帝国时代3触发器

来源:互联网 发布:mac idea gradle 配置 编辑:程序博客网 时间:2024/04/29 20:22

<?xml version="1.0"?>
<triggerversion="2"><Conditions><Conditionname="Always"><Expression>true</Expression></Condition><Conditionname="Timer"><Paramname="Param1"VarType="long"dispName="$$22291$$Seconds">0</Param><Expression>(trTime()-cActivationTime) >= %Param1%</Expression></Condition><Conditionname="Timer ms"><Paramname="Param1"VarType="long"dispName="$$22293$$Milliseconds">0</Param><Expression>(trTimeMS()-(cActivationTime*1000)) >= %Param1%</Expression></Condition><Conditionname="Distance to Unit"><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Units">default</Param><Paramname="DstObject"VarType="unit"dispName="$$22296$$Target Unit">default</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Dist"VarType="float"dispName="$$22298$$Distance">0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Expression>trUnitDistanceToUnit("%DstObject%") %Op% %Dist%</Expression></Condition><Conditionname="Units in Area"><Paramname="DstObject"VarType="unit"dispName="$$22300$$Center Unit">default</Param><Paramname="Player"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="UnitType"VarType="unittype"dispName="$$22302$$Unit Type">Unit</Param><Paramname="Dist"VarType="float"dispName="$$22303$$Radius">10</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="float"dispName="$$22304$$Count">1</Param><Expression>trCountUnitsInArea("%DstObject%",%Player%,"%UnitType%",%Dist%) %Op% %Count%</Expression></Condition><Conditionname="Distance to Point"><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Units">default</Param><Paramname="DstPoint"dispName=""varType="area">0</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Dist"VarType="float"dispName="$$22298$$Distance">0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Expression>trUnitDistanceToPoint(%DstPoint%) %Op% %Dist%</Expression></Condition><Conditionname="Is Alive"><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Units">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Expression>trUnitAlive()==true</Expression></Condition><Conditionname="Is Dead"><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Units">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Expression>trUnitDead()==true</Expression></Condition><Conditionname="Visible to Player"><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Units">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Expression>trUnitVisToPlayer()==true</Expression></Condition><Conditionname="Units in LOS"><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Units">default</Param><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Expression>trUnitHasLOS(%PlayerID%)</Expression></Condition><Conditionname="Tech Available"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="TechID"VarType="tech"dispName="$$22311$$Tech">0</Param><Expression>trTechStatusActive(%PlayerID%, %TechID%)</Expression></Condition><Conditionname="Tech Researching"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="TechID"VarType="tech"dispName="$$22311$$Tech">0</Param><Expression>trTechStatusResearching(%PlayerID%, %TechID%)</Expression></Condition><Conditionname="Tech Status Equals"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="TechID"VarType="tech"dispName="$$22311$$Tech">0</Param><Paramname="Status"dispName="$$22340$$Status"varType="techstatus">2</Param><Expression>trTechStatusCheck(%PlayerID%, %TechID%, %Status%)</Expression></Condition><Conditionname="Percent Complete"><Paramname="SrcObject"VarType="unit"dispName="$$22314$$Source Unit">default</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Percent"VarType="long"dispName="$$22315$$Percent">100</Param><Command>trUnitSelectClear();</Command><Command>trUnitSelect("%SrcObject%");</Command><Expression>trUnitPercentComplete() %Op% %Percent%</Expression></Condition><Conditionname="Number Of Nuggets Collected"><Paramname="PlayerID"VarType="player"dispName="By Player">1</Param><Paramname="Op"VarType="operator"dispName="Operator">==</Param><Paramname="NumberOfNuggets"VarType="long"dispName="Number Of Nuggets">1</Param><Expression>trGetNumberNuggetsGathered(%PlayerID%) %Op% %NumberOfNuggets%</Expression></Condition><Conditionname="Nugget Has Been Collected"><Paramname="NuggetObject"VarType="unit"dispName="Nugget Object">default</Param><Paramname="CollectedByPlayerID"VarType="player"dispName="Collected By Player">-1</Param><Expression>trHasNuggetBeenCollected("%NuggetObject%", %CollectedByPlayerID%)</Expression></Condition><Conditionname="Percent Damaged"><Paramname="SrcObject"VarType="unit"dispName="$$22314$$Source Unit">default</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Percent"VarType="long"dispName="$$22315$$Percent">100</Param><Command>trUnitSelectClear();</Command><Command>trUnitSelect("%SrcObject%");</Command><Expression>trUnitPercentDamaged() %Op% %Percent%</Expression></Condition><Conditionname="All Units Dead"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trPlayerUnitCount(%PlayerID%)==0</Expression></Condition><Conditionname="All Buildings Dead"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trPlayerBuildingCount(%PlayerID%)==0</Expression></Condition><Conditionname="All Units And Buildings Dead"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trPlayerUnitAndBuildingCount(%PlayerID%)==0</Expression></Condition><Conditionname="Player Is Building"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="ProtoUnit"VarType="protounit"dispName="$$19160$$Unit">default</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="long"dispName="$$22321$$Number">1</Param><Expression>trPlayerCountBuildingInProgress(%PlayerID%, "%ProtoUnit%") %Op% %Count%</Expression></Condition><Conditionname="Building Is On Cursor"><Paramname="ProtoUnit"VarType="protounit"dispName="Building Unit">default</Param><Expression>trBuildingIsOnCursor("%ProtoUnit%")</Expression></Condition><Conditionname="Player Unit Count"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="ProtoUnit"VarType="protounit"dispName="$$19160$$Unit">default</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="long"dispName="$$22321$$Number">1</Param><Expression>trPlayerUnitCountSpecific(%PlayerID%, "%ProtoUnit%") %Op% %Count%</Expression></Condition><Conditionname="Player Resource