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Age of Mythology Heaven » Forums » Scenario Design » Have a Trigger Request? Post it here!
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Topic Subject:Have a Trigger Request? Post it here!
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Elrich
Hero
posted 23 July 2010 11:41 AM EDT (US)         
So you have a question trigger request?

You can post it here!



Hello and welcome to the Trigger Request Thread (TRT). This thread's purpose is only to place trigger requests and discuss them. If you have unrelated questions or need help with triggers, please use Azur's thread!



Before posting your request, it's always good to read the so-called FAQ.

  1. What is a FAQ?
    The term "FAQ" (when pronounced, it rhymes with "back") is an acronym for Frequently Asked Questions.

  2. How do I install a trigger?
    When we have finished making your trigger, we'll post the required code here. To install this code you will first of all need to find your way to the AoM installation folder. C:\Program Files\Microsoft Games\Age of Mythology by default). Now open the trigger folder if you intend to use the trigger in vanilla, or open the trigger2 folder if you use The Titans expansion. Next, open the file called typetest.xml. The only thing left to do is copy the code at the right position and save. If you requested a condition, then place the line above < /Conditions>, if you requested an effect paste it right above < /Effects>. Note the "s" at the end of both tags.

    Notes:

    1. When copying the trigger from someone please click first and only then copy the required code.
    2. If you're still uncomfortable with installing triggers please backup the original typetest file, i.e. copy the original to another folder.


  3. How do I uninstall a trigger?
    If a trigger happens to be faulty or if it generates errors you better remove it. Just do as if you were installing a new trigger, but instead of copy-pasting new code, remove the code corresponding with the chosen trigger. Make sure to remove it completely, including the starting < effect > or < condition > tag and the corresponding < /effect > or < /condition > closing tag. Failure to do so properly will cause XML errors in the file making ALL triggers in that file inaccessbile for AoM.

  4. So... How exactly are new triggers made?
    AoM has a built-in engine that can parse XS code. Triggers are programmed and interpreted using this language through a series of existing functions. Since there are over 600 functions, and only a few are used by the default triggers, this leaves plenty of room for a whole new set of advanced, useful triggers.

  5. Can I request anything?
    Although we can do a lot with today's knowledge, there are still limitation we won't ever get around. So if you think of a cool new trigger, make sure to post a request but don't forget you might get a negative reply. Commonly requested triggers that are not possible include (but are not limited to):

    • Modify Unit: change the stats of 1 particular unit.
    • Change Playername
    • Change Major God
    • Transform ALL units on map for player
    • I'll add more when I think of them.


  6. I want to learn trigger scripting, how do I do that?
    It takes quite some time, but if you really want to learn trigger coding, we recommend fully understanding XS language before you start making triggers. Therefore, go here: Master XS (WIP). If you want to skip all that, and you want to be able to create only simple triggers, read this guide.

  7. Help! My triggers have stopped working!
    Triggers Stop Working Guide. Also linking camera tracks, using Run Immediately, sound timers and decimals in conditions like Timer and Distance to Unit effect, might cause this. Moreover, typing an invalid name on the Victory Conditions will cause a trigger block. But post these sort of questions in the Great Question thread.



Resources

Recommended Downloads:
  1. Trigger Loader 2 + Quest Vars (AoM && TT) by invent00r and Mythic_Freak
  2. SomeNewXTriggers 3 (TT) & SomeNewTriggers 4 (AoM) by Reyk
  3. Proactive Triggers (TT & AoM) by invent00r
  4. Advanced Triggers Set (TT) by pftq
  5. New Custom Triggers (TT) by Baseballkid14
  6. Nottud's Latest Triggers by nottud
  7. Conditonal Effects (TT & AoM) by nottud
  8. Angry Levels (TT & AoM) by angryzor
  9. SIMSTools (TT) by angryzor
  10. Target Protounit Query by HailToTheOboe

Miscellaneous:
  1. First TRT by invent00r
  2. Trigger Templates by Mephiles
  3. A list of all guides sorted by Paperfriend




Posting a Request

So you have read the FAQ and want to post a request? OK, go for it, just be sure to use the following format:

Name - This should be as straightforward as possible. Try to comply with today's standards.
Description - Always describe the actions that you want the trigger to perform.
Example - Optional. An example can be a great help when requesting complex triggers.


