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spartak
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Kto Gasmaske? Mnya zovyut Spartak!
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faded glory
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This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001 time: 05:20
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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 RETARD; //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.CityManagementButton");
StopAttract("ControlPanelWindow.ControlPanel.TurnButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.NationalManagementButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.TradeButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.CivilizationManagementButton");
StopAttract("CityWindow.EditQueueButton");
StopAttract("ControlPanelWindow.ControlPanel.ControlTabPanel.CityTab.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.CityManagementButton" 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');
}
}
}
}
}
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faded glory
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 |
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001 time: 05:20
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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.CivilizationManagementButton" when (1) {
Message(g.player, 'TMSPCivMgmt');
DisableTrigger('TSPCivMgmt');
}
trigger 'TSPUnitMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.UnitManagementButton" when (1) {
Message(g.player, 'TMSPUnitMgmt');
DisableTrigger('TSPUnitMgmt');
}
trigger 'TSPDiplomacy' on "ControlPanelWindow.ControlPanel.ShortcutPad.DiplomacyButton" when (1) {
Message(g.player, 'TMSPDiplomacy');
DisableTrigger('TSPDiplomacy');
}
trigger 'TSPScience' on "ControlPanelWindow.ControlPanel.ShortcutPad.ScienceButton" when (1) {
Message(g.player, 'TMSPScience');
DisableTrigger('TSPScience');
}
trigger 'TSPGreatLibrary' on "ControlPanelWindow.ControlPanel.ShortcutPad.GreatLibraryButton" when (1) {
Message(g.player, 'TMSPGreatLibrary');
DisableTrigger('TSPGreatLibrary');
}
trigger 'TSPTrade' on "ControlPanelWindow.ControlPanel.ShortcutPad.TradeButton" when (1) {
Message(g.player, 'TMSPTrade');
DisableTrigger('TSPTrade');
}
trigger 'TSPNatlMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.NationalManagementButton" 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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