What is tut2_main.slc? Sounds like a CTP file. And why are there so many quotes about it? Where can I find it?
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tut2_main.slc??
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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.
-MartinCiv2 military advisor: "No complaints, Sir!"
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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
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/////////////////////////////////////////////////////////
// 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
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//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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