[b]Name[/b] -
[b]Description[/b] -
[b]Example[/b] -


We might even ignore posts in other formats if we're in a bad mood
Remember that not all triggers are possible but we will try our best.




Unfinished Requests

  • Unit Patrol by Bingo Little
  • Army Wander by Endarron
  • QV Damage Units in QV area by name by mrjonathan0
  • Unit Heading Towards Unit by dwieeb
  • Damage units in Area by % (has been done before?) by Steak And Khan
  • Most Units In Area by Sir_Hans
  • QV Modify x by satansfall
  • Move from area to random area by Mister SCP
  • Set Unit Formation by aZeusDude2
  • Army Deploy Random Myth Unit by bgan
  • QV Randomize Series by Alexgd92
  • Convert all except protounit (or unit) by Joshonator
  • SET Ambient Colour/Sun Colour/Sun Specular/Terrain Ambient Fade Version by andrewv42
  • Damage units near army by AJER
  • QV count units in area with state by AuroraP
  • QV Grant random resources per stat by AuroraP
  • Condition: Random Timer by SwordOfValor
  • Army deploy in line by SwordOfValor
  • Condition: unit (type/in area) worked on other unit. by WinstonShnozwick
  • Gruoup selected by Guard of Olympus
  • Pick Unit by XxXItachiXxX
  • Modify Protounit All Percent by AuroraP
  • Random Forest by Bubble

  • Finished Requests

  • Damage Units near protounit for sneaky_squirrel & mrjonathan0
  • Move units from area to unit for Azur
  • Clear Chat History of Player & Chat Contains Anything for Lewonas
  • QV Change unit type by ID for Yeebaagooon
  • Move to QV Unit for Yeebaagoon
  • QV Modify Protounit for Xzyiothe
  • Player Kill GP Slot for Titanic Kraken
  • Move all player units for Anstar
  • Protounit Change Name for Dimir_Guildmage
  • Shop start/end with max for Mephiles
  • Diplomacy trigger for Yeebaagooon
  • Diplomacy both ways trigger for Yeebaagooon
  • Modify protounit trigger for Yeebaagooon
  • Convert trigger for Yeebaagooon
  • Make all units have no bonuses for Brighty
  • Conditional Army Units in Area for Sneaky_Squirrel
  • GROUP Select 2 for AuroraP
  • Send QV Color Chat for Alexgd92
  • Quest Var xModify for Alexgd92
  • QV Randomize 4 amounts for Alexgd92
  • QV Set Population Count for Beelzebub
  • Units in area of army for SwordOfValor
  • Damage units in area of army for SwordOfValor
  • AG with armies for SwordOfValor
  • Army deploy QV Count for Silicone Ruff Jr
  • Quest Var set rank for gunner1
  • Convert units in area to random player for Zorx
  • Units Change Name By Type for beerad
  • Army deploy where the units facing for SwordOfValor
  • Unit Heading Towards Unit for Noble
  • Convert Random Units In Selection for xEXOLARx
  • QV Set Units in Area (Center Army) for SwordOfValor
  • Move Units from Area (action) for SwordOfValor

  • Enjoy.
    Last updated: 03 september 2009

    In all your science of the mind, seeking blind through flesh and bone
    Find the blood inside this stone
    Well, I know I've never shown what I feel, I've always known
    I plan my vengeance on my own - and I was always alone
    AuthorReplies:
    nottud
    Mortal
    posted 25 September 2017 12:42 PM EDT (US)     1626 / 1663       
    I think from my understanding in a lot of cases the answer is yes they do mix.
    eine_Gurkensalat
    Mortal
    (id: eine_gurkensalad)
    posted 25 September 2017 03:55 PM EDT (US)     1627 / 1663       
    would it be easy to do that ?
    Izalith
    Mortal
    (id: Lilitu)
    posted 29 September 2017 02:02 PM EDT (US)     1628 / 1663       
    I found the Trigger "Rate Research" to be useful only for faster research or removing it at all. Values below 1.0 or even negative ones do nothing. Is there a way to make research slower? (I guess not though)

