1” with this event.
  • There may be other issues with the Timer event, but they have not been confirmed.

Show Message

DESCRIPTION: A text message is displayed to specified players.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players who receive the message.
Required : Yes
Valid Values : One or more players, trigger player, independents

Message – Text message to be displayed.
Required : Yes
Valid Values : User-defined text message.

Header – Header text for message.
Required : No
Valid Values : User-defined text.

Image – Portrait for a race, wizard, or hero, displayed along side the text message.
Required : No
Valid Values : Predefined portrait index-value (wizard, race, hero).

Spirit – Spirit that is displayed — who delivers the message.
Required : No (default none)
Valid Values : Predefined spirit-image index-value. Choose from: estNone, estOrder, estWar, estNature, estMagic.

Spawn Campaign Hero

DESCRIPTION: This is a AoW2:WT event which is no longer available.

NOTES:

Spawn Units

DESCRIPTION: Spawn a semi-random set of units.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Player – Owner of the party of units.
Required : Yes
Valid Values : One player, trigger player, independents

Units – List of units that will spawn. Can specify multiple sets of units, and one of these sets will randomly be selected.
Required : Yes
Valid Values : One or more sets of zero to eight units.

XYL – Coordinates on map where the special effects will appear.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates

Behavior
Required : No (default none)
Valid Values : Pre-defined AI type (see below).

subNone – Party may be hired, and has a banner titled “Party” on the turn it is spawned. On the next turn, party AI will convert to “Patrol” or “Guard Area” AI (see “Patrol” and “Guard Area”). This is true of all race-based, non-race-based, and (most) all machine-based units, but only if the map AI is set to Easy, Normal, or Aggressive. If the map AI is set to “Off,” all units take on the “Garrison” AI (see “Garrison”). Exception: all ships (water or air) become “Party” on the first turn and do not change from this AI regardless of map AI settings.
Note: if two independent units stop in the same hexagon, they are titled “Party,” but their AI will remain unchanged, and they will not combine, but will go their separate ways on the next turn.

subGuard – Party will not leave spawn location. Party can not be hired.

subGuardArea – Party will attack any players’ unit that comes with range (see notes), regardless of race relationships. After battle, party will return to spawn location (if no other targets are within area). Party can not be hired.

subPatrol – Party will patrol the area around the spawn location (see notes) and may attack player parties or capture and watch over structures within the area. Party may be hired.

subScout – Party will go exploring. Party may be hired.

subRefuge – Party will not leave the spawn location. Party can be hired by any player regardless of race relationships, and will always join for free.

subBerserk – Party will explore and will attack any non-independent site or party regardless of chance of success. Party can not be hired.

subGarrison – Party will not leave spawn location. Party may be hired.

subWander – Party will go exploring. Party can not be hired.

subRaid – Party will explore, capture sites, and sometimes raze sites, and will attack parties when it has a decent chance of winning. Party can not be hired.

NOTES:

  • Any number of units can be defined a set, but only the first eight will spawn.
  • Adding a “set” with no units is a way to set up a chance that no units will spawn.
  • If the units spawn at a location already containing units or with a terrain type any one of them can’t enter, the units will spawn next to the location, or as close to the location as is legally possible.
  • A spawned party that can be hired will only be available for hire (except for subRefuge) if the player has a friendly or polite relationship with the unit’s race. A unit may decide to attack a player if the player has a wary or hostile relationship with the unit’s race. Non-race-based units (including machines) can be hired by any player, regardless of alignment. Ship units (air or water) can never be hired, and always retain the AI type “party.”
  • Spawned machines can be hired the same as non-race-based units.
  • The cost of hiring a non-refuge party is the sum build-cost of each unit in the party.
  • “Guard-Area” The units’ protected area is the maximum distance the slowest unit in the party can move in one turn, as limited by terrain.
  • Patrol units’ roaming range is 48 movement points from their spawn location, taking into consideration passable terrain and movement costs. Patrol units only remain within the roaming range if they are weaker than all unfriendly parties and sites that can be reached, regardless of distance (this is where anti-AI tiles come in handy). If the patrol units are stronger than a party or site on the map (including undefended sites), the patrol units make a beeline for that party or site. If the patrol units are outside their patrol range and have no weaker targets, they will move back to their roaming range. Whenever the status of enemy party-strength, site-defense, or race relationships change, the patrol units may also change their activity. These rules for patrol units are true regardless of the units’ movement points and vision distance.
  • Units set to wander or scout will explore, but will also be attracted to sites and unfriendly parties which are weaker then them.
  • Independent parties never combine. They may stop on the same hexagon, but will then separate and go their own way the following day.