Count"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="Resource"VarType="resource"dispName="$$22324$$Resource">food</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="long"dispName="$$22321$$Number">1</Param><Expression>trPlayerResourceCount(%PlayerID%, "%Resource%") %Op% %Count%</Expression></Condition><Conditionname="Player Current (Not Total) XP"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="long"dispName="$$22321$$Number">1</Param><Expression>trPlayerCurrentXPCount(%PlayerID%) %Op% %Count%</Expression></Condition><Conditionname="Player Controls Socket"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="Socket"VarType="unit"dispName="$$32975$$Socket">default</Param><Expression>trPlayerControlsSocket(%PlayerID%, "%Socket%")</Expression></Condition><Conditionname="Player Is Visiting Home City Of Player"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trIsPlayerVisitingHC(%PlayerID%)</Expression></Condition><Conditionname="Player Is Selecting Home City Building"><Paramname="HomeCityBuildingName"VarType="string"dispName="$$33784$$HC Building Name">Default</Param><Expression>trIsPlayerSelectingHCBuilding("%HomeCityBuildingName%")</Expression></Condition><Conditionname="Player Has Sent a Home City Shipment"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trHasPlayerSentHCShipment(%PlayerID%)</Expression></Condition><Conditionname="Player Sends a Home City Shipment"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trIsPlayerSendingHCShipment(%PlayerID%)</Expression></Condition><Conditionname="Object Worked"><Paramname="Object"VarType="unit"dispName="$$32974$$Object">default</Param><Expression>trObjectGettingWorked("%Object%")</Expression></Condition><Conditionname="Player Defeated"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trPlayerDefeated(%PlayerID%)</Expression></Condition><Conditionname="Player Active"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trPlayerActive(%PlayerID%)</Expression></Condition><Conditionname="Player At Pop Cap"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Expression>trPlayerAtPopCap(%PlayerID%)</Expression></Condition><Conditionname="Player Population"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="long"dispName="$$22321$$Number">1</Param><Expression>trPlayerGetPopulation(%PlayerID%) %Op% %Count%</Expression></Condition><Conditionname="Units Garrisoned"><Paramname="SrcObject"VarType="unit"dispName="$$22314$$Source Unit">default</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="long"dispName="$$22321$$Number">1</Param><Command>trUnitSelectClear();</Command><Command>trUnitSelect("%SrcObject%");</Command><Expression>trUnitGetContained() %Op% %Count%</Expression></Condition><Conditionname="Unit Selected"><Paramname="SrcObject"VarType="unit"dispName="$$22314$$Source Unit">default</Param><Command>trUnitSelectClear();</Command><Command>trUnitSelect("%SrcObject%");</Command><Expression>trUnitIsSelected()</Expression></Condition><Conditionname="Unit Type Selected"><Paramname="ProtoUnit"VarType="protounit"dispName="$$19160$$Unit">default</Param><Expression>trUnitTypeIsSelected("%ProtoUnit%")</Expression></Condition><Conditionname="Diplomacy Change"><Paramname="Player1"dispName="$$22301$$Player"varType="player">1</Param><Paramname="Status"dispName="$$22340$$Status"varType="alliance">ally</Param><Paramname="Player2"dispName="$$22301$$Player"varType="player">2</Param><Expression>trPlayerGetDiplomacy(%Player1%, %Player2%) == "%Status%"</Expression></Condition><Conditionname="Units Owned"><Paramname="Player"dispName="$$22301$$Player"varType="player">1</Param><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Units">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Expression>trUnitIsOwnedBy(%Player%)</Expression></Condition><Conditionname="Abort Cinematic"><Expression>trCinematicAbort()</Expression></Condition><Conditionname="Difficulty Level"><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Level"VarType="long"dispName="$$22344$$Level">0</Param><Expression>trGetWorldDifficulty() %Op% %Level%</Expression></Condition>
<!-- Conditions that shouldn't exist-->
<Conditionname="Gadget Visible"><Paramname="Gadget"VarType="string"dispName="$$22346$$Gadget">default</Param><Expression>trIsGadgetVisible("%Gadget%")</Expression></Condition>
<!-- Army Related-->
<Conditionname="Army Distance to Unit"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="DstObject"VarType="unit"dispName="$$22296$$Target Unit">default</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Dist"VarType="float"dispName="$$22298$$Distance">0</Param><Command>trArmySelect("%SrcArmy%");</Command><Expression>trUnitDistanceToUnit("%DstObject%") %Op% %Dist%</Expression></Condition><Conditionname="Army Distance to Point"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="DstPoint"dispName=""varType="area">0</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Dist"VarType="float"dispName="$$22298$$Distance">0</Param><Command>trArmySelect("%SrcArmy%");</Command><Expression>trUnitDistanceToPoint(%DstPoint%) %Op% %Dist%</Expression></Condition><Conditionname="Army in LOS"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Command>trArmySelect("%SrcArmy%");</Command><Expression>trUnitHasLOS(%PlayerID%)</Expression></Condition><Conditionname="Army Visible to Player"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Command>trArmySelect("%SrcArmy%");</Command><Expression>trUnitVisToPlayer()==true</Expression></Condition><Conditionname="Army Is Alive"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Command>trArmySelect("%SrcArmy%");</Command><Expression>trUnitAlive()==true</Expression></Condition><Conditionname="Army Is Dead"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Command>trArmySelect("%SrcArmy%");</Command><Expression>trUnitDead()==true</Expression></Condition><Conditionname="Army Owned"><Paramname="Player"dispName="$$22301$$Player"varType="player">1</Param><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Command>trArmySelect("%SrcArmy%");</Command><Expression>trUnitIsOwnedBy(%Player%)</Expression></Condition><Conditionname="Chat Contains"><Paramname="Text"dispName="$$20494$$Text"varType="stringid">default</Param><Paramname="PlayerID"VarType="player"dispName="$$22444$$From Player">1</Param><Expression>trChatHistoryContains("%Text%", %PlayerID%)</Expression></Condition><Conditionname="Stat Value"><Paramname="PlayerID"VarType="player"dispName="$$22534$$Fake Player">1</Param><Paramname="StatID"VarType="kbstat"dispName="$$25424$$Stat