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    Twitch: twitch.tv/orderofazarath
    Discord: Azarath @ https://discord.gg/3ENKJeb
    eine_Gurkensalat
    Mortal
    (id: eine_gurkensalad)
    posted 29 September 2017 03:31 PM EDT (US)     1629 / 1663       
    you could try to increase all the other values i.e. train time, build time, rate gathering and speed but there will be the problem of the battles
    Izalith
    Mortal
    (id: Lilitu)
    posted 29 September 2017 03:57 PM EDT (US)     1630 / 1663       
    Nice out of the box thinking, buuut I just want the research to go on for ~5 minutes in a scenario.

    But I guess I can trigger around it.

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    Twitch: twitch.tv/orderofazarath
    Discord: Azarath @ https://discord.gg/3ENKJeb
    eine_Gurkensalat
    Mortal
    (id: eine_gurkensalad)
    posted 29 September 2017 05:09 PM EDT (US)     1631 / 1663       
    you could use the cancel research trigger from Lewonas
    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 29 September 2017 06:47 PM EDT (US)     1632 / 1663       
    Rate research works on less than 1, I have it set to 0.25 on Chinese Clash and it work online.

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
    Izalith
    Mortal
    (id: Lilitu)
    posted 29 September 2017 07:20 PM EDT (US)     1633 / 1663       
    Oh, you are right, it gets somewhat slower. But there also seems to be a cap, because 0.001, 0.01 and 0.1 research at the exact same speed as 0.25 and 0.5.

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    Twitch: twitch.tv/orderofazarath
    Discord: Azarath @ https://discord.gg/3ENKJeb
    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 14 October 2017 08:01 PM EDT (US)     1634 / 1663       
    Hmm, That sucks . I wonder why that is, is there such a thing as research points?

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
    eine_Gurkensalat
    Mortal
    (id: eine_gurkensalad)
    posted 25 October 2017 06:31 AM EDT (US)     1635 / 1663       
    I think it's impossible to do that but if yes it would be very good:
    name- v condition unit current animation
    description- from the units targeted by the query, keep only those of them who are in a certain animation (not action which exist already)
    exemple- I would like to target some villagers that are cutting wood, so with this I just target the villagers and then apply the condition created with the animation "chop wood"
    The action "hunt" (8) which is the case for it is also the case for real hunt (on animals) and sometimes for the movement to go to the ressource (so it isn't reliable)

    thank you :,)
    TAG
    That AoM Guy
    (id: aom expert)
    posted 24 January 2018 10:20 AM EDT (US)     1636 / 1663       
    seems like there's not a whole lot of people willing to do triggers at this point. but fyi, i doubt that animation option is possible.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    eine_Gurkensalat
    Mortal
    (id: eine_gurkensalad)
    posted 24 January 2018 02:57 PM EDT (US)     1637 / 1663       
    Fyi ?
    Last time you said that, the powerfull lewonas came and made splendid triggers ^^
    However now it's less important because there are work around.
    But definitively it would be great and i'm sure i'm not the only one who want this

    [This message has been edited by eine_gurkensalad (edited 01-24-2018 @ 02:58 PM).]

    Callistonian
    Mortal
    posted 20 March 2018 07:33 PM EDT (US)     1638 / 1663       
    Hi all,

    I have been trying to make a VC rule such that when any Greek villager's HP is <= 30% (or int value) that villager will be transformed into another proto unit. First thought was to use extendedmechanics so this is more like an attribute of the Villager Greek than a conventional trigger. I have discussed the problem with Warrior Mario and he thinks it's doable, but I still have absolutely no idea what I'm doing when it comes to VC/trigger scripting.

