Dal Docudemons per Kingdoms.
EVENTS
"Triggers are data objects consisting of an event on which to test, a number of conditions, and a list of effects. These effects can be upon character traits
or upon advice, although this could easily be extended to other domains of activity such as the world, the empire, diplomacy &c.
The triggers themselves are not encoded in the project - they are read in from an external file and instantiations of triggers are stored in an array indexed
by their event.
If you wish to add new triggers, consult the list of extant triggers and see if you are merely redefining a trigger that already exists. You can do this by
examining the advice and VnV spreadsheets. If you are satisfied that this is indeed a new trigger, ask yourself when the trigger should be tested, and under
what conditions the trigger should fire. If either the condition or the event is unavailable, request from Guy that they be added to the set.
The conditions are in conditions.txt. This document contains the current set of events. They are:"
Identifier: PreBattle
Event: When a battle is about to start
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_PRE_BATTLE
Identifier: PreBattleWithdrawal
Event: When a battle is about to start but one of the armies withdraws
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_PRE_BATTLE_WITHDRAWAL
Identifier: BattleAiCommenced
Event: The battle AI has begun processing
Exports: faction
Class: ET_BATTLE_AI_COMMENCED
Identifier: BattleDelayPhaseCommenced
Event: The delay phase has begun
Exports: faction
Class: ET_BATTLE_DELAY_PHASE_COMMENCED
Identifier: BattleDeploymentPhaseCommenced
Event: The deployment phase has begun
Exports: faction
Class: ET_BATTLE_DEPLOYMENT_PHASE_COMMENCED
Identifier: BattleConflictPhaseCommenced
Event: The conflict phase has begun
Exports: faction
Class: ET_BATTLE_CONFLICT_PHASE_COMMENCED
Identifier: BattlePlayerUnitAttacksEnemyUnit
Event: A player unit has attacked one of the enemies units
Exports: infer_attacking_unit, infer_defending_unit, player_unit, enemy_unit
Class: ET_BATTLE_PLAYER_UNIT_ATTACKS_ENEMY_UNIT
Identifier: BattnemyUnitAttacksPlayerUnit
Event: An enemy unit has attacked one of the players units
Exports: infer_attacking_unit, infer_defending_unit, player_unit, enemy_unit
Class: ET_BATTLE_ENEMY_UNIT_ATTACKS_PLAYER_UNIT
Identifier: BattlePlayerAttacksSettlementBuilding
Event: A player unit has attacked a building in the settlement
Exports: infer_attacking_unit, player_unit, building_battle
Class: ET_BATTLE_PLAYER_ATTACKS_SETTLEMENT_BUILDING
Identifier: BattnemyAttacksSettlementBuilding
Event: An enemy unit has attacked a building in the settlement
Exports: infer_attacking_unit, enemy_unit, building_battle
Class: ET_BATTLE_ENEMY_ATTACKS_SETTLEMENT_BUILDING
Identifier: BattleUnitGoesBerserk
Event: A unit has gone berserk
Exports: unit
Class: ET_BATTLE_UNIT_GOES_BERSERK
Identifier: BattlePlayerUnitGoesBerserk
Event: One of the player's units has gone berserk
Exports: player_unit
Class: ET_BATTLE_PLAYER_GOES_BERSERK
Identifier: BattnemyUnitGoesBerserk
Event: One of the enemies' units has routed
Exports: enemy_unit
Class: ET_BATTLE_ENEMY_UNIT_GOES_BERSERK
Identifier: BattleUnitRouts
Event: A unit has routed
Exports: unit
Class: ET_BATTLE_UNIT_ROUTS
Identifier: BattlePlayerUnitRouts
Event: One of the player's units has routed
Exports: player_unit
Class: ET_BATTLE_PLAYER_UNIT_ROUTS
Identifier: BattnemyUnitRouts
Event: One of the enemies' units has routed
Exports: enemy_unit
Class: ET_BATTLE_ENEMY_UNIT_ROUTS
Identifier: BattlePlayerSiegeEngineDestroyed
Event: A siege engine belonging to the player has been destroyed
Exports: player_unit
Class: ET_BATTLE_PLAYER_SIEGE_ENGINE_DESTROYED
Identifier: BattnemySiegeEngineDestroyed
Event: A siege engine belonging to the enemy has been destroyed
Exports: enemy_unit
Class: ET_BATTLE_ENEMY_SIEGE_ENGINE_DESTROYED
Identifier: PostBattle
Event: When a battle has finished
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_POST_BATTLE
Identifier: BattleArmyRouted
Event: An army has been entrirely routed
Exports: army
Class: ET_BATTLE_ARMY_ROUTED
Identifier: BattleGeneralKilled
Event: A general has been killed
Exports: character
Class: ET_BATTLE_GENERAL_KILLED
Identifier: BattleGeneralRouted
Event: A general has been routed
Exports: character
Class: ET_BATTLE_GENERAL_ROUTED
Identifier: BattleReinforcementsArrive
Event: A reinforcing army has arrived on the battlefield
Exports: army
Class: ET_BATTLE_REINFORCEMENTS_ARRIVE
Identifier: BattleSiegeEngineDestroyed
Event: A siege engine has been destroyed
Exports: unit
Class: ET_BATTLE_SIEGE_ENGINE_DESTROYED