Spirit Quest

DESCRIPTION: This is a AoW2:WT event. It is converted to a “Quest” event when loaded into AoW:SM.

NOTES:

  • See Quest event for AoW:SM application.
  • See AoW2:WT reference for original event details.
  • AoW:SM converts this event directly into the Quest Control event, which is identical in structure, except that it has the additional attributes, “Mission Days,” “PopUp,” and “PopUp Header.” Functionality may differ.

Spirit Quest Control

DESCRIPTION: This is a AoW2:WT event. It is converted to a “Quest Control” event when loaded into AoW:SM.

NOTES:

  • See Quest Control event for AoW:SM application.
  • See AoW2:WT reference for original event details.
  • AoW:SM converts this event directly into the Quest Control event, which is identical in structure.

Storm

DESCRIPTION: Area is struck by a storm, causing elemental damage based on one of the six spheres of magic (not including cosmos).

ACTIVATE: Once, Once a Player, Always

SETTINGS:

XYL – A location on the map.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates

StormType
Required : Yes
Valid Values : Pre-defined storm-type (see below).

stFire – Area is struck by a firestorm, damaging units with fire and possibly causing them to burn (“burning”). Fire will spread in forested hexagons, and linger for a few turns (about three).

stDeath – Location is hit by a death storm, damaging units with death damage and possibly cursing them. Land is converted into wasteland (unless it is volcanic).

stDivine – A divine storm damages units with divine damage. Storm does not seem to inflict vertigo on units. Land is converted into grasslands (unless it is volcanic).

stIce – An ice storm changes the land to snow (unless it is volcanic), water to ice (unless it is occupied by a ship), and damages units with cold damage.

stLightning – A lightning storm strikes area, damaging units. Storm does not seem to stun units.

stPestilence – A pestilence cloud forms, lasting for three days. Units caught within the storm or passing through it suffer damage and may be poisoned, for each hex they pass through. A pestilence cloud covers the target hexagon and all hexagons surrounding it. Pestilence clouds sometimes move.

RandomRange – Maximum distance (in hexagons) away from the specified XYL target location that the storm can have its center.
Required : No (default zero, or target hexagon only)
Valid Values : Zero or positive number

SourcePlayer – Player who gets credit (or blame) for the storm. Player will see the damage-report for units caught in the storm, even if the location is not visible.
Required : Yes
Valid Values : One player, trigger player

NOTES:

  • Lightning, fire, and pestilence have a 1 hex radius (beyond the center hexagon). Area for all other storms is a three-hex radius and terrain is changed by these storm-types as follows: death to wasteland, ice to snow/ice, and divine to grassland. Volcanic land is never changed into another land-type.
  • Fire will spread through a forest on the turn the storm occurs, spreading as far as three hexagons from center of storm; units in the forest (outside the one-hex radius drop-zone) do not take damage from the spreading forest fire on the turn the storm occurs.
  • Cavern “wall” tiles will be removed by storms that change terrain, if storm occurs on the surface.
  • All storms work underground, even though players can not cast the equivalent spell underground. Underground “wall” tiles are not affected, but other terrain is changed..

