To compile a list of new map actions that need templates...
Posted: Thu May 15, 2008 11:32 am
This thread is to compile a list of map actions without templates. If you know of any please post in this thread. Ill be adding my list later today.
do it.
ATTACK ADDITIONS (ATTA):
chrm, flag - If this flag is present the Attackers(subj) attack will take control of the Target/Targets(obje). The unit must be in the unit list on the Attackers team (just like the charmed damage type) for this to work.
GEOMETRIES ADDITIONS (GEOM):
chr>, integer - This checks for charges greater then the set # in the active inventory item. If any monster in the subject list has more then set # of charges those subject will end up in the results.
chr<, integer - Same as above but works as less then set # of charges on active inventory item.
exp>, integer - This checks for experience greater than the value entered. If any monster in the subject list has more experience than the entered value those subjects will end up in the results.
exp<, integer - Same as above but works as less than the value entered.
UNIT CONTROL ADDITIONS (CTRL):
imht, integer - incremental monster height. Will raise the monster set height (512 = 1 WU above monsters height when this action activates (-512 would be -1 WU). Dont forget Map Actions only trigger once per second.
smht, integer - sets monster height to this # above mesh on success (512 = 1 WU above mesh...0 = ground or media height...negative #s are considered 0)
chr+, integer - Allows the scripter to add ammo charges to an artifact held by the subject. The artifact has to be active on the subject monster for the ammo change to take effect.
fade, flag - fade has always been a flag in the unit control map action but could only be used along side with making monsters invisible. It can now be used to fade a unit onto a map as well.
TEST UNIT ADDITIONS (TUNI):
chr>, integer - This checks if the active inventory item has charges greater then the set #. If any unit has an active inventory item with a charge count exceeding this # the action will succeed.
hei>, integer - This checks if the units heights is above the set amount. If any unit in the subject list is above this height the action will succeed.
terr, integer - Tests if the units are on the specified terrain types (integers 0 to 15). If any unit in the subject list is on a polygon marked in the set terrain type this action will succeed.
0 = dwarf depth
1 = human depth
2 = giant depth
3 = really deep depth
4 = sloped
5 = steep
6 = grass
7 = desert
8 = rocky
9 = marsh
10 = snow
11 = forest
12 = unused 2
13 = unused 3
14 = walking impassible
15 = flying impassible
SOUND ADDITIONS (SOUN):
ownr, flag - This works along with a monster_identifier_list(subj). When this action is called upon the sound will be played for only those monsters specified in the monster list.
team, flag - This also works along with a monster_identifier_list (subj). When this action is called upon the sound will be played all members of the team(s) that are in the monster list.
do it.
ATTACK ADDITIONS (ATTA):
chrm, flag - If this flag is present the Attackers(subj) attack will take control of the Target/Targets(obje). The unit must be in the unit list on the Attackers team (just like the charmed damage type) for this to work.
GEOMETRIES ADDITIONS (GEOM):
chr>, integer - This checks for charges greater then the set # in the active inventory item. If any monster in the subject list has more then set # of charges those subject will end up in the results.
chr<, integer - Same as above but works as less then set # of charges on active inventory item.
exp>, integer - This checks for experience greater than the value entered. If any monster in the subject list has more experience than the entered value those subjects will end up in the results.
exp<, integer - Same as above but works as less than the value entered.
UNIT CONTROL ADDITIONS (CTRL):
imht, integer - incremental monster height. Will raise the monster set height (512 = 1 WU above monsters height when this action activates (-512 would be -1 WU). Dont forget Map Actions only trigger once per second.
smht, integer - sets monster height to this # above mesh on success (512 = 1 WU above mesh...0 = ground or media height...negative #s are considered 0)
chr+, integer - Allows the scripter to add ammo charges to an artifact held by the subject. The artifact has to be active on the subject monster for the ammo change to take effect.
fade, flag - fade has always been a flag in the unit control map action but could only be used along side with making monsters invisible. It can now be used to fade a unit onto a map as well.
TEST UNIT ADDITIONS (TUNI):
chr>, integer - This checks if the active inventory item has charges greater then the set #. If any unit has an active inventory item with a charge count exceeding this # the action will succeed.
hei>, integer - This checks if the units heights is above the set amount. If any unit in the subject list is above this height the action will succeed.
terr, integer - Tests if the units are on the specified terrain types (integers 0 to 15). If any unit in the subject list is on a polygon marked in the set terrain type this action will succeed.
0 = dwarf depth
1 = human depth
2 = giant depth
3 = really deep depth
4 = sloped
5 = steep
6 = grass
7 = desert
8 = rocky
9 = marsh
10 = snow
11 = forest
12 = unused 2
13 = unused 3
14 = walking impassible
15 = flying impassible
SOUND ADDITIONS (SOUN):
ownr, flag - This works along with a monster_identifier_list(subj). When this action is called upon the sound will be played for only those monsters specified in the monster list.
team, flag - This also works along with a monster_identifier_list (subj). When this action is called upon the sound will be played all members of the team(s) that are in the monster list.