Identifier: BattleSiegeEngineDocksWall
Event: A siege engine has docked with a wall
Exports: unit
Class: ET_BATTLE_SIEGE_ENGINE_DOCKS_WALL
Identifier: BattleGatesAttackedByEngine
Event: An engine has started attacking a gate
Exports: unit
Class: ET_BATTLE_GATES_ATTACKED_BY_ENGINE
Identifier: BattleGatesAttackedByPlayerEngine
Event: A player's engine has started attacking a gate
Exports: player_unit
Class: ET_BATTLE_GATES_ATTACKED_BY_PLAYER_ENGINE
Identifier: BattleGatesAttackedByEnemyEngine
Event: An enemy's engine has started attacking a gate
Exports: enemy_unit
Class: ET_BATTLE_GATES_ATTACKED_BY_ENEMY_ENGINE
Identifier: BattleBattleGatesDestroyedByEngine
Event: An engine has destroyed a gate
Exports: unit
Class: ET_BATTLE_GATES_DESTROYED_BY_ENGINE
Identifier: BattleSpySuccess
Event: A spy has successfully opened the gates
Exports: unit
Class: ET_BATTLE_SPY_SUCCESS
Identifier: BattleWallsBreachedByEngine
Event: A siege engine has knocked down a wall
Exports: unit
Class: ET_BATTLE_WALLS_BREACHED_BY_ENGINE
Identifier: BattleWallsCaptured
Event: A siege engine has knocked down a wall
Exports: unit
Class: ET_BATTLE_WALLS_CAPTURED
Identifier: BattleFinished
Event: The battle has finished
Exports: unit
Class: ET_BATTLE_FINISHED
Identifier: BattleWinningPlaza
Event: The plaza is being captured
Exports: unit
Class: ET_BATTLE_WINNING_PLAZA
Identifier: BattleStopsWinningPlaza
Event: The plaza capture has been stopped
Exports: unit
Class: ET_BATTLE_STOPS_WINNING_PLAZA
Identifier: BattleDominatingPlaza
Event: The enemy will have captured the plaza in 30s
Exports: unit
Class: ET_BATTLE_DOMINATING_PLAZA
Identifier: BattngineUnmanned
Event: A siege engine is now unmanned
Exports: unit
Class: ET_BATTLE_ENGINE_UNMANNED
Identifier: BattleArmyHalfDestroyed
Event: Half of an army has been destroyed
Exports: army
Class: ET_BATTLE_ARMY_HALF_DESTROYED
Identifier: BattlePlayerArmyHalfDestroyed
Event: Half of the player's army has been destroyed
Exports: army
Class: ET_BATTLE_PLAYER_ARMY_HALF_DESTROYED
Identifier: BattnemyArmyHalfDestroyed
Event: Half of the enemy's army has been destroyed
Exports: army
Class: ET_BATTLE_ENEMY_ARMY_HALF_DESTROYED
Identifier: BattleArmyTired
Event: The whole army is tired
Exports: army
Class: ET_BATTLE_ARMY_TIRED
Identifier: BattlePlayerUnderAttackIdle
Event: An idle unit is under missile fire
Exports: unit
Class: ET_BATTLE_PLAYER_UNDER_ATTACK_IDLE
Identifier: BattleWinningCombat
Event: A team has gained the advantage in combat
Exports: army
Class: ET_BATTLE_WINNING_COMBAT
Identifier: BattleTideofBattle
Event: A different team is now the strongest
Exports: army
Class: ET_BATTLE_TIDE_OF_BATTLE
Identifier: FactionTurnStart
Event: A Faction has started its turn
Exports: faction
Class: ET_FACTION_TURN_START
Identifier: FactionNewCapital
Event: A Faction has changed its capital
Exports: faction
Class: ET_FACTION_NEW_CAPITAL
Identifier: FactionWarDeclared
Event: War has been declared by faction on target_faction
Exports: faction, target_faction, target_religion
Class: ET_FACTION_WAR_DECLARED
Identifier: FactionAllianceDeclared
Event: An Alliance has been declared by faction on target_faction
Exports: faction, target_faction, target_religion
Class: ET_FACTION_ALLIANCE_DECLARED
Identifier: InterFactionMarriage
Event: A marriage has occured between two factions. gets fired for both factions involved
Exports: faction, target_faction, target_religion
Class: ET_INTER_FACTION_MARRIAGE
Identifier: FactionTradeAgreementMade
Event: A trade agreement has been made by faction on target_faction
Exports: faction, target_faction, target_religion
Class: ET_FACTION_TRADE_AGREEMENT_MADE
Identifier: GiveMoney
Event: Money has been given to another faction
Exports: faction, target_faction, amount, target_religion
Class: ET_GIVE_MONEY
Identifier: PopeElected
Event: A new pope has been elected
Exports: faction, target_faction, target_religion
Class: ET_POPE_ELECTED
Identifier: VotedForPope
Event: A Faction has voted for the new pope
Exports: faction
Class: ET_VOTED_FOR_POPE
Identifier: FactionExcommunicated
Event: A Faction has been excommunicated
Exports: faction
Class: ET_FACTION_EXCOMMUNICATED
Identifier: FactionBreakAlliance
Event: An alliance has been broken by faction on target_faction
Exports: faction, target_faction, target_religion
Class: ET_FACTION_BREAK_ALLIANCE
Identifier: HordeFormed
Event: A Faction has formed a horde
Exports: faction
Class: ET_FACTION_HORDE_FORMED
Identifier: FactionTurnEnd
Event: A Faction has ended its turn
Exports: faction
Class: ET_FACTION_TURN_END
Identifier: HireMercenaries
Event: A General has hired some mercenaries