Type">0</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Value"VarType="long"dispName="$$25372$$Value">0</Param><Expression>trGetStatValue(%PlayerID%, %StatID%) %Op% %Value%</Expression></Condition><Conditionname="Unit Is Garrisoned In"><Paramname="SrcObject"VarType="unit"dispName="$$22295$$Source Unit">default</Param><Paramname="ProtoUnit"VarType="protounit"dispName="$$22421$$Unit">default</Param><Command>trUnitSelectClear();</Command><Command>trUnitSelect("%SrcObject%");</Command><Expression>trUnitGetIsContained("%ProtoUnit%")</Expression></Condition><Conditionname="Player VP Count"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Count"VarType="long"dispName="$$22321$$Number">1</Param><Expression>trPlayerVPCount(%PlayerID%) %Op% %Count%</Expression></Condition><Conditionname="Quest Var Check"><Paramname="QuestVar"dispName="$$32954$$Var Name"varType="string">QV1</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="Value"VarType="float"dispName="Value">1</Param><Expression>trQuestVarGet("%QuestVar%") %Op% %Value%</Expression></Condition><Conditionname="Quest Var Compare"><Paramname="QuestVar"dispName="$$32955$$Var Name 1"varType="string">QV1</Param><Paramname="Op"VarType="operator"dispName="$$22297$$Operator">==</Param><Paramname="QuestVar2"dispName="$$32956$$Var Name 2"varType="string">QV2</Param><Expression>trQuestVarGet("%QuestVar%") %Op% trQuestVarGet("%QuestVar2%")</Expression></Condition><Conditionname="Is Movie Done Playing"><Expression>trIsMovieNotPlaying()</Expression></Condition></Conditions><Effects>
<!-- Cinematic Related-->
<Effectname="SetIdleProcessing"><Paramname="IdleProc"dispName="$$22356$$Process Idle:"varType="bool">true</Param><Command>trSetUnitIdleProcessing(%IdleProc%);</Command></Effect><Effectname="SetObscuredUnits"><Paramname="IdleProc"dispName="$$22358$$Obscure Units:"varType="bool">false</Param><Command>trSetObscuredUnits(%IdleProc%);</Command></Effect><Effectname="Stop Current Control Actions"><Paramname="SrcObject"dispName="$$19160$$Unit"varType="unit">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitCinematicRemoveControlAction();</Command></Effect><Effectname="Set Animation"><Paramname="SrcObject"dispName="$$19160$$Unit"varType="unit">default</Param><Paramname="AnimName"dispName="$$22360$$Animation"varType="string"/><Paramname="AnimVersion"dispName="$$22360$$Animation"varType="long">0</Param><Paramname="LoopIt"dispName="$$22361$$Loop:"varType="bool">false</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="NoIdlePop"dispName="$$32276$$No Idle Pop:"varType="bool">false</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitSetAnimation("%AnimName%",%AnimVersion%,%LoopIt%,%EventID%,%NoIdlePop%);</Command></Effect><Effectname="Army Set Animation"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="AnimName"dispName="$$22360$$Animation"varType="string"/><Paramname="AnimVersion"dispName="$$22360$$Animation"varType="long">0</Param><Paramname="LoopIt"dispName="$$22361$$Loop:"varType="bool">false</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="NoIdlePop"dispName="$$32276$$No Idle Pop:"varType="bool">false</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitSetAnimation("%AnimName%",%AnimVersion%,%LoopIt%,%EventID%,%NoIdlePop%);</Command></Effect><Effectname="Camera Track"><Paramname="TrackName"dispName="$$22365$$Name"varType="camtrack">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trCamTrackLoad("%TrackName%");</Command><Command>trCamTrackPlay(-1, %EventID%);</Command></Effect><Effectname="Cinematic Mode"><Paramname="Enter"dispName="$$22367$$Mode:"varType="bool">true</Param><Command>trLetterBox(%Enter%);</Command></Effect><Effectname="Force Non Cinematic Models"><Paramname="OnOff"dispName="$$22369$$OnOff:"varType="bool">true</Param><Command>trForceNonCinematicModels(%OnOff%);</Command></Effect><Effectname="Scale Formations"><Paramname="Scale"VarType="float"dispName="$$29916$$Scale">1.0</Param><Command>trFormationScale(%Scale%);</Command></Effect><Effectname="Fake Player : Fakify"><Paramname="SrcObject"dispName="Units"varType="unit">default</Param><Paramname="FakePlayerIndex"dispName="Fake Player (0-7)"varType="long">0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitPlayerFakify(%FakePlayerIndex%);</Command></Effect><Effectname="Fake Player : Fakify Army"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="FakePlayerIndex"dispName="Fake Player (0-7)"varType="long">0</Param><Command>trArmyPlayerFakify("%SrcArmy%", %FakePlayerIndex%);</Command></Effect><Effectname="Fake Player : De-Fakify"><Paramname="SrcObject"dispName="Units"varType="unit">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitPlayerDefakify();</Command></Effect><Effectname="Fake Player : De-Fakify Army"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Command>trArmyPlayerDefakify("%SrcArmy%");</Command></Effect><Effectname="User Controls"><Paramname="Active"dispName="$$20394$$Control:"varType="bool">false</Param><Command>trSetUserControls(%Active%);</Command></Effect><Effectname="Chat Status"><Paramname="Active"dispName="$$22372$$Status:"varType="bool">true</Param><Command>trChatSetStatus(%Active%);</Command></Effect><Effectname="Render Sky"><Paramname="Flag"VarType="bool"dispName="$$22374$$Render:">true</Param><Paramname="TextureRootName"dispName="$$22375$$Sky Name"varType="string">DefaultSkyBox</Param><Command>trRenderSky(%Flag%, "%TextureRootName%");</Command></Effect><Effectname="Render Snow"><Paramname="Percent"VarType="float"dispName="$$22377$$Percent:">0.0</Param><Command>trRenderSnow(%Percent%);</Command></Effect><Effectname="Render Rain"><Paramname="Percent"VarType="float"dispName="$$22377$$Percent:">0.0</Param><Command>trRenderRain(%Percent%);</Command></Effect><Effectname="Render Fog/Black Map"><Paramname="Fog"VarType="bool"dispName="$$22379$$Fog of War:">true</Param><Paramname="Black"VarType="bool"dispName="$$22380$$Black Map:">true</Param><Command>trSetFogAndBlackmap(%Fog%, %Black%);</Command></Effect><Effectname="Camera Cut"><Paramname="CameraInfo"VarType="camerainfo"dispName="$$22382$$Set Cut"/><Command>trCameraCut(%CameraInfo%);</Command></Effect>
<!-- Cinematic AND Gameplay Related-->
