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  • tut2_main.slc??

    What is tut2_main.slc? Sounds like a CTP file. And why are there so many quotes about it? Where can I find it?

  • #2
    *bump to top*

    Comment


    • #3
      *bump*

      Comment


      • #4
        Don't ask me.

        Comment


        • #5
          It would appear you have the people stumped with this question.
          The difference between genius and stupidity is that genius has its limits

          Hydey the no-limits man.

          Comment


          • #6
            Its a CTP file.
            I'm building a wagon! On some other part of the internets, obviously (but not that other site).

            Comment


            • #7
              You can probably find it in CTP, or from the CTP Creation forum.
              I'm building a wagon! On some other part of the internets, obviously (but not that other site).

              Comment


              • #8
                Actual it is a CTP2 tutorial slic file and can be in your ..\ctp2_data\default\gamedata\ folder if you have the game installed. There are really some comments in it.

                For the number of quotes from it is simple someone has submitted so much of them and Marcos likes them.

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

                Comment


                • #9
                  What Martin says... it's from CtP 2, and there are many stupid comments by Activision idiots there, some of which are in quotes. And the next time, better ask me instead of bumping threads three times .

                  You've spammed enough today .
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                  Comment


                  • #10
                    thanks, what was the point of the quotes tho?lol

                    Comment


                    • #11
                      Originally posted by Solver
                      You've spammed enough today .

                      How can this possibly be true?

                      Too much spam????

                      never!
                      (+1)

                      Comment


                      • #12
                        Well, for Faded it's always too much, Gasmaske .
                        Solver, WePlayCiv Co-Administrator
                        Contact: solver-at-weplayciv-dot-com
                        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

                        Comment


                        • #13
                          Kto Gasmaske? Mnya zovyut Spartak!
                          (+1)

                          Comment


                          • #14
                            /////////////////////////////////////////////////////////
                            // file info goes here //
                            // This file is for Winnie testing purposes only. //
                            // No lemurs were harmed in the opening of this file. //
                            /////////////////////////////////////////////////////////

                            #include "tut2_func.slc"

                            /////////////////////////////
                            // flags and **** like dat //
                            /////////////////////////////

                            int_t YES_HELP_FLAG; //if the player wants extra help
                            int_t ******; //probably won't ship with this
                            int_t CHECK_QUEUE; //workaround
                            int_t FIRST_TILE_IMP; //ag, I f'd up
                            int_t FIRST_UNIT_SELECTED_FLAG;
                            int_t STARTING_SETTLERS;
                            int_t EARLY_BUILDING_STARTED;
                            int_t CITY_KILLED;
                            int_t BIG_CITY;
                            int_t CARAVANS_AVAILABLE;
                            int_t NEW_ARMY;

                            city_t FIRST_CITY_CAPTURED;

                            unit_t FIRST_UNIT;

                            //////////////////////////////////////
                            // Handlers and triggers begin here //
                            //////////////////////////////////////

                            //just run once when the game starts

                            HandleEvent(BeginTurn) 'TStartGame' post {
                            ARBITRARY_TERRAIN_VALUE = 650; //I don't know; just sounded good
                            MAX_DIR = 8; //0-7 circle around the loc, 8 is the loc
                            RIVER_BONUS = 35; //terrain w/ is much better than w/o
                            GOOD_BONUS = 2; //for now; when trade becomes available, this becomes much more important
                            CHECK_QUEUE = 0; //dumbass workaround for dumbass design flaw
                            FillUpTerrainScores(); //put scores into terrain array
                            SetDirStrings(); //fill up direction strings
                            YES_HELP_FLAG = 0;
                            FIRST_UNIT = 0;
                            NEW_ARMY = 0;

                            if(IsHumanPlayer(player[0])) {
                            GetLevels();
                            RIOT_LEVEL = GetRiotLevel();
                            REVOLUTION_LEVEL = GetRevolutionLevel();
                            Message (g.player, 'TMTurn0');
                            Message(g.player, 'TATurn0A');
                            DisableTrigger('TStartGame');
                            }
                            }

                            //establish who the human player is and count the player's settlers and cities

                            HandleEvent(BeginTurn) 'TStart10Turns' post {
                            if(IsHumanPlayer(player[0])) {
                            GetLevels();