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_HIRE_MERCENARIES
Identifier: GeneralCaptureResidence
Event: A General has captured a residence (fort, watchtower)
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_GENERAL_CAPTURE_RESIDENCE
Identifier: GeneralCaptureSettlement
Event: A General has captured a settlement
Exports: nc_character_record, character_record, faction, region_id, character_type, target_settlement, settlement, rsam
Class: ET_GENERAL_CAPTURE_SETTLEMENT
Identifier: LeaderDestroyedFaction
Event: A faction has been destroyed
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_LEADER_DESTROYED_FACTION
Identifier: Disaster
Event: A disaster has happened
Exports: event_type
Class: ET_DISASTER
Identifier: CharacterDamagedByDisaster
Event: A character has been injured by a disaster
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_CHARACTER_DAMAGED_BY_DISASTER
Identifier: EventCounter
Event: An event counter has changed
Exports: event_counter
Class: ET_EVENT_COUNTER
Identifier: GeneralAssaultsResidence
Event: An assault has taken place
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, target_region_id, target_religion
Class: ET_GENERAL_ASSAULT_RESIDENCE
Identifier: GeneralAssaultsGeneral
Event: A general has attacked another general
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, target_character_record, target_character_type, target_faction, target_religion
Class: ET_GENERAL_ASSAULT_GENERAL
Identifier: OfferedForAdoption
Event: An adoption has been proposed
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_OFFERED_FOR_ADOPTION
Identifier: LesserGeneralOfferedForAdoption
Event: An lesser general adoption has been proposed
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_LESSER_GENERAL_OFFERED_FOR_ADOPTION
Identifier: OfferedForMarriage
Event: An marriage offer has been proposed
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_OFFERED_FOR_MARRIAGE
Identifier: BrotherAdopted
Event: An brother has been adopted
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_BROTHER_ADOPTED
Identifier: BecomesFactionLeader
Event: The character has been made the faction leader
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_BECOMES_FACTION_LEADER
Identifier: BecomesFactionHeir
Event: The character has been made the faction heir
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_BECOMES_FACTION_HEIR
Identifier: CeasedFactionLeader
Event: The character is no longer faction leader
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_CEASED_FACTION_LEADER
Identifier: CeasedFactionHeir
Event: The character is no longer faction heir
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_CEASED_FACTION_HEIR
Identifier: UngarrisonedFort
Event: A fort is no longer garrisoned
Exports: faction, fort, region_id
Class: ET_UNGARRISONED_FORT
Identifier: TileSeen
Event: The tile has been seen by faction
Exports: faction, region_id, sm_position
Class: ET_TILE_SEEN_FACTION
Identifier: ObjSeen
Event: An object of target faction has been seen by faction
Exports: faction, target_faction, region_id, sm_position
Class: ET_OBJ_SEEN_FACTION
Identifier: CrusadeCalled
Event: A Crusade/Jihad has been called
Exports: crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_CRUSADE_CALLED
Identifier: CrusadeEnds
Event: A Crusade/Jihad has ended
Exports: crusade, target_settlement, target_region_id
Class: ET_CRUSADE_ENDS
Identifier: PopeAcceptsCrusadeTarget
Event: The Pope has accepted the player's crusade target
Exports: crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_POPE_ACCEPTS_CRUSADE
Identifier: PopeRejectsCrusadeTarget
Event: The Pope has rejected the player's crusade target
Exports: crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_POPE_REJECTS_CRUSADE
Identifier: UnitsDesertCrusade
Event: Units have deserted a crusade/jihad
Exports: faction, religion, crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_UNITS_DESERT_CRUSADE
Identifier: ArmyTakesCrusadeTarget
Event: Army has taken crusade/jihad target settlement
Exports: army, faction, religion, region_id, sm_position, crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_ARMY_TAKES_CRUSADE_TARGET
Identifier: Transgression
Event: A faction to faction transgression has occurred
Exports: faction, target_faction, resource_description
Class: ET_TRANSGRESSION
Identifier: DishonestTransgression
Event: A global dishonest transgression has occurred
Exports: faction, resource_description
Class: ET_DISHONEST_TRANSGRESSION
Identifier: Forgiveness
Event: A faction to faction forgiveness has occurred
Exports: faction, target_faction, resource_description
Class: ET_FORGIVENESS
Identifier: UpdateAttitude