<Effectname="Sound Filename"><Paramname="Sound"dispName="$$22384$$Sound"varType="sound">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="Subtitle"dispName="$$22385$$Subtitle"varType="stringid"/><Paramname="Portrait"dispName="$$22386$$Portrait"varType="string"/><Command>trSoundPlayFN("%Sound%", %EventID%, "%Subtitle%","%Portrait%");</Command></Effect><Effectname="Sound Play Paused"><Paramname="Sound"dispName="$$22384$$Sound"varType="sound">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="Subtitle"dispName="$$22385$$Subtitle"varType="stringid"/><Paramname="Portrait"dispName="$$22386$$Portrait"varType="string"/><Command>trSoundPlayPaused("%Sound%", %EventID%, "%Subtitle%","%Portrait%");</Command></Effect><Effectname="Sound Timer"><Paramname="Time"dispName="$$22293$$Milliseconds"varType="long">10</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trSoundTimer(%Time%, %EventID%);</Command></Effect><Effectname="FadeOutMusic"><Paramname="Duration"dispName="$$22390$$Fade Duration"varType="float">3.0</Param><Command>trFadeOutMusic(%Duration%);</Command></Effect><Effectname="PlayNextMusicTrack"><Command>trPlayNextMusicTrack();</Command></Effect><Effectname="FadeOutAllSounds"><Paramname="Duration"dispName="$$22390$$Fade Duration"varType="float">3.0</Param><Command>trFadeOutAllSounds(%Duration%);</Command></Effect><Effectname="BlockAllSounds"><Paramname="Dialog"dispName="$$22394$$Exclude Dialog"varType="bool">true</Param><Command>trBlockAllSounds(%Dialog%);</Command></Effect><Effectname="UnblockAllSounds"><Command>trUnblockAllSounds();</Command></Effect><Effectname="BlockAllAmbientSounds"><Command>trBlockAllAmbientSounds();</Command></Effect><Effectname="UnblockAllAmbientSounds"><Command>trUnBlockAllAmbientSounds();</Command></Effect><Effectname="Music Filename"><Paramname="Music"dispName="$$22399$$Music File"varType="sound">default</Param><Paramname="Duration"dispName="$$22390$$Fade Duration"varType="float">4.0</Param><Command>trMusicPlay("%Music%", %Duration%);</Command></Effect><Effectname="Music Play"><Command>trMusicPlayCurrent();</Command></Effect><Effectname="Music Stop"><Command>trMusicStop();</Command></Effect><Effectname="Set Current Music Set"><Paramname="SetID"dispName="$$22403$$Music Set Index"varType="long">0</Param><Command>trMusicSetCurrentMusicSet(%SetID%);</Command></Effect><Effectname="Play Dialog"><Paramname="Sound"dispName="$$22384$$Sound"varType="sound">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="Ignore"dispName="$$22405$$Ignore Event on Abort"varType="bool">false</Param><Paramname="Subtitle"dispName="$$22385$$Subtitle"varType="stringid"/><Paramname="Portrait"dispName="$$22386$$Portrait"varType="string"/><Command>trSoundPlayDialog("%Sound%", %EventID%, %Ignore%, "%Subtitle%", "%Portrait%");</Command></Effect><Effectname="Play Dialogue"><Paramname="StringID"dispName="$$22385$$Subtitle"varType="stringid"/><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="Ignore"dispName="$$22405$$Ignore Event on Abort"varType="bool">false</Param><Paramname="Seconds"dispName="$$22293$$Milliseconds"varType="long">1</Param><Command>trSoundPlayDialogue("%StringID%", %EventID%, %Ignore%, %Seconds%);</Command></Effect><Effectname="Music Mood"><Paramname="MoodID"dispName="$$22407$$Mood ID"varType="long">0</Param><Command>trMusicSetMood(%MoodID%);</Command></Effect><Effectname="Teleport Units"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="Area"dispName=""varType="area">0, 0, 0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitTeleport(%Area%);</Command></Effect><Effectname="Move To Point"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="DstPoint"dispName="$$22410$$X"varType="area">0</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="AttackMove"dispName="$$18986$$Attack Move"varType="bool">false</Param><Paramname="Run"dispName="$$35568$$Run"varType="bool">false</Param><Paramname="RunSpeed"dispName="$$36895$$Run Speed"varType="float">1.0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitMoveToPoint(%DstPoint%, %EventID%, %AttackMove%, %Run%, %RunSpeed%);</Command></Effect><Effectname="Unit Build Building"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="ProtoUnit"VarType="protounit"dispName="$$22412$$ProtoUnit To Build">default</Param><Paramname="DstPoint"dispName="$$22413$$Build Location"varType="area">0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitBuildUnit("%ProtoUnit%", vector(%DstPoint%));</Command></Effect><Effectname="Fire Event"><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trEventFire(%EventID%);</Command></Effect>
<!-- Gameplay Related-->
<Effectname="Move to Unit"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="DstObject"dispName="$$22296$$Target Unit"varType="unit">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="AttackMove"dispName="$$22416$$Attack Move"varType="bool">false</Param><Paramname="Run"dispName="$$35568$$Run"varType="bool">false</Param><Paramname="RunSpeed"dispName="$$36895$$Run Speed"varType="float">1.0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitMoveToUnit("%DstObject%",%EventID%, %AttackMove%, %Run%, %RunSpeed%);</Command></Effect><Effectname="Unit Work"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="DstObject"dispName="$$22296$$Target Unit"varType="unit">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitDoWorkOnUnit("%DstObject%",%EventID%);</Command></Effect><Effectname="Show Building Damage"><Paramname="Building"dispName="Building"varType="unit">default</Param><Paramname="DamageLocations"dispName="Damage Locations"varType="string"/><Paramname="SmokeLocations"dispName="Smoke Locations"varType="string"/><Paramname="FireLocations"dispName="Fire Locations"varType="string"/><Command>trShowDamage("%Building%", "%DamageLocations%", "%SmokeLocations%", "%FireLocations%");</Command></Effect><Effectname="Unit Garrison"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="DstObject"dispName="$$22296$$Target Unit"varType="unit">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitGarrison("%DstObject%",%EventID%);</Command></Effect><Effectname="Unit Immediate Garrison"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="DstObject"dispName="$$22296$$Target Unit"varType="unit">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trImmediateUnitGarrison("%DstObject%");</Command></Effect><Effectname="Destroy"><Paramname="SrcObject"dispName="$$22421$$Unit"varType="unit">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitDestroy();</Command></Effect><Effectname="Kill"><Paramname="SrcObject"dispName="$$22424$$Units"varType="unit">default</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitDelete(false);</Command></Effect><Effectname="Convert"><Paramname="SrcObject"dispName="$$22421$$Unit"varType="unit">default</Param><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitConvert(%PlayerID%);</Command></Effect><Effectname="Disable