                            if(player[0].cities) {
                            if(AllCitiesBuilding(player[0])) {
                            DisableTrigger('TStart10Turns');
                            }
                            }
                            if(g.year == 1 && player[0].cities < 1) {
                            Message(g.player, 'TMLookForGoodSpot1');
                            }
                            if(g.year == 2 && player[0].cities < 1) {
                            Message(g.player, 'TMLookForGoodSpot2');
                            }
                            if(g.year == 3 && player[0].cities < 1) {
                            Message(g.player, 'TMLookForGoodSpot3');
                            }
                            if(g.year == 4 && player[0].cities < 1) {
                            Message(g.player, 'TMLookForGoodSpot4');
                            }
                            if(g.year == 6 && player[0].cities < 1) {
                            Message(g.player, 'TMBuildADamnCity');
                            }
                            if(g.year == 9 && player[0].cities < 1) {
                            Message(g.player, 'TMStartOver');
                            DisableTrigger('TStart10Turns');
                            }
                            }
                            }

                            HandleEvent(BeginTurn) 'TEveryTurn' pre {
                            if(IsHumanPlayer(player[0])) {
                            GetLevels();
                            StopAttract("ControlPanelWindow.ControlPanel.TurnYearStatus");
                            StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.CityMa nagementButton");
                            StopAttract("ControlPanelWindow.ControlPanel.TurnButton");
                            StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.Nation alManagementButton");
                            StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.TradeB utton");
                            StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.Civili zationManagementButton");
                            StopAttract("CityWindow.EditQueueButton");
                            StopAttract("ControlPanelWindow.ControlPanel.ControlTabPanel.Ci tyTab.TabPanel.BuildProgress.IconBorder.IconButton");
                            StopAttract("DomesticDialog.DetailsButton");
                            if(player[0].publicworkstax) {
                            DisableTrigger('TSetPW');
                            }

                            if(player[0].cities > 2 && player[0].units < 2) {

                            }

                            if(EARLY_BUILDING_STARTED) {
                            EARLY_BUILDING_STARTED = EARLY_BUILDING_STARTED + 1;
                            if(EARLY_BUILDING_STARTED == 2) {
                            Message(g.player, 'TMWait1');
                            } elseif (EARLY_BUILDING_STARTED == 5) {
                            Message(g.player, 'TMWait2');
                            } elseif (EARLY_BUILDING_STARTED == 7) {
                            Message(g.player, 'TMWait3');
                            } elseif (EARLY_BUILDING_STARTED >= 10) {
                            Message(g.player, 'TMWait4');
                            EARLY_BUILDING_STARTED = 0;
                            }
                            }
                            }
                            }

                            //make sure nobody's rioting or starting cults or sodomizing goats

                            HandleEvent(BeginTurn) 'TCheckCities' post {
                            if(IsHumanPlayer(player[0]) && player[0].cities > 0) {
                            AllCitiesHappy();
                            AllCitiesFood();
                            }
                            }

                            //tells the player to to open CityMgmt

                            HandleEvent(CreateCity) 'TFirstCity' post {
                            if (IsHumanPlayer(player[0])) {// && CityIsValid(city[0])) {
                            FIRST_CITY = city[0];
                            if(value[1] > -1) {
                            DisableTrigger('TMovingSettlers');
                            Message (g.player, 'TMCreateCity');
                            DisableTrigger('TFirstCity');
                            } else {
                            DisableTrigger('TMovingSettlers');
                            Message(g.player, 'TMHutCity');
                            DisableTrigger('TFirstCity');
                            }
                            }
                            }

                            //tells the player to use mayors

                            HandleEvent(CreateCity) 'TLotsOCities' post {
                            if(IsHumanPlayer(player[0]) && player[0].cities >= 5) {
                            Message(player[0], 'TMUseMayors');
                            DisableTrigger('TLotsOCities');
                            }
                            }

                            //tells the player how to move the little dude out of the city

                            int_t why;
                            HandleEvent(CreateUnit) 'TFirstUnit' post {
                            why = value[0];
                            if(IsHumanPlayer(player[0]) && (why == 5 || why == 9)) {
                            if(LocCompare(location[0])) {
                            FIRST_UNIT = unit[0];
                            Message(g.player, 'TMMoveUnit1');
                            NEW_ARMY = 1;
                            DisableTrigger('TFirstUnit');
                            DisableTrigger('TSelectCity');
                            EnableTrigger('TSelectUnit');
                            }
                            }
                            }

                            HandleEvent(CitySelected) 'TSelectCity' post {
                            player[0] = city[0].owner;
                            if(CityIsValid(city[0])) {
                            if(IsHumanPlayer(player[0])) {
                            DisableTrigger('TSelectUnit');
                            }
                            }
                            }