Event: A faction to faction attitude update has occurred (once every round)
Exports: faction, target_faction
Class: ET_UPDATE_ATTITUDE
Identifier: Demeanour
Event: A demeanour response has occured in diplomacy talks
Exports: faction, target_faction, amount, target_religion
Class: ET_DEMEANOUR
Identifier: Birth
Event: A child is born to the faction leader
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_BIRTH
Identifier: CharacterComesOfAge
Event: A Character has come of age
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_COMING_OF_AGE
Identifier: CharacterMarries
Event: A Character has married
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_MARRIAGE
Identifier: CharacterMarriesPrincess
Event: A Character has married a princess
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_PRINCESS_MARRIAGE
Identifier: MarriageAlliancePosssible
Event: A marriage alliance is possible
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_MARRIAGE_ALLIANCE_POSSIBLE
Identifier: MarriageAllianceOffered
Event: A marriage alliance has been offered
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_MARRIAGE_ALLIANCE_OFFERED
Identifier: PriestBecomesHeretic
Event: A priest has gone mad
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_PRIEST_BECOMES_HERETIC
Identifier: CharacterNearHeretic
Event: A character is adjacent to a heretic
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_CHARACTER_NEAR_HERETIC
Identifier: CharacterNearWitch
Event: A character is adjacent to a witch
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_CHARACTER_NEAR_WITCH
Identifier: CardinalPromoted
Event: A character has been promoted to a cardinal
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_CARDINAL_PROMOTED
Identifier: CardinalRemoved
Event: A cardinal has been removed from the game
Exports: faction
Class: ET_CARDINAL_REMOVED
Identifier: InquisitorAppointed
Event: An inquisitor has been dispatched to a region
Exports: faction
Class: ET_INQUISITOR_APPOINTED
Identifier: CharacterBecomesAFather
Event: A Character has become a father
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_BECOMES_FATHER
Identifier: CharacterTurnStart
Event: A Character has started its turn
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_CHARACTER_TURN_START
Identifier: CharacterTurnEnd
Event: A Character has finished its turn
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
Class: ET_CHARACTER_TURN_END
Identifier: CharacterTurnEndInSettlement
Event: A Character has finished its turn
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
Class: ET_CHARACTER_TURN_END_IN_SETTLEMENT
Identifier: GeneralDevastatesTile
Event: A General and his army has devastated an enemy's fertile land
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
Class: ET_GENERAL_DEVASTATES_TILE
Identifier: GeneralJoinCrusade
Event: A General has been sent on Crusade/Jihad
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_GENERAL_JOIN_CRUSADE
Identifier: GeneralAbandonCrusade
Event: A General has left the Crusade/Jihad
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_GENERAL_ABANDON_CRUSADE
Identifier: GeneralArrivesCrusadeTargetRegion
Event: A General has arrived in the Crusade/Jihad target region
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, army, crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_GENERAL_ARRIVES_CRUSADE_TARGET_REGION
Identifier: GeneralTakesCrusadeTarget
Event: A General has taken the Crusade/Jihad target settlement
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, crusade, target_settlement, target_region_id, target_faction, target_religion
Class: ET_GENERAL_TAKES_CRUSADE_TARGET
Identifier: FatherDiesNatural
Event: A character father died of natural causes
Exports: nc_character_record, character_record, faction, region_id, character_type, religion
Class: ET_FATHER_DIES_NATURAL
Identifier: CharacterAttacksCrusadingGeneral
Event: A general on crusade/jihad has been attacked by other character (it includes crusading generals attacked in a residence or on navy and generals attacked by spotted and killed assassin)
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, target_character_record, target_character_type, target_faction, target_religion
Class: ET_CHARACTER_ATTACKS_CRUSADING_GENERAL
Identifier: GeneralPrisonersRansomedCaptor
Event: A General of a captor faction has made a ransom decision
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, target_faction, target_religion, captured_faction_info, ransom_type
Class: ET_GENERAL_PRISONERS_RANSOMED_CAPTOR
Identifier: GeneralPrisonersRansomedCaptive
Event: A General of a captive faction has made a ransom decision
