//////////////////////////////////////////////////////////////////////////// // // Destroy buildings script to allow for destruction of buildings due to conquest. // // By Dale // // Version 1.1 5-May-2001 // //////////////////////////////////////////////////////////////////////////// /////////////////////////////////// // Mod notes! // // Variables: // None. // // This script will check every city when conquored for buildings, and if that building // exists, it will randomly destroy the building (by default 50% chance). It will also check // nuked cities for buildings and destroy them randomly (by default 75% chance). // // In both events (CaptureCity & NukeCity) the only thing a modder needs to watch out for // is the amount of buildings that are checked (see line: for(i = 0; i < 80; i = i + 1) {). // If you have more than 80 buildings in your mod/scenario, you need to change this number to // reflect that. // /////////////////////////////////// /////////////////////////////////// // Capture City event /////////////////////////////////// HandleEvent(CaptureCity) 'MM2_DestroyBuildsOnCapture' pre { city_t tmpcity; int_t tmpbuilding; int_t i; int_t randnum; tmpcity = city[0]; if(CityIsValid(tmpcity)) { for(i = 0; i < 80; i = i + 1) { randnum = random(100); if(randnum < 50) { DestroyBuilding(tmpcity, i); } } } } /////////////////////////////////// // Nuke City event /////////////////////////////////// HandleEvent(NukeCity) 'MM2_DestroyBuildsOnNuke' pre { city_t tmpcity; int_t tmpbuilding; int_t i; int_t randnum; tmpcity = city[0]; if(CityIsValid(tmpcity)) { for(i = 0; i < 80; i = i + 1) { randnum = random(100); if(randnum < 75) { DestroyBuilding(tmpcity, i); } } } }