    I've been looking through the code reference and I can't find a suitable kb function to query a unit's HP. Does anyone know if this is possible?
    Izalith
    Mortal
    (id: Lilitu)
    posted 21 March 2018 07:58 AM EDT (US)     1639 / 1663       
    Are Victory Conditions modding or do they get shipped with the scenario like custom conditions/effects?

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    Twitch: twitch.tv/orderofazarath
    Discord: Azarath @ https://discord.gg/3ENKJeb
    Callistonian
    Mortal
    posted 21 March 2018 01:42 PM EDT (US)     1640 / 1663       
    VC scripts are not included in a scenario but I don't see a more appropriate thread for this question on the modding page. And I didn't want to start a new thread when the question is about trigger help and this is the trigger help forum.
    Lewonas
    Mortal
    posted 21 March 2018 06:14 PM EDT (US)     1641 / 1663       
    You want to use unit queries like in the extendedmechanics VC file. Use the query commands to find all the greek villagers and check if they're damaged by >= 70%. Then change the unit type of the found villagers.

    So the trigger script would look something like this:

    const int cVillagerTransformDamageThreshold = 70;

    rule TransformVillagers
    active
    minInterval 1
    maxInterval 1
    priority 100
    {
    for(pid=0;<cNumberPlayers)
    {
    xsSetContextPlayer(pid);
    kbLookAtAllUnitsOnMap();
    int Qid = kbUnitQueryCreate("rTVQid");
    int villagerTransformDamageThreshold = 70;
    kbUnitQuerySetPlayerID(Qid, pid);
    kbUnitQuerySetUnitType(Qid,kbGetProtoUnitID("Villager Greek"));
    kbUnitQuerySetState(Qid,2);

    int num = kbUnitQueryExecute(Qid);
    for(i=0;<num)
    {
    trUnitSelectClear();
    trUnitSelectByID(kbUnitQueryGetResult(Qid,i));
    if (trUnitPercentDamaged() >= cVillagerTransformDamageThreshold) {
    trUnitChangeProtoUnit("OTHER PROTOUNIT");
    }
    }
    }
    }

    What are the key ingredients to make a popular RPG? To find out, read the results of the RPG survey.
    Want to create an advanced patrol/pathfinding system? Have a look at the powerful Pathfinding triggers.
    Games I'm playing: The Witness [80%] Chivalry: Medieval Warfare [20%]

    [This message has been edited by Lewonas (edited 03-21-2018 @ 06:20 PM).]

    Callistonian
    Mortal
    posted 21 March 2018 08:39 PM EDT (US)     1642 / 1663       
    Lewonas, thank you so much for your reply. This works perfectly. I also think I understand what's going on now so I should be able to add a whole bunch of similar mechanics in the future. Thanks!
    scragins
    Heretic of December
    posted 22 March 2018 10:30 AM EDT (US)     1643 / 1663       
    Slightly off topic but what are the advantages of using Victory conditions instead of triggers?
    WollieWoltaz
    Mortal
    posted 22 March 2018 02:37 PM EDT (US)     1644 / 1663       
    From a modding perspective you can combine victory conditions with mods wich you can't do with triggers. That's one advantage.

    All of my Modpacks:
    Download here at AomHeaven.
    Subscribe in the workshop for the Extended Edition version.
    Callistonian
    Mortal
    posted 22 March 2018 06:55 PM EDT (US)     1645 / 1663       
    Conventional triggers are saved in the SCX and can only be used in that particular SCX. VC triggers are used in every SCX you make - they are essentially an extension of the proto/techtree data. As far as I know, you can achieve every effect with VC triggers that you can with conventional triggers (not that I would know how to do this) and these effects will be applied to every SCX.
    TAG
    That AoM Guy
    (id: aom expert)
    posted 22 March 2018 07:41 PM EDT (US)     1646 / 1663       
    Is there a way with a custom trigger to set all buildings at 1 hp?

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    Izalith
    Mortal
    (id: Lilitu)
    posted 22 March 2018 09:03 PM EDT (US)     1647 / 1663       
    Sure if u list them. Not sure if you can ask about the unittype.