Trigger"><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trDisableTrigger(%EventID%);</Command></Effect><Effectname="Activate Trigger"><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trActivateTrigger(%EventID%);</Command></Effect><Effectname="Objective : Discover"><Paramname="Objective"dispName="$$32300$$Objective"varType="objective">-1</Param><Paramname="PlaySound"dispName="PlaySound"varType="bool">true</Param><Command>trObjectiveDiscover(%Objective%, %PlaySound%);</Command></Effect><Effectname="Objective : Complete"><Paramname="Objective"dispName="$$32300$$Objective"varType="objective">-1</Param><Paramname="ForceComplete"dispName="$$32305$$Force Complete:"varType="bool">false</Param><Paramname="PlaySound"dispName="PlaySound"varType="bool">true</Param><Command>trObjectiveComplete(%Objective%, %ForceComplete%, %PlaySound%);</Command></Effect><Effectname="Objective : Show"><Paramname="Objective"dispName="$$32300$$Objective"varType="objective">-1</Param><Command>trObjectiveShow(%Objective%);</Command></Effect><Effectname="Objective : Hide"><Paramname="Objective"dispName="$$32300$$Objective"varType="objective">-1</Param><Command>trObjectiveHide(%Objective%);</Command></Effect><Effectname="Unit Speaking"><Paramname="Unit"VarType="unit"dispName="$$33290$$Unit">default</Param><Paramname="Speaking"VarType="bool"dispName="$$33291$$Speaking">false</Param><Paramname="Duration"VarType="long"dispName="Duration">0</Param><Command>trSetCinematicUnitSpeaking("%Unit%", %Speaking%, %Duration%);</Command></Effect><Effectname="Message"><Paramname="Text"dispName="$$20494$$Text"varType="stringid">default</Param><Paramname="Timeout"dispName="$$22429$$Timeout (ms)"varType="long">-1</Param><Command>trMessageSetText("%Text%", %Timeout%);</Command></Effect><Effectname="Set Tech Status"><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Paramname="TechID"dispName="$$22311$$Tech"varType="tech">0</Param><Paramname="Status"dispName="$$22340$$Status"varType="techstatus">2</Param><Command>trTechSetStatus(%PlayerID%, %TechID%, %Status%);</Command></Effect><Effectname="Unit Create"><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Paramname="ProtoName"dispName="$$22434$$ProtoName"varType="protounit">Villager</Param><Paramname="ScenName"dispName="$$20509$$Name"varType="string">Default</Param><Paramname="Location"dispName=""varType="area">0,0,0</Param><Paramname="Heading"dispName="$$22432$$Heading"varType="long">0</Param><Command>trUnitCreate("%ProtoName%", "%ScenName%", %Location%, %Heading%, %PlayerID%);</Command></Effect><Effectname="Unit Create Multi"><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Paramname="ProtoName"dispName="$$22434$$ProtoName"varType="protounit">Villager</Param><Paramname="Location"dispName=""varType="area">0,0,0</Param><Paramname="Count"dispName="$$22435$$Count"varType="long">0</Param><Paramname="Heading"dispName="$$22432$$Heading"varType="long">0</Param><Command>for (i=0; <%Count%)</Command><Command> trUnitCreate("%ProtoName%", "default", %Location%, %Heading%,, %PlayerID%);</Command></Effect><Effectname="Unit Heading"><Paramname="SrcObject"dispName="$$22295$$Source Units"varType="unit">default</Param><Paramname="Heading"dispName="$$22432$$Heading"varType="long">0</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitSetHeading(%Heading%);</Command></Effect><Effectname="AI Func"><Paramname="PlayerID"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="FnName"dispName="$$22438$$FunctionName"varType="string">default</Param><Paramname="Parameter"dispName="$$22439$$Parameter"varType="long">0</Param><Command>trAIFunc(%PlayerID%, "%FnName%", %Parameter%);</Command></Effect><Effectname="You Win"><Paramname="DirectToMenu"dispName="$$42894$$Force to Campaign Menu"varType="bool">false</Param><Command>trYouWin(%DirectToMenu%);</Command></Effect><Effectname="You Lose"><Command>trYouLose("%NextParm%");</Command></Effect><Effectname="Campaign Dialog"><Paramname="Campaign"dispName="$$22442$$Next Campaign"varType="string">default</Param><Paramname="Text"dispName="$$20056$$Message"varType="stringid">Advance</Param><Command>trShowCampaignDlg("%Campaign%", "%Text%");</Command></Effect><Effectname="Send Chat"><Paramname="PlayerID"VarType="player"dispName="$$22444$$From Player">1</Param><Paramname="Message"VarType="stringid"dispName="$$20056$$Message">default</Param><Command>trChatSend(%PlayerID%, "%Message%");</Command></Effect><Effectname="Write To Log"><Paramname="Message"VarType="string"dispName="$$20056$$Message">default</Param><Command>trWriteToLog("%Message%");</Command></Effect><Effectname="Highlight Units"><Paramname="SrcObject"dispName="$$22424$$Units"varType="unit">default</Param><Paramname="Duration"dispName="$$22291$$Seconds"varType="float">2.5</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitHighlight(%Duration%, false);</Command></Effect><Effectname="Move By Name"><Paramname="SrcObject"dispName="$$20509$$Name"varType="string">default</Param><Paramname="DstPoint"dispName="$$22410$$X"varType="area">0</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="AttackMove"dispName="$$22416$$Attack Move"varType="bool">false</Param><Paramname="Run"dispName="$$35568$$Run"varType="bool">false</Param><Paramname="RunSpeed"dispName="$$36895$$Run Speed"varType="float">1.0</Param><Command>trUnitSelectClear();</Command><Command>trUnitSelect("%SrcObject%");</Command><Command>trUnitMoveToPoint(%DstPoint%, %EventID%, %AttackMove%, %Run%, %RunSpeed%);</Command></Effect><Effectname="Revealer : Set Active State"><Paramname="RevealerName"dispName="Revealer Name"varType="string">default</Param><Paramname="ActiveState"dispName="Active State"varType="bool">true</Param><Command>trSetRevealerActiveState("%RevealerName%", %ActiveState%);</Command></Effect><Effectname="Revealer : Create"><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Paramname="RevealerName"dispName="Revealer Name"varType="string">default</Param><Paramname="RevealerLoc"dispName="Revealer Location"varType="area">0</Param><Paramname="RevealerLOS"dispName="Revealer LOS"varType="float">10.0</Param><Paramname="BlackmapOnly"dispName="Blackmap Only"varType="bool">false</Param><Command>trCreateRevealer(%PlayerID%, "%RevealerName%", vector(%RevealerLoc%), %RevealerLOS%, %BlackmapOnly%);</Command></Effect><Effectname="Change Unit