                            HandleEvent(ArmySelected) 'TSelectUnit' post {
                            unit_t tmpUnit;
                            player[0] = army[0].owner;
                            if(FIRST_UNIT && NEW_ARMY) {
                            if(LocCompare(army[0].location)) {
                            if(CheckForUnit(army[0], FIRST_UNIT)) {
                            Message(g.player, 'TMMoveUnit2');
                            FIRST_UNIT_SELECTED_FLAG = 1;
                            DisableTrigger('TSelectUnit');
                            } elseif(GetUnitFromArmy(army[0], 0, tmpUnit)) {
                            FIRST_UNIT = tmpUnit;
                            Message(g.player, 'TMMoveUnit2');
                            FIRST_UNIT_SELECTED_FLAG = 1;
                            DisableTrigger('TSelectUnit');
                            }
                            }
                            }
                            }

                            HandleEvent(ArmyDeselected) 'TLostUnit' post {
                            if(FIRST_UNIT_SELECTED_FLAG) {
                            Message(g.player, 'TAReselectUnit');
                            DisableTrigger('TLostUnit');
                            }
                            }

                            HandleEvent(MoveUnits) 'TMovedFirstUnit' post {
                            if(CheckForUnit(army[0], FIRST_UNIT)) {
                            MOVED_UNIT_ONCE_FLAG = 1;
                            DisableTrigger('TLostUnit');
                            DisableTrigger('TMovedFirstUnit');
                            }
                            }

                            //remind the player to keep exploring

                            HandleEvent(MoveUnits) 'TKeepMovingFirstUnit' post {
                            if(CheckForUnit(army[0], FIRST_UNIT) && MOVED_UNIT_ONCE_FLAG) {
                            Message(g.player, 'TMKeepMoving');
                            DisableTrigger('TKeepMovingFirstUnit');
                            }
                            }

                            HandleEvent(MoveUnits) 'TSettlerHelpLook' post {
                            if(IsHumanPlayer(army[0].owner) && YES_HELP_FLAG) {
                            player[0] = army[0].owner;
                            CountSettlers(player[0].armies);
                            if(SettlerMoved() && FindGood(army[0].location) >= 0) {
                            Message(g.player, 'TMCheckGood');
                            }
                            }
                            }

                            HandleEvent(MoveUnits) 'TMovingSettlers' post {
                            if(IsHumanPlayer(army[0].owner)) {
                            player[0] = army[0].owner;
                            CountSettlers(player[0].armies);
                            if(SettlerMoved()) {
                            if(CheckSettlerRadius(army[0].location) > ARBITRARY_TERRAIN_VALUE) {
                            Message(g.player, 'TMThisIsAGoodCitySpot');
                            } else {
                            Message(g.player, 'TMMoveYerGuySomeMore');
                            }
                            }
                            }
                            }

                            //if the player manages to click the CityMgmt button, tell them to click Edit Build Queue

                            trigger 'TOpenedCityMgmt' on "ControlPanelWindow.ControlPanel.ShortCutPad.CityMa nagementButton" when (!CHECK_QUEUE) {
                            Message(g.player, 'TMOpenedCityMgmt');
                            CHECK_QUEUE = 1;
                            DisableTrigger('TOpenedCityMgmt');
                            }

                            //more workarounds than you could shake a lemur poo at

                            trigger 'TClickedEditQueue' on "CityWindow.EditQueueButton" when (1) {
                            CHECK_QUEUE = 2;
                            DisableTrigger('TClickedEditQueue');
                            }

                            //note to self: bad design always finds a way of biting you right on the butt

                            trigger 'TCloseBuildQueue' on "BuildEditorWindow.NormalModeButtons.CloseButton" when (1) {
                            int_t player;
                            player = g.player;
                            CHECK_QUEUE = 3;

                            if(AllCitiesBuilding(player)) {
                            Message(g.player, 'TMKeepExploring');
                            EARLY_BUILDING_STARTED = 1;
                            DisableTrigger('TCheckQueue');
                            DisableTrigger('TCloseBuildQueue');
                            }
                            }

                            //oh, baby, show me your workaround face

                            trigger 'TCheckQueue' on "CityWindow.CloseButton" when (1) {
                            int_t player;
                            player = g.player;