Teleport Units

DESCRIPTION: All of a player’s units at the source location are teleported to the destination location.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

FromXYL – Source coordinates on map where the units must be located.
Required : Yes
Valid Values : valid (X, Y, Level) coordinates

ToXYL – Destination coordinates on map to which the units are teleported.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates

Players – List of players who’s units may be teleported.
Required : Yes
Valid Values : One or more players, trigger player

NOTES:

  • Even though successfully triggered, the event may not always teleport units. Teleportation will not occur if the destination hexagon: 1) is of a terrain type that the unit can not enter, even if this is true for only one unit in the party, 2) is occupied by units owned by the player, where the total number of units on the source and destination hexagons is greater than eight, or 3) is occupied by one or more units of another player to whom the player is at peace or allied.
  • If units are teleported to a hexagon occupied by units not at peace nor allied with the player, they will end up in a battle. The teleporting party is the attacker, and can choose to retreat. Should the battle end early — because a wizard is killed or the “attackers” retreat — the teleported units will return to the source hexagon.

Tutorial Message

DESCRIPTION: This is a AoW2:WT event. It is imported when loaded into AoW:SM. When triggered, a tutorial message in a popup window is displayed. Player must click “Ok” to continue playing.

WARNING: This event may cause the AoW:SM game to crash.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Message – Text message to be displayed.
Required : Yes
Valid Values : User-defined text message.

Header – Header text for message.
Required : No
Valid Values : User-defined text.

Image – Portrait for a race, wizard, or hero, displayed along side the text message.
Required : No
Valid Values : Predefined portrait index-value (wizard, race, hero).

NOTES:

  • Tutorial message is shown to all players.
  • “Tutorial Message” is different from “Show Message” in that “Tutorial Message” is shown in a window on top of the map-view screen, and has no controls for limiting which players see the message.

Units Join

DESCRIPTION: A party of units offer to join the player’s cause.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Player – Player to whom the offer is made.
Required : Yes
Valid Values : Single player, trigger player

Units – Multiple sets of units which can make up the party.
User can specify several sets of units; one of the sets is randomly selected.
Required : No
Valid Values : Zero or more sets of zero to eight units

Message – Text message sent to the player.
Required : No (but see Notes)
Valid Values : User-defined text message

Gold – Amount of gold required to hire the party of units. Interestingly, a negative value gives gold to the player!
Required : No (default zero)
Valid Values : Number

XYL – Coordinates on map where the hero and party appear.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates

NOTES:

  • Any number of units can be defined a set, but only the first eight will spawn.
  • Adding a “set” with no units is a way to set up a chance that no units will spawn.
  • The cost of hiring the party is not shown to the player. Be sure to include it in the message.
  • Party can always be hired, regardless of race relations.
  • A lone machine will offer to join but will never join. A machine with one or more units will join normally.
  • The party may be hired for the build-cost of each unit in the party.
  • If not hired, the party becomes independents set to “Party” AI on that turn, and changes to “Patrol” or “Guard Area” AI on the following turn. This is true of all race, non-race, and machine-based units, but only if the map AI is set to Easy, Normal, or Aggressive. If the map AI is set to “Off,” all units take on the “Garrison” AI. Units set to “Party” AI do nothing and can not be hired. Exception: all ships (water or air) become “Party” regardless of map AI settings and can never be hired.
  • If not hired by the player, that player can always hire the units on any later turn, regardless of AI, race, or any other settings. Other players may only hire the units as per the normal hiring rules.
  • Number of sets of units is unlimited, provided the host computer has the memory to handle it.

Watch Area

DESCRIPTION: Removes the fog of war, fully revealing the target area for the specified number of days.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Players – List of players to which the event applies.
Required : Yes
Valid Values : One or more players, trigger player

Radius – Radius distance in hexagons around the target location (where zero is the target hexagon only).
Required : No (default zero, or target hexagon only)
Valid Values : Zero or a positive number

XYL – A location on the map.
Required : Yes
Valid Values : Valid (X, Y, Level) coordinates

Duration – Length in days that area stays revealed.
Required : Yes
Valid Values : Number

NOTES:

  • If duration is set to zero or a negative number, the watch never expires.

Win Game

DESCRIPTION: Specified players immediately win the game.

ACTIVATE: Once, Once a Player, Always

SETTINGS:

Player – Player who immediately wins the game.
Required : Yes
Valid Values : One player, trigger player.

NOTES:

  • If several players are specified by this event, only the first player in the player-order of the map will win.
  • If allied victory is on, all players allied with the winning player will also win.

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