Type"><Paramname="SrcObject"dispName="$$19160$$Unit"varType="unit">default</Param><Paramname="ProtoUnit"dispName="$$22449$$ProtoUnit"varType="protounit">Villager</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitChangeProtoUnit("%ProtoUnit%");</Command></Effect><Effectname="Tribute"><Paramname="FromPlayerID"dispName="$$22453$$From Player"varType="player">1</Param><Paramname="ToPlayerID"dispName="$$22454$$To Player"varType="player">2</Param><Paramname="ResName"dispName="$$22455$$Resource"varType="resource">food</Param><Paramname="Amount"dispName="$$22456$$Amount"varType="long">100</Param><Command>trPlayerTribute(%FromPlayerID%, "%ResName%", %Amount%, %ToPlayerID%);</Command></Effect><Effectname="Grant Resources"><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Paramname="ResName"dispName="$$22455$$Resource"varType="resource">food</Param><Paramname="Amount"dispName="$$22456$$Amount"varType="long">100</Param><Command>trPlayerGrantResources(%PlayerID%, "%ResName%", %Amount%);</Command></Effect><Effectname="Ungarrison"><Paramname="SrcObject"dispName="$$19160$$Unit"varType="unit">default</Param><Command>trUnitSelectClear();</Command><Command>trUnitSelect("%SrcObject%");</Command><Command>trUnitEjectContained();</Command></Effect><Effectname="Hide Score"><Command>gadgetUnreal("ScoreDisplay");</Command></Effect><Effectname="Pause Game"><Paramname="Pause"dispName="$$22461$$Pause:"varType="bool">true</Param><Command>trGamePause(%Pause%);</Command></Effect><Effectname="Diplomacy"><Paramname="Player1"dispName="$$22301$$Player"varType="player">1</Param><Paramname="Status"dispName="$$22462$$Status"varType="alliance">ally</Param><Paramname="Player2"dispName="$$22301$$Player"varType="player">2</Param><Command>trPlayerSetDiplomacy(%Player1%, %Player2%, "%Status%");</Command></Effect>
<!-- Army Related-->
<Effectname="Army Deploy"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="ProtoName"dispName="$$22434$$ProtoName"varType="protounit">Villager</Param><Paramname="Location"dispName=""varType="area">0,0,0</Param><Paramname="Count"dispName="$$22435$$Count"varType="long">0</Param><Paramname="Heading"dispName="$$22432$$Heading"varType="long">0</Param><Paramname="Clear"dispName="$$22464$$Clear Existing Units:"varType="bool">true</Param><Command>trArmyDispatch("%SrcArmy%", "%ProtoName%", %Count%, %Location%, %Heading%, %Clear%);</Command></Effect><Effectname="Army Teleport"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="Area"dispName=""varType="area">0, 0, 0</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitTeleport(%Area%);</Command></Effect><Effectname="Army Move"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="DstPoint"dispName="$$22410$$X"varType="area">0</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="AttackMove"dispName="$$22416$$Attack Move"varType="bool">false</Param><Paramname="Run"dispName="$$35568$$Run"varType="bool">false</Param><Paramname="RunSpeed"dispName="$$36895$$Run Speed"varType="float">1.0</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitMoveToPoint(%DstPoint%, %EventID%, %AttackMove%, %Run%, %RunSpeed%);</Command></Effect><Effectname="Army Move to Unit"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="DstObject"dispName="$$22296$$Target Unit"varType="unit">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Paramname="AttackMove"dispName="$$22416$$Attack Move"varType="bool">false</Param><Paramname="Run"dispName="$$35568$$Run"varType="bool">false</Param><Paramname="RunSpeed"dispName="$$36895$$Run Speed"varType="float">1.0</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitMoveToUnit("%DstObject%",%EventID%, %AttackMove%, %Run%, %RunSpeed%);</Command></Effect><Effectname="Army Work"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="DstObject"dispName="$$22296$$Target Unit"varType="unit">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitDoWorkOnUnit("%DstObject%",%EventID%);</Command></Effect><Effectname="Army Garrison"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="DstObject"dispName="$$22296$$Target Unit"varType="unit">default</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitGarrison("%DstObject%",%EventID%);</Command></Effect><Effectname="Army Destroy"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitDelete();</Command></Effect><Effectname="Army Kill"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitDelete(false);</Command></Effect><Effectname="Army Convert"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitConvert(%PlayerID%);</Command></Effect><Effectname="Army Highlight"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="Duration"dispName="$$22291$$Seconds"varType="float">2.5</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitHighlight(%Duration%, false);</Command></Effect><Effectname="Army Change Type"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="ProtoUnit"dispName="$$22449$$ProtoUnit"varType="protounit">Villager</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitChangeProtoUnit("%ProtoUnit%");</Command></Effect><Effectname="Army Set Stance"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="Stance"dispName="$$22476$$Stance"varType="unitstance">Aggressive</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitSetStance("%Stance%");</Command></Effect><Effectname="Army Flash"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="Duration"dispName="$$22291$$Seconds"varType="float">2.5</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitHighlight(%Duration%, true);</Command></Effect><Effectname="Army Heading"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="Heading"dispName="$$22432$$Heading"varType="long">0</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitSetHeading(%Heading%);</Command></Effect><Effectname="Army Build Building"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="ProtoUnit"VarType="protounit"dispName="$$22412$$ProtoUnit To Build">default</Param><Paramname="DstPoint"dispName="$$22413$$Build Location"varType="area">0</Param><Command>trArmySelect("%SrcArmy%");</Command><Command>trUnitBuildUnit("%ProtoUnit%", vector(%DstPoint%));</Command></Effect><Effectname="Set Lighting"><Paramname="SetName"VarType="string"dispName="$$22481$$Set Name:">default</Param><Paramname="FadeTime"dispName="$$22482$$Fade In:"varType="float">5.0</Param><Command>trSetLighting("%SetName%",%FadeTime%);</Command></Effect><Effectname="Counter:Add