                            if(CityBuildingWonder(player)) {
                            EARLY_BUILDING_STARTED = 1;
                            DisableTrigger('TCheckQueue');
                            return CONTINUE;
                            } elseif(CityBuildingBuilding(player)) {
                            EARLY_BUILDING_STARTED = 1;
                            DisableTrigger('TCheckQueue');
                            return CONTINUE;
                            } elseif (AllCitiesBuilding(player)) {
                            Message(g.player, 'TMKeepExploring');
                            EARLY_BUILDING_STARTED = 1;
                            DisableTrigger('TCheckQueue');
                            return CONTINUE;
                            } else {
                            return CONTINUE;
                            }
                            }

                            //make sure the player doesn't have the levels way off

                            trigger 'TCheckLevels' on "DomesticDialog.CloseButton" when (1) {
                            player[0] = g.player;
                            GetLevels();

                            if(WAGES_EXP > WAGES_LEVEL && WORKDAY_EXP > WORKDAY_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
                            Message(g.player, 'TACheckLevels1');
                            DisableTrigger('TCheckLevels');
                            return CONTINUE;
                            } elseif(WORKDAY_EXP > WORKDAY_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
                            Message(g.player, 'TACheckLevels2');
                            DisableTrigger('TCheckLevels');
                            return CONTINUE;
                            } elseif(WAGES_EXP > WAGES_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
                            Message(g.player, 'TACheckLevels3');
                            DisableTrigger('TCheckLevels');
                            return CONTINUE;
                            } elseif(WORKDAY_EXP > WORKDAY_LEVEL && WAGES_EXP > WAGES_LEVEL) {
                            Message(g.player, 'TACheckLevels4');
                            DisableTrigger('TCheckLevels');
                            return CONTINUE;
                            } else {
                            return CONTINUE;
                            }
                            }

                            //yay you built a city wall here's what you get

                            HandleEvent(CreateBuilding) 'TBuiltCityWall' post {
                            building[0] = value[0];
                            if(building[0].type == BuildingDB(IMPROVE_CITY_WALLS) && IsHumanPlayer(city[0].owner)) {
                            Message(g.player, 'TMBuiltCityWall');
                            DisableTrigger('TBuiltCityWall');
                            }
                            }

                            //yay you built a city wall here's what you get

                            HandleEvent(CreateBuilding) 'TBuiltGranary' post {
                            building[0] = value[0];
                            if(building[0].type == BuildingDB(IMPROVE_FOOD_SILO) && IsHumanPlayer(city[0].owner)) {
                            Message(g.player, 'TMBuiltGranary');
                            DisableTrigger('TBuiltGranary');
                            }
                            }

                            HandleEvent(CreateUnit) 'TTooManyUnits' pre {
                            if(IsHumanPlayer(player[0]) && GetUnitsAtLocation(city[0].location) > 10) {
                            Message(player[0], 'TMTooManyUnits');
                            DisableTrigger('TTooManyUnits');
                            }
                            }

                            HandleEvent(EndTurn) 'TCityTooSmallForSettler' pre {
                            // JBR1005 - IsUnitAtHead takes a city as its argument, not a unit type, commented this out.
                            // if(IsHumanPlayer(player[0]) && IsUnitAtHead(UnitDB(UNIT_SETTLER)) && city[0].population < 2) {
                            // Message(player[0], 'TMCityTooSmallForSettler');
                            // DisableTrigger('TCityTooSmallForSettler');
                            // }
                            }
                            //yay you built a temple here's what you get

                            HandleEvent(CreateBuilding) 'TBuiltTemple' post {
                            building[0] = value[0];
                            if(building[0].type == BuildingDB(IMPROVE_SHRINE) && IsHumanPlayer(city[0].owner)) {
                            Message(g.player, 'TMBuiltTemple');
                            DisableTrigger('TBuiltTemple');
                            }
                            }

                            //yay you built a marketplace here's what you get

                            HandleEvent(CreateBuilding) 'TBuiltMarketplace' post {
                            building[0] = value[0];
                            if(building[0].type == BuildingDB(IMPROVE_BAZAAR) && IsHumanPlayer(city[0].owner)) {
                            Message(g.player, 'TMBuiltMarketplace');
                            DisableTrigger('TBuiltMarketplace');
                            }
                            }

                            //check to make sure that there are more units than cities

                            HandleEvent(CreateCity) 'TBuildMoreEunuchs' post {
                            player[0] = city[0].owner;
                            if(IsHumanPlayer(player[0]) && player[0].cities >= 2) {
                            if((player[0].units/player[0].cities) < 1) {
                            Message(g.player, 'TMBuildMoreUnits');
                            DisableTrigger('TMovingSettlers');
                            DisableTrigger('TBuildMoreEunuchs');
                            }
                            }
                            }