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, target_faction, target_religion, captured_faction_info, ransom_type
Class: ET_GENERAL_PRISONERS_RANSOMED_CAPTIVE
Identifier: FactionLeaderPrisonersRansomedCaptor
Event: A captor faction has made a ransom decision
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, target_faction, target_religion, captured_faction_info, ransom_type
Class: ET_FACTION_LEADER_PRISONERS_RANSOMED_CAPTOR
Identifier: FactionLeaderPrisonersRansomedCaptive
Event: A captive faction has made a ransom decision
Exports: nc_character_record, character_record, faction, region_id, character_type, religion, target_faction, target_religion, captured_faction_info, ransom_type
Class: ET_FACTION_LEADER_PRISONERS_RANSOMED_CAPTIVE
Identifier: CapturedCharacterRansomed
Event: A captured character has been successfully ransomed back from the enemy
Exports: nc_character_record, character_record, faction, region_id, character_type, religion
Class: ET_CAPTURED_CHARACTER_RANSOMED
Identifier: CapturedCharacterReleased
Event: A captured character has been released by the enemy
Exports: nc_character_record, character_record, faction, region_id, character_type, religion
Class: ET_CAPTURED_CHARACTER_RELEASED
Identifier: SpyMission
Event: A spy mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level, target_religion
Class: ET_SPY_MISSION
Identifier: ExecutesASpyOnAMission
Event: An spying mission has failed and the spy is executed by the target
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_EXECUTES_A_SPY_ON_A_MISSION
Identifier: LeaderOrderedSpyingMission
Event: A Faction leader has ordered a spying mission
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level, target_religion
Class: ET_LEADER_ORDERED_SPYING_MISSION
Identifier: AssassinationMission
Event: An assassination mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_success_level
Class: ET_ASSASSINATION_MISSION
Identifier: ExecutesAnAssassinOnAMission
Event: An assassination mission has failed and the assassin is executed by the target
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_EXECUTES_AN_ASSASSIN_ON_A_MISSION
Identifier: AssassinCaughtAttackingPope
Event: An assassination mission against the pope has failed and the assassin is executed
Exports: faction
Class: ET_ASSASSIN_CAUGHT_ATTACKING_POPE
Identifier: LeaderOrderedAssassination
Event: A Faction leader has ordered an assassination mission
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level
Class: ET_LEADER_ORDERED_ASSASSINATION_MISSION
Identifier: SufferAssassinationAttempt
Event: Someone has had an attempt on their life
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_SUFFER_ASSASSINATION_ATTEMPT
Identifier: AcquisitionMission
Event: An acquisition mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_success_level, success_prob
Class: ET_ACQUISITION_MISSION
Identifier: SufferAcquisitionAttempt
Event: Someone has had an attempt on their assets
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_SUFFER_ACQUISITION_ATTEMPT
Identifier: MarriageMission
Event: A marriage mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_success_level, success_prob
Class: ET_MARRIAGE_MISSION
Identifier: SufferMarriageAttempt
Event: Someone has had an attempt on their bachelorhood
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_SUFFER_MARRIAGE_ATTEMPT
Identifier: DenouncementMission
Event: A denouncement mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_success_level, success_prob
Class: ET_DENOUNCEMENT_MISSION
Identifier: SufferDenouncementAttempt
Event: Someone has had a denouncement attempt
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_SUFFER_DENOUNCEMENT_ATTEMPT
Identifier: SabotageMission
Event: A sabotage mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_success_level
Class: ET_SABOTAGE_MISSION
Identifier: LeaderOrderedSabotage
Event: A Faction leader has ordered a sabotage mission
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_LEADER_ORDERED_SABOTAGE_MISSION
Identifier: BriberyMission
Event: A bribery mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level, target_religion
Class: ET_BRIBERY_MISSION
Identifier: LeaderOrderedBribery
Event: A Faction leader has ordered a bribery mission
Exports: nc_character_record, character_record, faction, region_id, character_type
Identifier: AcceptBribe
Event: Someone has been bribed
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_ACCEPT_BRIBE
Identifier: RefuseBribe
Event: Someone has refused a bribe
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_REFUSE_BRIBE
Identifier: Insurrection