Timer"><Paramname="Name"dispName="$$22365$$Name"varType="string">countdown</Param><Paramname="Start"dispName="$$22485$$Start"varType="long">30</Param><Paramname="Stop"dispName="$$20926$$Stop"varType="long">0</Param><Paramname="Msg"dispName="$$20056$$Message"varType="stringid">The End is Near</Param><Paramname="Event"dispName="$$22362$$Trigger"varType="event">0</Param><Command>trCounterAddTime("%Name%", %Start%, %Stop%, "%Msg%", %Event%);</Command></Effect><Effectname="Counter:Add Unit"><Paramname="Name"dispName="$$22365$$Name"varType="string">countdown</Param><Paramname="Player"dispName="$$22301$$Player"varType="player">0</Param><Paramname="ProtoUnit"dispName="$$22412$$ProtoUnit"varType="protounit">Villager</Param><Paramname="Count"dispName="$$22487$$Total"varType="long">0</Param><Paramname="Msg"dispName="$$20056$$Message"varType="stringid">The End is Near</Param><Paramname="Event"dispName="$$22362$$Trigger"varType="event">0</Param><Command>trCounterAddUnit("%Name%", %Player%, %Count%, "%ProtoUnit%", "%Msg%", %Event%);</Command></Effect><Effectname="Counter:Add XP"><Paramname="Name"dispName="$$22365$$Name"varType="string">countdown</Param><Paramname="Player"dispName="$$22301$$Player"varType="player">0</Param><Paramname="Count"dispName="$$22487$$Total"varType="long">0</Param><Paramname="Msg"dispName="$$20056$$Message"varType="stringid">The End is Near</Param><Paramname="Event"dispName="$$22362$$Trigger"varType="event">0</Param><Command>trCounterAddXP("%Name%", %Player%, %Count%, "%Msg%", %Event%);</Command></Effect><Effectname="Counter Stop"><Paramname="Name"dispName="$$22365$$Name"varType="string">countdown</Param><Command>trCounterAbort("%Name%");</Command></Effect><Effectname="Player LOS Change"><Paramname="Player1"dispName="$$22301$$Player"varType="player">1</Param><Paramname="CanSee"dispName="$$22490$$Has LOS"varType="bool">true</Param><Paramname="Player2"dispName="$$22301$$Player"varType="player">2</Param><Command>trPlayerModifyLOS(%Player1%, %CanSee%, %Player2%);</Command></Effect><Effectname="Flash UI"><Paramname="Name"dispName="$$20509$$Name"varType="string"/><Paramname="FlashLimit"dispName="Flash Limit"varType="long">0</Param><Paramname="ColorR"dispName="Red"varType="float">0.4</Param><Paramname="ColorG"dispName="Green"varType="float">0.4</Param><Paramname="ColorB"dispName="Blue"varType="float">0.4</Param><Command>trUIFlash("%Name%", %FlashLimit%, %ColorR%, %ColorG%, %ColorB%);</Command></Effect><Effectname="Flash UI Stop"><Paramname="Name"dispName="$$20509$$Name"varType="string"/><Command>trUIStopFlash("%Name%");</Command></Effect><Effectname="Flash UI Tech"><Paramname="TechID"dispName="$$22311$$Tech"varType="tech">0</Param><Paramname="Flash"dispName="$$22492$$Flash"varType="bool">true</Param><Command>trUIFlashTech(%TechID%, %Flash%);</Command></Effect><Effectname="Flash UI Train"><Paramname="ProtoName"dispName="$$22434$$ProtoName"varType="protounit">Villager</Param><Paramname="Flash"dispName="$$22492$$Flash"varType="bool">true</Param><Command>trUIFlashTrain("%ProtoName%", %Flash%);</Command></Effect><Effectname="Flash UI Category"><Paramname="CategoryID"dispName="$$22496$$Category"varType="uicategory">0</Param><Paramname="Flash"dispName="$$22492$$Flash"varType="bool">true</Param><Command>trUIFlashCategory(%CategoryID%, %Flash%);</Command></Effect><Effectname="Flash Units"><Paramname="SrcObject"dispName="$$22424$$Units"varType="unit">default</Param><Paramname="Duration"dispName="$$22291$$Seconds"varType="float">2.5</Param><Command>trUnitSelectClear();</Command><CommandloopParm="SrcObject"loop="">trUnitSelect("%SrcObject%");</Command><Command>trUnitHighlight(%Duration%, true);</Command></Effect><Effectname="Fade To Color"><Paramname="R"dispName="$$23559$$Red"varType="long">0</Param><Paramname="G"dispName="$$23560$$Green"varType="long">0</Param><Paramname="B"dispName="$$23561$$Blue"varType="long">0</Param><Paramname="Duration"dispName="$$22540$$Duration(ms)"varType="long">1000</Param><Paramname="Delay"dispName="$$22500$$Delay(ms)"varType="long">1000</Param><Paramname="Fade"dispName="$$22501$$Fade"varType="bool">true</Param><Paramname="EventID"dispName="$$22362$$Trigger"varType="event">-1</Param><Command>trUIFadeToColor(%R%,%G%,%B%,%Duration%,%Delay%,%Fade%,%EventID%);</Command></Effect><Effectname="Win Message"><Paramname="Text"dispName="$$22494$$Text"varType="stringid">You Win</Param><Paramname="Sound"dispName="$$22384$$Sound"varType="sound">default</Param><Paramname="IgnoreUserControls"dispName="Ignore User Controls"varType="bool">true</Param><Command>trShowWinLose("%Text%", "%Sound%", %IgnoreUserControls%);</Command></Effect><Effectname="Advance Campaign"><Command>trCampaignAdvance();</Command></Effect><Effectname="Advance Campaign Progress"><Command>trCampaignAdvanceProgress();</Command></Effect><Effectname="Advance Campaign Scenario"><Command>trCampaignPlayCurrent();</Command></Effect><Effectname="Rate Construction"><Paramname="Rate"dispName="$$22507$$Rate"varType="float">1.0</Param><Command>trRateConstruction(%Rate%);</Command></Effect><Effectname="Rate Training"><Paramname="Rate"dispName="$$22507$$Rate"varType="float">1.0</Param><Command>trRateTrain(%Rate%);</Command></Effect><Effectname="Rate Research"><Paramname="Rate"dispName="$$22507$$Rate"varType="float">1.0</Param><Command>trRateResearch(%Rate%);</Command></Effect><Effectname="Rates Normal"><Command>trRatesNormal();</Command></Effect><Effectname="Go to Main Menu"><Command>trModeEnter("Pregame");</Command></Effect><Effectname="Player Set Active"><Paramname="Player"dispName="$$22301$$Player"varType="player">1</Param><Command>trPlayerSetActive(%Player%);</Command></Effect><Effectname="Flare Minimap"><Paramname="PlayerID"dispName="$$22301$$Player"varType="player">1</Param><Paramname="Duration"dispName="$$20510$$Duration"varType="float">1.0</Param><Paramname="Position"dispName="$$22410$$X"varType="area">0,0,0</Param><Paramname="Flash"dispName="$$22492$$Flash"varType="bool">true</Param><Command>trMinimapFlare(%PlayerID%, %Duration%, vector(%Position%), %Flash%);</Command></Effect><Effectname="Shake Camera"><Paramname="Duration"dispName="$$20510$$Duration"varType="float">5.0</Param><Paramname="Strength"dispName="$$22515$$Strength"varType="float">0.25</Param><Command>trCameraShake(%Duration%, %Strength%);</Command></Effect><Effectname="Player Reset Blackmap"><Paramname="Player"dispName="$$22301$$Player"varType="player">1</Param><Command>trPlayerResetBlackMap(%Player%);</Command></Effect><Effectname="Reset All Blackmap"><Command>trPlayerResetBlackMapForAllPlayers();</Command></Effect>