                            //check to see if player fortifies a unit in a city

                            HandleEvent(EntrenchUnit) 'TFirstEntrenchment' post {
                            player[0] = unit[0].owner;
                            if(IsHumanPlayer(unit[0].owner)) {
                            if(CheckCityLoc(player[0].cities, unit[0].location)) {
                            Message(g.player, 'TMFortifyOther');
                            DisableTrigger('TFirstEntrenchment');
                            } else {
                            Message(g.player, 'TMFortifyInCities');
                            DisableTrigger('TFirstEntrenchment');
                            }
                            }
                            }

                            //first civilization contacted

                            HandleEvent(ContactMade) 'TFirstContact' post {
                            if(IsHumanPlayer(player[0])) {
                            Message(g.player, 'TMFirstContact');
                            DisableTrigger('TFirstContact');
                            } elseif (IsHumanPlayer(player[1])) {
                            Message(player[1], 'TMFirstContact');
                            DisableTrigger('TFirstContact');
                            }
                            }

                            //when the player gets their first advance

                            HandleEvent(GrantAdvance) 'TFirstAdvance' post {
                            if(IsHumanPlayer(player[0])) {
                            advance[0] = value[0];
                            Message(g.player, 'TMPickNewAdvance');
                            DisableTrigger('TFirstAdvance');
                            }
                            }

                            //when trade is discovered, tell the player to build Caravans

                            HandleEvent(GrantAdvance) 'TGotTrade' post {
                            int_t k;
                            city_t tmpCity;

                            if(IsHumanPlayer(player[0])) {
                            advance[0] = value[0];
                            if(advance[0].type == AdvanceDB(ADVANCE_TRADE)) {
                            for(k = 0; k < player[0].cities; k = k + 1) {
                            GetCityByIndex(player[0], k, tmpCity);
                            if(CityIsValid(tmpCity) && FindGood(tmpCity.location) >= 0) {
                            FIRST_CITY_WITH_GOOD = tmpCity;
                            Message(g.player, 'TMBuildCaravans');
                            return CONTINUE;
                            DisableTrigger('TGotTrade');
                            } else {
                            Message(g.player, 'TMSettleNearGoods');
                            DisableTrigger('TGotTrade');
                            }
                            }
                            }
                            }
                            }

                            //any govt adv discd

                            HandleEvent(GrantAdvance) 'TNewGovt' post {
                            if(IsHumanPlayer(player[0])) {
                            advance[0] = value[0];
                            if(advance[0].type == AdvanceDB(ADVANCE_MONARCHY)
                            || advance[0].type == AdvanceDB(ADVANCE_THEOLOGY)
                            || advance[0].type == AdvanceDB(ADVANCE_BUREAUCRACY)
                            || advance[0].type == AdvanceDB(ADVANCE_DEMOCRACY)
                            || advance[0].type == AdvanceDB(ADVANCE_COMMUNISM)
                            || advance[0].type == AdvanceDB(ADVANCE_FASCISM)
                            || advance[0].type == AdvanceDB(ADVANCE_ECOTOPIA)
                            || advance[0].type == AdvanceDB(ADVANCE_CORPORATE_REPUBLIC)
                            || advance[0].type == AdvanceDB(ADVANCE_TECHNOCRACY)
                            || advance[0].type == AdvanceDB(ADVANCE_VIRTUAL_DEMOCRACY)) {
                            Message(player[0], 'TMNewGovt');
                            DisableTrigger('TNewGovt');
                            }
                            }
                            }


                            //count the number of caravans and let the player know if the have any goods

                            HandleEvent(CreateUnit) 'TCheckForCaravans' post {
                            int_t k;
                            city_t tmpCity;
                            CARAVANS_AVAILABLE = TradePoints(player[0]) - TradePointsInUse(player[0]);

                            if(IsHumanPlayer(player[0]) && CARAVANS_AVAILABLE) {
                            for(k = 0; k < player[0].cities; k = k + 1) {
                            GetCityByIndex(player[0], k, tmpCity);
                            if(CityIsValid(tmpCity)) {
                            if(FindGood(tmpCity.location) >= 0) {
                            city[0] = tmpCity;
                            Message(g.player, 'TMYouHaveAGood');
                            DisableTrigger('TCheckForCaravans');
                            return CONTINUE;
                            } else {
                            Message(g.player, 'TMYouHaveNoGoods');
                            DisableTrigger('TCheckForCaravans');
                            }
                            }
                            }
                            }
                            }