Event: Insurgence has been provoked
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_INSURRECTION
Identifier: DiplomacyMission
Event: A diplomacy mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level, target_religion
Class: ET_DIPLOMACY_MISSION
Identifier: LeaderOrderedDiplomacy
Event: A Faction leader has ordered a diplomacy mission
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_LEADER_ORDERED_DIPLOMACY_MISSION
Identifier: LeaderMissionSuccess
Event: A mission has been completed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_details
Class: ET_LEADER_MISSION_SUCCESS
Identifier: LeaderMissionFailed
Event: A mission has failed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_details
Class: ET_LEADER_MISSION_FAILED
Identifier: SettlementTurnStart
Event: A Settlement is being processed for the start of its faction's turn
Exports: faction, settlement, region_id
Class: ET_SETTLEMENT_TURN_START
Identifier: SettlementTurnEnd
Event: A Settlement is being processed for the end of its faction's turn
Exports: faction, settlement, region_id
Class: ET_SETTLEMENT_TURN_END
Identifier: NewAdmiralCreated
Event: A new admiral has been created for a new ship
Exports: faction, settlement, character
Class: ET_NEW_ADMIRAL_CREATED
Identifier: UnitTrained
Event: A unit has been trained
Exports: faction, settlement, resource_description, unit
Class: ET_UNIT_TRAINED
Identifier: GovernorUnitTrained
Event: A unit has been trained
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement, resource_description, unit
Class: ET_GOVERNOR_UNIT_TRAINED
Identifier: BuildingCompleted
Event: A building has been completed
Exports: faction, settlement, prior_build, advised_build
Class: ET_BUILDING_COMPLETED
Identifier: GovernorBuildingCompleted
Event: A building has been completed
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement, prior_build, advised_build
Class: ET_GOVERNOR_BUILDING_COMPLETED
Identifier: PlugInCompleted
Event: A plugin has been completed
Exports: faction, settlement, region_id, prior_build, advised_build
Class: ET_PLUG_IN_COMPLETED
Identifier: GovernorPlugInCompleted
Event: A plugin has been completed
Exports: nc_character_record, character_record, faction, region_id, character_type, prior_build
Class: ET_GOVERNOR_PLUG_IN_COMPLETED
Identifier: AgentCreated
Event: An agent has been trained
Exports: character_record, character_type, settlement, faction
Class: ET_AGENT_CREATED
Identifier: GovernorAgentCreated
Event: An agent has been trained
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
Class: ET_GOVERNOR_AGENT_CREATED
Identifier: BuildingDestroyed
Event: A building has been destroyed
Exports: faction, settlement, region_id, resource_description
Class: ET_BUILDING_DESTROYED
Identifier: AddedToBuildingQueue
Event: A building has been added to the construction queue
Exports: faction, settlement, region_id, resource_description
Class: ET_ADDED_TO_BUILDING_QUEUE
Identifier: AddedToTrainingQueue
Event: A building has been added to the training queue
Exports: faction, settlement, region_id, resource_description
Class: ET_ADDED_TO_TRAINING_QUEUE
Identifier: GovernorBuildingDestroyed
Event: A building has been destroyed
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_GOVERNOR_BUILDING_DESTROYED
Identifier: CityRiots
Event: A settlement has rioted
Exports: faction, settlement, region_id, target_faction, target_religion
Class: ET_SETTLEMENT_RIOTS
Identifier: GiveSettlement
Event: A settlement has been given to another faction
Exports: faction, settlement, region_id, target_faction, target_religion
Class: ET_GIVE_SETTLEMENT
Identifier: GovernorCityRiots
Event: A settlement has rioted
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement, target_faction, target_religion
Class: ET_GOVERNOR_SETTLEMENT_RIOTS
Identifier: CityRebels
Event: A settlement has rebelled
Exports: faction, settlement, region_id, target_faction, target_religion
Class: ET_SETTLEMENT_REBELS
Identifier: GovernorCityRebels
Event: A settlement has rebelled
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement, target_faction, target_religion
Class: ET_GOVERNOR_SETTLEMENT_REBELS
Identifier: GovernorThrowGames
Event: Games have been thrown
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
Class: ET_GOVERNOR_THROW_GAMES
Identifier: GovernorThrowRaces
Event: Races have been thrown
Exports: nc_character_record, character_record, faction, region_id, character_type, settlement
Class: ET_GOVERNOR_THROW_RACES
Identifier: UngarrisonedSettlement
Event: A settlement is no longer garrisoned
Exports: faction, settlement, region_id
Class: ET_UNGARRISONED_SETTLEMENT
Identifier: OccupySettlement