<!--<Effect name="$$22520$$Player Kill All Units">-->
<Effectname="AI Create Defend Plan"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="PlanName"VarType="string"dispName="Plan Name">DefendPoint</Param><Paramname="Area"dispName=""varType="area">0, 0, 0</Param><Paramname="EngageRange"dispname="Engage Range"vartype="float">50</Param><Paramname="EvaluationFrequency"dispname="Frequency"vartype="long">5</Param><Paramname="GatherDistance"dispname="GatherDistance"vartype="float">25</Param><Command>trCreateDefendPlan("%SrcArmy%", "%PlanName%", %Area%, %EngageRange%, %EvaluationFrequency%, %GatherDistance%);</Command></Effect><Effectname="AI Create Attack Plan"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="PlanName"VarType="string"dispName="Plan Name">AttackPoint</Param><Paramname="Player"VarType="player"dispName="AttackPlayer">2</Param><Paramname="Area"dispName=""varType="area">0, 0, 0</Param><Paramname="EngageRange"dispname="Engage Range"vartype="float">50</Param><Paramname="EvaluationFrequency"dispname="Frequency"vartype="long">5</Param><Command>trCreateAttackPlan("%SrcArmy%", "%PlanName%", %Player%, %Area%, %EngageRange%, %EvaluationFrequency%);</Command></Effect><Effectname="AI Kill Plan"><Paramname="Player"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="PlanName"VarType="string"dispName="Plan Name">PlanName</Param><Command>trKillAIPlan(%Player%, "%PlanName%");</Command></Effect><Effectname="AI Add Army To Plan"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="PlanName"VarType="string"dispName="Plan Name">PlanName</Param><Command>trAddArmyToPlan("%SrcArmy%", "%PlanName%");</Command></Effect><Effectname="AI Defend Unit List"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="DefendedArmy"VarType="group"dispName="Defended Army">default</Param><Paramname="PlanName"VarType="string"dispName="Plan Name">DefendUnits</Param><Paramname="EvaluationFrequency"dispname="Frequency"vartype="long">5</Param><Paramname="GatherDistance"dispname="GatherDistance"vartype="float">25</Param><Command>trDefendUnits("%SrcArmy%", "%DefendedArmy%", "%PlanName%", %EvaluationFrequency%, %GatherDistance%);</Command></Effect><Effectname="AI Attack Unit List"><Paramname="SrcArmy"VarType="group"dispName="$$22348$$Army">default</Param><Paramname="ArmyToAttack"VarType="group"dispName="Army To Attack">default</Param><Paramname="PlanName"VarType="string"dispName="Plan Name">AttackUnits</Param><Command>trAttackUnits("%SrcArmy%", "%ArmyToAttack%", "%PlanName%");</Command></Effect><Effectname="AIComms AttackUnits"><Paramname="Player"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="ArmyToAttack"VarType="group"dispName="Army To Attack">default</Param><Command>trAICommsAttackUnits(%Player%, "%ArmyToAttack%");</Command></Effect><Effectname="AIComms DefendPoint"><Paramname="Player"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="Area"dispName=""varType="area">0, 0, 0</Param><Command>trAICommsDefendPoint(%Player%, %Area%);</Command></Effect><Effectname="AIComms Request Tribute"><Paramname="FromPlayerID"dispName="$$22453$$From Player"varType="player">2</Param><Paramname="ResName"dispName="$$22455$$Resource"varType="resource">food</Param><Paramname="Amount"dispName="$$22456$$Amount"varType="long">100</Param><Command>trAICommsRequestTribute(%FromPlayerID%, "%ResName%", %Amount%);</Command></Effect><Effectname="AIComms Cancel Order"><Paramname="SendToPlayerID"dispName="Send To Player"varType="player">2</Param><Command>trAICommsCancelOrder(%SendToPlayerID%);</Command></Effect><Effectname="AIComms Claim TradePost"><Paramname="SendToPlayerID"dispName="Send To Player"varType="player">2</Param><Paramname="Area"dispName=""varType="area">0, 0, 0</Param><Command>trAICommsClaim(%SendToPlayerID%, %Area%);</Command></Effect><Effectname="AIComms Train UnitType"><Paramname="SendToPlayerID"dispName="Send To Player"varType="player">2</Param><Paramname="UnitType"VarType="unittype"dispName="$$22302$$Unit Type">Unit</Param><Command>trAICommsTrain(%SendToPlayerID%, "%UnitType%");</Command></Effect>
<!-- AI stuff-->
<Effectname="Player : SetAge"><Paramname="Player"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="Age"VarType="long"dispName="Age">0</Param><Paramname="DisplayEffect"VarType="bool"dispName="Display Effect">true</Param><Command>trPlayerSetAge(%Player%, %Age%, %DisplayEffect%);</Command></Effect><Effectname="Player : Toggle TC Spawning"><Paramname="Player"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="AllowSpawning"VarType="bool"dispName="$$33815$$Allow TC Spawning">true</Param><Command>trPlayerToggleAllowTCSpawning(%Player%, %AllowSpawning%);</Command></Effect><Effectname="Player : Toggle CW Spawning"><Paramname="Player"VarType="player"dispName="$$22301$$Player">1</Param><Paramname="AllowSpawning"VarType="bool"dispName="$$33815$$Allow TC Spawning">true</Param><Command>trPlayerToggleAllowNewCWSpawning(%Player%, %AllowSpawning%);</Command></Effect><Effectname="Trade Route Set Position"><Paramname="TradeRoute"VarType="traderoute"dispName="$$33881$$Trade Route">1</Param><Paramname="Position"VarType="float"dispName="$$33887$$Normalized Distance From Start">0.0</Param><Command>trTradeRouteSetPosition(%TradeRoute%, %Position%);</Command></Effect><Effectname="Trade Route Toggle State"><Paramname="TradeRoute"VarType="traderoute"dispName="$$33881$$Trade Route">1</Param><Paramname="ShowUnit"VarType="bool"dispName="$$33882$$Show Unit">true</Param><Command>trTradeRouteToggleState(%TradeRoute%, %ShowUnit%);</Command></Effect><Effectname="Trade Route Set Level"><Paramname="TradeRoute"VarType="traderoute"dispName="$$33881$$Trade Route">1</Param><Paramname="Level"VarType="long"dispName="Level">1</Param><Command>trTradeRouteSetLevel(%TradeRoute%, %Level%);</Command></Effect><Effectname="Shadow Set Far Clipping Plane"><Paramname="Enable"VarType="bool"dispName="$$22519$$Enable">true</Param><Paramname="Distance"VarType="float"dispName="$$34196$$Distance Away From Camera">50.0</Param><Command>trSetShadowFarClip(%Enable%, %Distance%);</Command></Effect><Effectname="Show SPC Note"><Paramname="Title"VarType="stringid"dispName="$$37025$$Title">Default</Param><Paramname="Text"VarType="stringid"dispName="$$22531$$Text">Default</Param><Command>trShowSPCNote("%Title%", "%Text%");</Command></Effect></Effects></trigger>
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