Difference between revisions of "List of all event conditions"
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== Win/Loss conditions == | == Win/Loss conditions == | ||
+ | ''version 1.0'' | ||
+ | |||
These are event conditions that can be used in triggered events that control win/loss. | These are event conditions that can be used in triggered events that control win/loss. | ||
− | === | + | |
+ | |||
+ | ''"_0" suffix is an exception to rest of map format. All other fields from version 1.0 have no suffix (but fields from f.e. 1.1 will have "_1" ) '' | ||
+ | |||
+ | {{todo}} | ||
+ | |||
+ | === have_0 (gather case) === | ||
+ | Have artifacts or resources | ||
+ | |||
+ | * position - optional, if set work like transport item or have on particular hero | ||
+ | * type - object full type ("resource.gold", "artifact.someArtifact", "someMod:creature.creatureId") | ||
+ | * value - amount | ||
+ | * object - optional, if set (position ignored) work like transport item or have on particular hero | ||
+ | |||
+ | === have_0 === | ||
+ | Any player must control smth | ||
+ | |||
+ | * position - optional, if set defines particular object | ||
+ | * type - object full type ("object.mine", "object.town") | ||
+ | * value - optional, amount of objects to control, default all objects | ||
+ | * object - optional, instance id, if set defines particular object and all other fields are ignored | ||
+ | |||
+ | ===haveBuilding_0=== | ||
+ | Player must control certain building, also includes H3 "build Grail" condition | ||
+ | * position - town in which this structure must be built, optional | ||
+ | * type - building ID to construct | ||
+ | * value - N/A | ||
+ | * object - optional, alternate to position, instance name | ||
+ | |||
+ | Note: if position is not set - building can be built in any town | ||
+ | |||
+ | ===destroy_0=== | ||
+ | Covers objectives where player must remove from map certain object(s). This covers defeating hero, creature or even something like "collect all treasure chests" | ||
+ | * position - position of object to destroy, optional | ||
+ | * type - object full type ("object.mine", "object.town") | ||
+ | * object - optional, instance id | ||
+ | * value - optional, default all, amount of object to destroy | ||
+ | |||
+ | == Win/Loss conditions pre 1.0 == | ||
+ | ''version 0.0'' | ||
+ | |||
+ | ''"haveX", "control", "destroy", "transport" are for internal use only - backward compatibility with so called map patches.'' | ||
+ | |||
+ | These are event conditions that can be used in triggered events that control win/loss. | ||
+ | |||
+ | ===haveArtifact=== | ||
Any player hero must hold an artifact | Any player hero must hold an artifact | ||
− | * position - N/A | + | * position - N/A |
* type - required artifact ID | * type - required artifact ID | ||
* value - N/A | * value - N/A | ||
− | === | + | |
+ | Possible changes: position that indicates object to which artifact must be transported (town or hero) | ||
+ | ===haveCreatures=== | ||
Player must control certain number of creatures | Player must control certain number of creatures | ||
* position - N/A | * position - N/A | ||
* type - creature ID to collect | * type - creature ID to collect | ||
* value - required amount of creatures | * value - required amount of creatures | ||
− | === | + | ===haveResources=== |
Player must have certain amount of resources | Player must have certain amount of resources | ||
* position - N/A | * position - N/A | ||
* type - resource ID | * type - resource ID | ||
* value - required amount of resource | * value - required amount of resource | ||
− | === | + | ===haveBuilding=== |
Player must control certain building, also includes H3 "build Grail" condition | Player must control certain building, also includes H3 "build Grail" condition | ||
* position - town in which this structure must be built, optional | * position - town in which this structure must be built, optional | ||
* type - building ID to construct | * type - building ID to construct | ||
* value - N/A | * value - N/A | ||
+ | |||
Note: if position is not set - building can be built in any town | Note: if position is not set - building can be built in any town | ||
− | === | + | ===control=== |
Covers all conditions that require certain object(s) to be controlled by player | Covers all conditions that require certain object(s) to be controlled by player | ||
* position - position of object to control, optional | * position - position of object to control, optional | ||
* type - type of object to control. | * type - type of object to control. | ||
* value - N/A | * value - N/A | ||
+ | |||
Note: If position is not set - all objects of this type must be captured | Note: If position is not set - all objects of this type must be captured | ||
− | === | + | ===destroy=== |
− | Covers | + | Covers objectives where player must remove from map certain object(s). This covers defeating hero, creature or even something like "collect all treasure chests" |
* position - position of object to destroy, optional | * position - position of object to destroy, optional | ||
* type - type of object to destroy | * type - type of object to destroy | ||
* value - N/A | * value - N/A | ||
+ | |||
Note: If position is not set - all objects of this type must be destroyed | Note: If position is not set - all objects of this type must be destroyed | ||
− | === | + | |
+ | ===transport=== | ||
Transport artifact in certain town | Transport artifact in certain town | ||
* position - town to which this artifact must be transported | * position - town to which this artifact must be transported | ||
* type - artifact ID to transport | * type - artifact ID to transport | ||
* value - N/A | * value - N/A | ||
− | === | + | |
+ | Possible changes: merge transport into haveArtifact | ||
+ | ===daysPassed=== | ||
Player must survive or win in certain number of days | Player must survive or win in certain number of days | ||
* position - N/A | * position - N/A | ||
* type - N/A | * type - N/A | ||
* value - number of days for this objective to trigger | * value - number of days for this objective to trigger | ||
+ | |||