Event: A settlement has been captured and occupied
Exports: nc_character_record, character_record, faction, target_faction, region_id, character_type, target_religion
Class: ET_OCCUPY_SETTLEMENT
Identifier: SackSettlement
Event: A settlement has been captured and sacked
Exports: nc_character_record, character_record, faction, target_faction, region_id, character_type, target_religion
Class: ET_SACK_SETTLEMENT
Identifier: ExterminatePopulation
Event: A settlement has been captured and some of its population has been decimated
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, target_religion
Class: ET_EXTERMINATE_POPULATION
Identifier: CitySacked
Event: A settlement has been razed
Exports: faction, settlement, region_id, target_faction, target_religion
Class: ET_SETTLEMENT_RAZED
Identifier: SettlementUpgraded
Event: A settlement has been upgraded
Exports: faction, settlement, region_id
Class: ET_SETTLEMENT_UPGRADED
Identifier: SettlementConverted
Event: A settlement has been converted
Exports: faction, settlement, region_id
Class: ET_SETTLEMENT_CONVERTED
Identifier: GuildUpgraded
Event: A guild has been created/upgraded
Exports: faction, settlement, region_id
Class: ET_GUILD_UPGRADED
Identifier: GuildDestroyed
Event: A guild has been destroyed
Exports: faction, settlement, region_id
Class: ET_GUILD_DESTROYED
Identifier: SiegeEquipmentCompleted
Event: A seige equipmqnt has been completed by one of sieging army
Exports: faction, settlement, region_id, religion
Class: ET_SIEGE_EQUIPMENT_COMPLETED
Identifier: CharacterSelected
Event: The player has selected a character
Exports: nc_character_record, character_record, faction, region_id, character_type, character_action_advice, target_settlement
Class: ET_CHARACTER_SELECTED
Identifier: EnemyCharacterSelected
Event: The player has selected an enemy character
Exports: nc_character_record, character_record
Class: ET_ENEMY_CHARACTER_SELECTED
Identifier: SettlementSelected
Event: The player has selected a settlement
Exports: faction, settlement, region_id, best_finance_option
Class: ET_SETTLEMENT_SELECTED
Identifier: MultiTurnMove
Event: The player has selected a position beyond the character's extents
Exports: nc_character_record, character_record, faction, region_id, character_type
Class: ET_MULTI_TURN_MOVE
Identifier: CharacterPanelOpen
Event: The player has opened the panel for the selected character
Exports: character_record, faction, region_id, character_type
Class: ET_CHARACTER_PANEL_OPEN
Identifier: SettlementPanelOpen
Event: The player has opened the panel for the selected settlement
Exports: faction, settlement, region_id, best_finance_option
Class: ET_SETTLEMENT_PANEL_OPEN
Identifier: FinancesPanelOpen
Event: The player has opened his finances panel
Exports: faction
Class: ET_FINANCES_PANEL_OPEN
Identifier: FactionSummaryPanelOpen
Event: The player has opened the faction summary panel
Exports: faction
Class: ET_FACTION_SUMMARY_PANEL_OPEN
Identifier: FamilyTreePanelOpen
Event: The player has opened the family tree panel
Exports: faction
Class: ET_FAMILY_TREE_PANEL_OPEN
Identifier: DiplomaticStandingPanelOpen
Event: The player has opened the diplomatic standing panel
Exports:
Class: ET_DIPLOMATIC_STANDING_PANEL_OPEN
Identifier: CollegeOfCardinalsPanelOpen
Event: The player has opened the college of cardinals panel
Exports:
Class: ET_COLLEGE_OF_CARDINALS_PANEL_OPEN
Identifier: DiplomacyPanelOpen
Event: The player has opened a diplomacy panel
Exports: faction
Class: ET_DIPLOMACY_PANEL_OPEN
Identifier: PreBattlePanelOpen
Event: The player has attacked an army or settlement. The decision panel is now open.
Exports: faction
Class: ET_PRE_BATTLE_PANEL_OPEN
Identifier: RecruitmentPanelOpen
Event: The player has opened a recruitment panel
Exports: faction, settlement, region_id
Class: ET_RECRUITMENT_PANEL_OPEN
Identifier: ConstructionPanelOpen
Event: The player has opened a construction panel
Exports: faction, settlement, region_id
Class: ET_CONSTRUCTION_PANEL_OPEN
Identifier: TradePanelOpen
Event: The player has opened a trade panel
Exports: faction, settlement, region_id
Class: ET_TRADE_PANEL_OPEN
Identifier: HireMercenariesPanelOpen
Event: The player has opened a hire mercenaries panel
Exports:
Class: ET_HIRE_MERCENARIES_PANEL_OPEN
Identifier: NavalAutoResolvePanelOpen
Event: The naval auto resolve panel has opened
Exports:
Class: ET_NAVAL_AUTO_RESOLVE_PANEL_OPEN
Identifier: IncomingMessage
Event: A message has arrived for the player
Exports: faction, event
Class: ET_INCOMING_MESSAGE
Identifier: MessageOpen
Event: The player has opened a message
Exports: faction, event
Class: ET_MESSAGE_OPEN