    I'd use nottuds effect modify protounit absolut, preset some values instead of having them as parameters and just copy&paste&add building until all the buildings are in x_X

    so start with this effect:

    <Effect name="Modify Protounit Absolute player range">
    <Param name="ProtoUnit" dispName="$$22449$$ProtoUnit" varType="protounit">Anubite</Param>
    <Param name="p1" dispName="lowest player" varType="player">1</Param>
    <Param name="p2" dispName="highest player" varType="player">4</Param>
    <Param name="Field" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Amount" dispName="Amount" varType="float">1.0</Param>
    <Command>trQuestVarSet("PlayerID", %p1%);</Command>
    <Command>while(%p2%>=trQuestVarGet("PlayerID")) {</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trQuestVarSet("PlayerID", trQuestVarGet("PlayerID")+1);}</Command>
    </Effect>

    Remove the Protounit-Parameter because you add them yourself. So the middle lines are:

    <Command>trModifyProtounit("House", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("House", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("House", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>

    Leave the first commands and the last command, because they loop through all players. Otherwise just copy in the middle like that:

    - params
    - loop start
    - 3 lines for house
    - 3 lines for armory
    - 3 lines for longhouse
    ....
    - loop end line

    For all buildings names use the name of the protox unit.

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    Twitch: twitch.tv/orderofazarath
    Discord: Azarath @ https://discord.gg/3ENKJeb

    [This message has been edited by Izalith (edited 03-22-2018 @ 09:04 PM).]

    Lewonas
    Mortal
    posted 23 March 2018 08:18 AM EDT (US)     1648 / 1663       
    I've got you covered bro. I have a script lying around that I've used to compile commands depending on the unit type. All the buildings:

    <Command>trModifyProtounit("Barracks", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Barracks", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Barracks", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Dock", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Dock", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Dock", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Farm", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Farm", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Farm", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Granary", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Granary", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Granary", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Armory", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Armory", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Armory", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Gate", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Gate", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Gate", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Market", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Market", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Market", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Stable", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Stable", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Stable", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Fortress", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Fortress", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Fortress", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Monument", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Siege Camp", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Siege Camp", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Siege Camp", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Wonder", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wonder", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wonder", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Storehouse", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Storehouse", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Storehouse", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Wall Long", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Long", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Long", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Wall Connector", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Connector", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Connector", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Wall Short", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Short", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Short", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Archery Range", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Archery Range", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Archery Range", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Temple", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("House", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("House", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("House", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Tower", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Tower", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Tower", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Settlement", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Settlement", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Settlement", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Settlement Level 1", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Settlement Level 1", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Settlement Level 1", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Longhouse", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Longhouse", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Longhouse", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Academy", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Academy", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Academy", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Hill Fort", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Hill Fort", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Hill Fort", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Shrine", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Shrine", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Shrine", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Lumber Camp", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Lumber Camp", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Lumber Camp", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Mining Camp", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Mining Camp", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Mining Camp", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Migdol Stronghold", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Migdol Stronghold", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Migdol Stronghold", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Monument 2", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 2", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 2", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Monument 3", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 3", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 3", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Monument 4", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 4", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 4", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Monument 5", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 5", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Monument 5", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Dwarven Forge", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Dwarven Forge", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Dwarven Forge", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Outpost", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Outpost", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Outpost", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Lighthouse", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Lighthouse", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Lighthouse", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Troy Gate", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Gate", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Gate", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Troy Wall Connector", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Wall Connector", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Wall Connector", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Troy Wall Long", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Wall Long", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Wall Long", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Troy Wall Short", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Wall Short", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Troy Wall Short", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Naval Shipyard", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Naval Shipyard", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Naval Shipyard", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Animal Attractor", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Animal Attractor", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Animal Attractor", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Healing Spring Object", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Healing Spring Object", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Healing Spring Object", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Citadel Center", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Citadel Center", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Citadel Center", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Plenty Vault", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Plenty Vault", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Plenty Vault", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Atlantis Wall Connector", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Atlantis Wall Connector", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Atlantis Wall Connector", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Atlantis Wall Long", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Atlantis Wall Long", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Atlantis Wall Long", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Atlantis Gate", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Atlantis Gate", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Atlantis Gate", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Dwarf Foundry", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Dwarf Foundry", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Dwarf Foundry", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Temple Underworld", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple Underworld", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple Underworld", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Plenty Vault KOTH", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Plenty Vault KOTH", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Plenty Vault KOTH", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Bandit Migdol", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Bandit Migdol", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Bandit Migdol", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Wall Medium", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Medium", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wall Medium", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Wonder SPC", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wonder SPC", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Wonder SPC", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Manor", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Manor", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Manor", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Counter Building", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Counter Building", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Counter Building", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Palace", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Palace", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Palace", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Sky Passage", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Sky Passage", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Sky Passage", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Barracks Atlantean", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Barracks Atlantean", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Barracks Atlantean", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Guild", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Guild", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Guild", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Volcano", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Volcano", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Volcano", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Tower Mirror", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Tower Mirror", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Tower Mirror", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Hesperides Tree", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Hesperides Tree", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Hesperides Tree", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Odins Tower", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Odins Tower", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Odins Tower", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Temple Kronos", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple Kronos", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple Kronos", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Invisible Wall", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Invisible Wall", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Invisible Wall", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Invisible Target", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Invisible Target", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Invisible Target", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Temple Overgrown", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple Overgrown", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Temple Overgrown", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Summoning Tree", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Summoning Tree", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Summoning Tree", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Summoning Tree 2", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Summoning Tree 2", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Summoning Tree 2", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Tree Finale", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Tree Finale", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Tree Finale", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Storage Pit", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Storage Pit", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Storage Pit", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Barracks Chinese", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Barracks Chinese", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Barracks Chinese", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Stable Chinese", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Stable Chinese", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Stable Chinese", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Garden", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Garden", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Garden", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>trModifyProtounit("Castle", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Castle", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("Castle", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>