                            Comment


                            • #15
                              //embassy established

                              HandleEvent(EstablishEmbassyUnit) 'TEmbassyOrder' post {
                              if(IsHumanPlayer(unit[0].owner)) {
                              player[0] = unit[0].owner;
                              player[1] = city[0].owner;
                              Message(player[0],'TMEmbassy');
                              DisableTrigger('TEmbassyOrder');
                              } elseif (IsHumanPlayer(city[0].owner)) {
                              player[0] = city[0].owner;
                              player[1] = unit[0].owner;
                              Message(player[0],'TMEmbassy');
                              }
                              }

                              //make sure player has some PW

                              HandleEvent(BeginTurn) 'TSetPW' post {
                              if(IsHumanPlayer(player[0]) && CITIES_BUILDING) {
                              Message(player[0], 'TMIncreasePW');
                              DisableTrigger('TSetPW');
                              }
                              }

                              //when they have enough PW to build, then build

                              HandleEvent(BeginTurn) 'TUsePW' post {
                              if(IsHumanPlayer(player[0]) && player[0].publicworkslevel > 200) {
                              Message(g.player, 'TMUsePW');
                              DisableTrigger('TUsePW');
                              }
                              }


                              HandleEvent(BeginTurn) 'TPWTooHigh' post {
                              if(IsHumanPlayer(player[0]) && player[0].publicworkstax > 70) {
                              Message(g.player, 'TAPWTooHigh');
                              DisableTrigger('TPWTooHigh');
                              }
                              }

                              //general warnings n' info about **** that happens in the game
                              //there's a lot of them; I don't ****ing care enough to comment each one

                              HandleEvent(BioInfectCity) 'TBioInfectCity' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMBioInfectCity');
                              DisableTrigger('TBioInfectCity');
                              }
                              }

                              HandleEvent(BuyFront) 'TRushBuy' pre {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMRushBuy');
                              DisableTrigger('TRushBuy');
                              }
                              }

                              HandleEvent(CityRiot) 'TCityRiot' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMCityRiot');
                              DisableTrigger('TCityRiot');
                              }
                              }

                              HandleEvent(ConvertCityUnit) 'TConvertCity' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMConvertCity');
                              DisableTrigger('TConvertCity');
                              }
                              }

                              HandleEvent(CreateImprovement) 'TTileImprovement' post {
                              if(IsHumanPlayer(player[0])) {
                              FIRST_TILE_IMP = value[0];
                              Message(g.player, 'TMTileImprovement');
                              DisableTrigger('TTileImprovement');
                              }
                              }

                              HandleEvent(CreatePark) 'TCreatePark' pre {
                              player[1] = city[0].owner;
                              if(IsHumanPlayer(player[1])) {
                              Message(g.player, 'TMCreatePark');
                              DisableTrigger('TCreatePark');
                              }
                              }

                              HandleEvent(DetrenchOrder) 'TDetrenched' post {
                              player[0] = army[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMDetrenched');
                              DisableTrigger('TDetrenched');
                              }
                              }

                              HandleEvent(DisbandArmyOrder) 'TDisbandArmyOrder' pre {
                              unit_t tmpUnit;
                              int_t i;
                              for(i = 0; i < army[0].size; i = i + 1) {
                              GetUnitFromArmy(army[0], i, tmpUnit);
                              if(IsHumanPlayer(tmpUnit.owner)) {
                              player[0] = tmpUnit.owner;
                              Message(player[0], 'TMDisbandArmyOrder');
                              DisableTrigger('TDisbandArmyOrder');
                              return CONTINUE;
                              }
                              }
                              }

                              HandleEvent(DisbandCity) 'TDisbandCity' pre {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0]) && city[0].population <= 3) {
                              Message(g.player, 'TMDisbandCity');
                              DisableTrigger('TDisbandCity');
                              } elseif (IsHumanPlayer(player[0]) && city[0].population > 3) {
                              BIG_CITY = city[0].population*1000;
                              Message(g.player, 'TMCantDisbandBigCity');
                              }
                              }

                              HandleEvent(EnslaveSettler) 'TSettlerEnslaved' post {
                              player[0] = army[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(player[0], 'TMSettlerEnslaved');
                              DisableTrigger('TSettlerEnslaved');
                              }
                              }