Note: covers both "win in X days" as well as "survive for X days" conditions, depending on block in which this objective will be placed. | Note: covers both "win in X days" as well as "survive for X days" conditions, depending on block in which this objective will be placed. | ||
− | === | + | ===isHuman=== |
Helper condition to allow ai-only or human-only conditions | Helper condition to allow ai-only or human-only conditions | ||
* position - N/A | * position - N/A | ||
* type - N/A | * type - N/A | ||
* value - 0 will trigger this objective for AI players, 1 will trigger it for humans | * value - 0 will trigger this objective for AI players, 1 will trigger it for humans | ||
− | === | + | ===standardWin=== |
Standard win condition - defeat all enemies | Standard win condition - defeat all enemies | ||
* position - N/A | * position - N/A | ||
* type - N/A | * type - N/A | ||
* value - N/A | * value - N/A | ||
− | === | + | ===daysWithoutTown=== |
Standard lose condition - stay for X days without towns | Standard lose condition - stay for X days without towns | ||
* position - N/A | * position - N/A | ||
* type - N/A | * type - N/A | ||
* value - number of days to survive, 0 = player dies on the next day. | * value - number of days to survive, 0 = player dies on the next day. | ||
− | Note: | + | |
+ | Note: if this condition is not present, player can be eliminated only by defeating all his heroes and capturing all his towns. | ||
+ | ===constValue=== | ||
+ | Constant value that can not be changed | ||
+ | * position - N/A | ||
+ | * type - N/A | ||
+ | * value - evaluates to false if set to 0 and to true when set to 1 |
Latest revision as of 08:45, 20 May 2017
Win/Loss conditions
version 1.0
These are event conditions that can be used in triggered events that control win/loss.
"_0" suffix is an exception to rest of map format. All other fields from version 1.0 have no suffix (but fields from f.e. 1.1 will have "_1" )
[Todo]
have_0 (gather case)
Have artifacts or resources
- position - optional, if set work like transport item or have on particular hero
- type - object full type ("resource.gold", "artifact.someArtifact", "someMod:creature.creatureId")
- value - amount
- object - optional, if set (position ignored) work like transport item or have on particular hero
have_0
Any player must control smth
- position - optional, if set defines particular object
- type - object full type ("object.mine", "object.town")
- value - optional, amount of objects to control, default all objects
- object - optional, instance id, if set defines particular object and all other fields are ignored
haveBuilding_0
Player must control certain building, also includes H3 "build Grail" condition
- position - town in which this structure must be built, optional
- type - building ID to construct
- value - N/A
- object - optional, alternate to position, instance name
Note: if position is not set - building can be built in any town
destroy_0
Covers objectives where player must remove from map certain object(s). This covers defeating hero, creature or even something like "collect all treasure chests"
- position - position of object to destroy, optional
- type - object full type ("object.mine", "object.town")
- object - optional, instance id
- value - optional, default all, amount of object to destroy
Win/Loss conditions pre 1.0
version 0.0
"haveX", "control", "destroy", "transport" are for internal use only - backward compatibility with so called map patches.
These are event conditions that can be used in triggered events that control win/loss.
haveArtifact
Any player hero must hold an artifact
- position - N/A
- type - required artifact ID
- value - N/A
Possible changes: position that indicates object to which artifact must be transported (town or hero)
haveCreatures
Player must control certain number of creatures
- position - N/A
- type - creature ID to collect
- value - required amount of creatures
haveResources
Player must have certain amount of resources
- position - N/A
- type - resource ID
- value - required amount of resource
haveBuilding
Player must control certain building, also includes H3 "build Grail" condition
- position - town in which this structure must be built, optional
- type - building ID to construct
- value - N/A
Note: if position is not set - building can be built in any town
control
Covers all conditions that require certain object(s) to be controlled by player
- position - position of object to control, optional
- type - type of object to control.
- value - N/A
Note: If position is not set - all objects of this type must be captured
destroy
Covers objectives where player must remove from map certain object(s). This covers defeating hero, creature or even something like "collect all treasure chests"
- position - position of object to destroy, optional
- type - type of object to destroy
- value - N/A
Note: If position is not set - all objects of this type must be destroyed
transport
Transport artifact in certain town
- position - town to which this artifact must be transported
- type - artifact ID to transport
- value - N/A
Possible changes: merge transport into haveArtifact
daysPassed
Player must survive or win in certain number of days
- position - N/A
- type - N/A
- value - number of days for this objective to trigger
Note: covers both "win in X days" as well as "survive for X days" conditions, depending on block in which this objective will be placed.
isHuman
Helper condition to allow ai-only or human-only conditions
- position - N/A
- type - N/A
- value - 0 will trigger this objective for AI players, 1 will trigger it for humans
standardWin
Standard win condition - defeat all enemies
- position - N/A
- type - N/A
- value - N/A
daysWithoutTown
Standard lose condition - stay for X days without towns
- position - N/A
- type - N/A
- value - number of days to survive, 0 = player dies on the next day.
Note: if this condition is not present, player can be eliminated only by defeating all his heroes and capturing all his towns.
constValue
Constant value that can not be changed
- position - N/A
- type - N/A
- value - evaluates to false if set to 0 and to true when set to 1