Identifier: MessageClosed
Event: The player has closed a message
Exports: event
Class: ET_MESSAGE_CLOSED
Identifier: RequestBuildingAdvice
Event: The player has requested building advice
Exports: faction, settlement, region_id, advised_build
Class: ET_BUILDING_ADVICE
Identifier: RequestTrainingAdvice
Event: The player has requested training advice
Exports: faction, settlement, region_id, resource_description
Class: ET_TRAINING_ADVICE
Identifier: RequestMercenariesAdvice
Event: The player has requested mercenaries advice
Exports: army
Class: ET_MERCENARIES_ADVICE
Identifier: ButtonPressed
Event: The player has clicked on a button
Exports: resource_description
Class: ET_BUTTON_PRESSED
Identifier: ShortcutTriggered
Event: The player triggered a keyboard shortcut
Exports: resource_description
Class: ET_SHORTCUT_TRIGGERED
Identifier: UIElementVisible
Event: A special UI Element is visible
Exports: resource_description
Class: ET_UI_ELEMENT_VISIBLE
Identifier: ScrollOpened
Event: The player opened a scroll
Exports: resource_description
Class: ET_SCROLL_OPENED
Identifier: ScrollClosed
Event: The player closed a scroll
Exports: resource_description
Class: ET_SCROLL_CLOSED
Identifier: AdviceSupressed
Event: The player has suppressed a piece of advice
Exports: resource_description
Class: ET_ADVICE_SUPPRESSED
Identifier: ScrollAdviceRequested
Event: The player has requested advice on a scroll
Exports: resource_description
Class: ET_SCROLL_ADVICE_REQUESTED
Identifier: PreBattleScrollAdviceRequested
Event: The player has requested advice on the prebattle scroll
Exports: none
Class: ET_PREBATTLE_SCROLL_ADVICE_REQUESTED
Identifier: NavalPreBattleScrollAdviceRequested
Event: The player has requested advice on the naval prebattle scroll
Exports: none
Class: ET_NAVAL_PREBATTLE_SCROLL_ADVICE_REQUESTED
Identifier: SettlementScrollAdviceRequested
Event: The player has requested advice on the settlement scroll
Exports: faction, settlement, region_id, resource_description
Class: ET_SETTLEMENT_SCROLL_ADVICE_REQUESTED
Identifier: Idle
Event: The player has remained idle for some time (Not implemented)
Exports:
Class: ET_IDLE
Identifier: AbandonShowMe
Event: The player has abandoned a show me scipt
Exports:
Class: ET_ABANDON_SHOW_ME
Identifier: ScriptedAdvice
Event: The player has been issued with advice by a script
Exports: none
Class: ET_SCRIPTED_ADVICE
Identifier: DeclineAuatedSettlementManagement
Event: The player has declined auated settlement management
Exports: faction, settlement, best_finance_option
Class: ET_DECLINE_AUATED_SETTLEMENT_MANAGEMENT
Identifier: EscPressed
Event: The escape key has been pressed. This trigger will only fire if the command StealEscKey has been used
Exports: none
Class: ET_ESC_PRESSED
Identifier: GameReloaded
Event: A strat map game has been reloaded
Exports: none
Class: ET_GAME_RELOADED
Kingdoms Events Pulled from the official Kingdoms docudemons, some are updated, some are completely new.
Identifier: PreFactionTurnStart
Event: A Faction is about to start its turn
Exports: faction
Class: ET_PRE_FACTION_TURN_START
Identifier: GeneralCaptureSettlement
Event: A General has captured a settlement
Exports: nc_character_record, character_record, faction, region_id, character_type, target_settlement, settlement, target_faction, rsam
Class: ET_GENERAL_CAPTURE_SETTLEMENT
Identifier: UnitDisbanded
Event: A unit has been disbanded
Exports: faction, resource_description, unit
Class: ET_UNIT_DISBANDED
Identifier: SpyMission
Event: A spy mission has completed May also export fort or settlement if target was a garrison residence.
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level, target_religion, fort, settlement
Class: ET_SPY_MISSION
Identifier: LeaderOrderedSpyingMission
Event: A Faction leader has ordered a spying mission. May also export fort or settlement if target was a garrison residence.
Exports: nc_character_record, character_record, faction, region_id, character_type, target_faction, mission_success_level, target_religion, success_prob, fort, settlement
Class: ET_LEADER_ORDERED_SPYING_MISSION
Identifier: SabotageMission
Event: A sabotage mission has completed
Exports: nc_character_record, character_record, faction, region_id, character_type, mission_success_level, success_prob
Class: ET_SABOTAGE_MISSION
Identifier: MissionFinished
Event: A mission has finished (failed, succeeded or expired)
Exports: faction, mission_details
Class: ET_MISSION_FINISHED
Identifier: GuildUpgraded
Event: A guild has been created/upgraded
Exports: faction, settlement, region_id, resource_description
Class: ET_GUILD_UPGRADED
[Modificato da The Housekeeper 06/03/2012 18:41]