                              HandleEvent(GiveMap) 'TGetMap' post {
                              if(IsHumanPlayer(player[1])) {
                              Message(g.player, 'TMGetMap');
                              DisableTrigger('TGetMap');
                              }
                              }

                              HandleEvent(ImprovementComplete) 'TTileImpComplete' post {
                              if(IsHumanPlayer(player[0])) {
                              FIRST_TILE_IMP = value[0];
                              Message(g.player, 'TMTileImpComplete');
                              DisableTrigger('TTileImpComplete');
                              }
                              }

                              HandleEvent(InciteRevolutionUnit) 'TSpyInciteRevolution' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMSpyInciteRevolution');
                              DisableTrigger('TSpyInciteRevolution');
                              }
                              }

                              HandleEvent(InciteUprisingUnit) 'TAbolitionistInciteUprising' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMAbolitionistInciteUprising');
                              DisableTrigger('TAbolitionistInciteUprising');
                              }
                              }

                              HandleEvent(IndulgenceSaleMade) 'TClericIndulgenceSale' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMClericIndulgenceSale');
                              DisableTrigger('TClericIndulgenceSale');
                              }
                              }

                              HandleEvent(InjoinUnit) 'TLawyerInjoinCity' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMLawyerInjoinCity');
                              DisableTrigger('TLawyerInjoinCity');
                              }
                              }

                              HandleEvent(MakeFranchise) 'TCorporateFranchise' post {
                              player[1] = city[0].owner;
                              if(IsHumanPlayer(player[1])) {
                              Message(player[1], 'TMCorporateFranchise');
                              DisableTrigger('TCorporateFranchise');
                              }
                              }

                              //HandleEvent(BoardTransportOrder) 'TMoveIntoTransport' pre {
                              //player[0] = army[0].owner;
                              // if(IsHumanPlayer(player[0])) {
                              // Message(g.player, 'TMMoveIntoTransport');
                              // DisableTrigger('TMoveIntoTransport');
                              // }
                              //}

                              HandleEvent(MoveOrder) 'TMovePathOrder' post {
                              player[0] = army[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMMovePathOrder');
                              DisableTrigger('TMovePathOrder');
                              }
                              }

                              HandleEvent(MoveUnloadOrder) 'TMoveUnloadOrder' post {
                              player[0] = army[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              if(!CheckForPlanes(army[0])) {
                              Message(g.player, 'TMMoveUnloadOrder');
                              DisableTrigger('TMoveUnloadOrder');
                              } else {
                              return CONTINUE;
                              }
                              }
                              }

                              HandleEvent(NanoInfectCity) 'TEcoTerroristNanoInfectCity' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMEcoTerroristNanoInfectCity');
                              DisableTrigger('TEcoTerroristNanoInfectCity');
                              }
                              }

                              HandleEvent(NukeCity) 'TCityNuked' post {
                              player[1] = city[0].owner;
                              if(IsHumanPlayer(player[1])) {
                              Message(player[1], 'TMCityNuked');
                              DisableTrigger('TCityNuked');
                              }
                              }

                              HandleEvent(PillageOrder) 'TPillageOrder' post {
                              player[0] = army[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMPillageOrder');
                              DisableTrigger('TPillageOrder');
                              }
                              }

                              HandleEvent(PirateOrder) 'TPirateOrder' post {
                              player[0] = army[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMPirateOrder');
                              DisableTrigger('TPirateOrder');
                              }
                              }

                              HandleEvent(PlagueCity) 'TInfectorPlagueCity' post {
                              player[1] = city[0].owner;
                              if(IsHumanPlayer(player[1])) {
                              Message(player[1], 'TMInfectorPlagueCity');
                              DisableTrigger('TInfectorPlagueCity');
                              }
                              }

                              HandleEvent(ReformCityUnit) 'TReformCityOrder' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMReformCityOrder');
                              DisableTrigger('TReformCityOrder');
                              }
                              }

                              HandleEvent(Reject) 'TDipRejection' post {
                              if(IsHumanPlayer(player[1])) {
                              Message(player[1], 'TMDipRejection');
                              DisableTrigger('TDipRejection');
                              }
                              }

                              HandleEvent(Reject) 'TDipRejectionPlayer' post {
                              if(IsHumanPlayer(player[0])) {
                              Message(player[0], 'TMDipRejectionPlayer');
                              DisableTrigger('TDipRejectionPlayer');
                              }
                              }

                              HandleEvent(RemoveFranchise) 'TLawyerSueFranchise' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMLawyerSueFranchise');
                              DisableTrigger('TLawyerSueFranchise');
                              }
                              }