    What are the key ingredients to make a popular RPG? To find out, read the results of the RPG survey.
    Want to create an advanced patrol/pathfinding system? Have a look at the powerful Pathfinding triggers.
    Games I'm playing: The Witness [80%] Chivalry: Medieval Warfare [20%]

    [This message has been edited by Lewonas (edited 03-23-2018 @ 08:22 AM).]

    Lewonas
    Mortal
    posted 23 March 2018 08:30 AM EDT (US)     1649 / 1663       
    Oh Callistonian, I'm sure you've already noticed but in case you haven't, remove the int villagerTransformDamageThreshold = 70; line. I don't know why I added that when there's already a similar constant variable defined... Not that it matters much, but it triggers me to no end.

    What are the key ingredients to make a popular RPG? To find out, read the results of the RPG survey.
    Want to create an advanced patrol/pathfinding system? Have a look at the powerful Pathfinding triggers.
    Games I'm playing: The Witness [80%] Chivalry: Medieval Warfare [20%]
    Izalith
    Mortal
    (id: Lilitu)
    posted 03 April 2018 08:20 PM EDT (US)     1650 / 1663       
    Another question:
    For spawning the starting units, free myths and relic unit spawns some code like this is used in the techtreex:

    <effect type="CreateUnit" unit="Valkyrie" delay="2000.00" generator="Temple">
    <pattern type="Leaving" speed="0.00" radius="0.00" quantity="1.00" minradius="0.00">
    <offset x="-5.00" y="0.00" z="0.00"></offset>
    </pattern>
    </effect>
    It picks the first temple/dock/tc (pharaoh) built and spawns there. The spawned unit runs then to the rally point of that building.

    If the building is destroyed, it picks the next in order of construction or sth. (dunno if the first one started constructing, or the first one finished is next in the list).


    Can a trigger be made using the same code the techtreex uses? Or is it already there with the basic triggers as some sort of unit create working online?

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    Twitch: twitch.tv/orderofazarath
    Discord: Azarath @ https://discord.gg/3ENKJeb

    [This message has been edited by Izalith (edited 04-04-2018 @ 02:50 PM).]

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