                              HandleEvent(SellBuilding) 'TBuildingSold' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              improvement[0] = value[0];
                              Message(g.player, 'TMBuildingSold');
                              DisableTrigger('TBuildingSold');
                              }
                              }

                              HandleEvent(SetTarget) 'TNukeTargeted' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMNukeTargeted');
                              DisableTrigger('TNukeTargeted');
                              }
                              }

                              HandleEvent(SlaveRaidCity) 'TSlaverRaidCity' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMSlaverRaidCity');
                              DisableTrigger('TSlaverRaidCity');
                              }
                              }

                              HandleEvent(SleepOrder) 'TSleepOrder' post {
                              player[0] = army[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMSleepOrder');
                              DisableTrigger('TSleepOrder');
                              }
                              }


                              HandleEvent(UndergroundRailwayUnit) 'TAbolitionistFreeSlaves' post {
                              player[0] = city[0].owner;
                              if(IsHumanPlayer(player[0])) {
                              Message(g.player, 'TMAbolitionistFreeSlaves');
                              DisableTrigger('TAbolitionistFreeSlaves');
                              }
                              }

                              //HandleEvent(UnloadOrder) 'TUnloadCargoOrder' post {
                              //player[0] = army[0].owner;
                              // if(IsHumanPlayer(player[0]) && army[0]) {
                              // Message(g.player, 'TMUnloadCargo');
                              // DisableTrigger('TUnloadCargoOrder');
                              // }
                              //}

                              //City Mgmt one timers

                              trigger 'TCMQueueTab' on "CityWindow.Tabs.QueueTab.TabButton" when (1) {
                              Message(g.player, 'TMCMQueueTab');
                              DisableTrigger('TCMQueueTab');
                              }

                              trigger 'TCMInventoryTab' on "CityWindow.Tabs.InventoryTab.TabButton" when (1) {
                              Message(g.player, 'TMCMInventoryTab');
                              DisableTrigger('TCMInventoryTab');
                              }

                              trigger 'TCMSpecialists' on "CityWindow.Tabs.Specialists.TabButton" when (1) {
                              Message(g.player, 'TMCMSpecialists');
                              DisableTrigger('TCMSpecialists');
                              }

                              trigger 'TCMStatistics' on "CityWindow.Tabs.Statistics.TabButton" when (1) {
                              Message(g.player, 'TMCMStatistics');
                              DisableTrigger('TCMStatistics');
                              }

                              trigger 'TCMUnits' on "CityWindow.Tabs.Units.TabButton" when (1) {
                              Message(g.player, 'TMCMUnits');
                              DisableTrigger('TCMUnits');
                              }

                              //Shortcut Pad one-timers

                              trigger 'TSPCivMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.Civili zationManagementButton" when (1) {
                              Message(g.player, 'TMSPCivMgmt');
                              DisableTrigger('TSPCivMgmt');
                              }

                              trigger 'TSPUnitMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.UnitMa nagementButton" when (1) {
                              Message(g.player, 'TMSPUnitMgmt');
                              DisableTrigger('TSPUnitMgmt');
                              }

                              trigger 'TSPDiplomacy' on "ControlPanelWindow.ControlPanel.ShortcutPad.Diplom acyButton" when (1) {
                              Message(g.player, 'TMSPDiplomacy');
                              DisableTrigger('TSPDiplomacy');
                              }

                              trigger 'TSPScience' on "ControlPanelWindow.ControlPanel.ShortcutPad.Scienc eButton" when (1) {
                              Message(g.player, 'TMSPScience');
                              DisableTrigger('TSPScience');
                              }

                              trigger 'TSPGreatLibrary' on "ControlPanelWindow.ControlPanel.ShortcutPad.GreatL ibraryButton" when (1) {
                              Message(g.player, 'TMSPGreatLibrary');
                              DisableTrigger('TSPGreatLibrary');
                              }

                              trigger 'TSPTrade' on "ControlPanelWindow.ControlPanel.ShortcutPad.TradeB utton" when (1) {
                              Message(g.player, 'TMSPTrade');
                              DisableTrigger('TSPTrade');
                              }

                              trigger 'TSPNatlMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.Nation alManagementButton" when (1) {
                              Message(g.player, 'TMSPNatlMgmt');
                              DisableTrigger('TSPNatlMgmt');
                              }

                              //this is at the end of the file because something is broken in SetString()
                              #include "tut2_msg.slc" //plain ol' messageboxes in here





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