Actions (maps)/RA2YR
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(Redirected from Maps/Actions/RA2YR)
| Code 1 | Action | Parameter types | ||||||
|---|---|---|---|---|---|---|---|---|
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 0 | No Action | 0 | 0 | 0 | 0 | 0 | 0 | A |
| No Action - nothing happens | ||||||||
| 1 | Win | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 wins the game | ||||||||
| 2 | Lose | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 loses the game | ||||||||
| 3 | Production Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 will begin production | ||||||||
| 4 | Create Team. | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
| HOUSE2 creates a TeamType P2 | ||||||||
| 5 | Destroy Team | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Destroys all instances of TeamType P2 | ||||||||
| 6 | All to Hunt | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 sends all its objects to hunt | ||||||||
| 7 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | A |
| Spawns TeamType P2 and grants it to its owner house | ||||||||
| 8 | Drop Zone Flare | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Displays a drop zone flare at waypoint P7 and reveals map around that location | ||||||||
| 9 | Fire Sale | 0 | House# | 0 | 0 | 0 | 0 | A |
| House P2 sells all structures | ||||||||
| 10 | Play Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
| Pauses the game and plays the movie P2 in full screen | ||||||||
| 11 | Text Trigger | 4 | csf label | 0 | 0 | 0 | 0 | A |
| Displays the text entry with label P2 from the CSF file | ||||||||
| 12 | Destroy Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
| Destroy all instances of Trigger P2 | ||||||||
| 13 | Autocreate Begins | 0 | House# | 0 | 0 | 0 | 0 | A |
| Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit | ||||||||
| 14 | Change House | 0 | House# | 0 | 0 | 0 | 0 | A |
| Attached objects are granted to House P2 | ||||||||
| 15 | Allow Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
| The 'Win' action will not fire if any triggers with this action haven't fired yet | ||||||||
| 16 | Reveal all map | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Reveals the entire map to the player. May cause reconnection error in multiplayer! | ||||||||
| 17 | Reveal around waypoint | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Reveals a region of the map to the player around the waypoint specified | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 18 | Reveal waypoint zone | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Reveals the zone of waypoint P2 | ||||||||
| 19 | Play sound effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
| Plays the sound effect P2 | ||||||||
| 20 | Play music theme | 8 | Theme# | 0 | 0 | 0 | 0 | A |
| Plays the music theme P2 | ||||||||
| 21 | Play speech | 6 | Speech# | 0 | 0 | 0 | 0 | A |
| Plays the speech P2 | ||||||||
| 22 | Force Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
| Forces trigger P2 to fire | ||||||||
| 23 | Timer Start | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Starts the global mission timer | ||||||||
| 24 | Timer Stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Stops the global mission timer | ||||||||
| 25 | Timer Extend | 0 | time | 0 | 0 | 0 | 0 | A |
| Extends the global mission timer by (P2/10) minutes | ||||||||
| 26 | Timer Shorten | 0 | time | 0 | 0 | 0 | 0 | A |
| Reduces the global mission timer by the (P2/10) minutes | ||||||||
| 27 | Timer Set | 0 | time | 0 | 0 | 0 | 0 | A |
| Sets the global mission timer to (P2/10) minutes | ||||||||
| 28 | Global Set | 0 | Global# | 0 | 0 | 0 | 0 | A |
| Global variable P2 is set | ||||||||
| 29 | Global Clear | 0 | Global# | 0 | 0 | 0 | 0 | A |
| Global variable P2 is cleared | ||||||||
| 30 | Auto Base Building | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
| Enable or disable Skirmish AI for HOUSE | ||||||||
| 31 | Grow shroud | 0 | 0 | 0 | 0 | 0 | 0 | A |
| The shroud expands by one cell | ||||||||
| 32 | Destroy Attached Object | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached objects are destroyed | ||||||||
| 33 | Add 1-time super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
| HOUSE gets one-time superweapon P2 | ||||||||
| 34 | Add repeating super weapon | 0 | SuperWeapon# | 0 | 0 | 0 | 0 | A |
| HOUSE gains repeating superweapon P2 | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 35 | Preferred target | 0 | Quarry# | 0 | 0 | 0 | 0 | A |
| HOUSE sets its preferred quarry type for super weapon targeting to P2 | ||||||||
| 36 | All change house | 0 | House# | 0 | 0 | 0 | 0 | A |
| All objects of HOUSE are assigned to House P2 | ||||||||
| 37 | Make ally | 0 | House# | 0 | 0 | 0 | 0 | A |
| Forces HOUSE to ally with house P2 | ||||||||
| 38 | Make enemy | 0 | House# | 0 | 0 | 0 | 0 | A |
| Forces HOUSE to un-ally with house P2 | ||||||||
| 39 | Change Zoom Level | 0 | Special | 0 | 0 | 0 | 0 | A |
| Changes the zoom out level of the player's radar map: (1 - normal view, 2 - zoomed out) | ||||||||
| 40 | Resize Player View | 0 | L | T | W | H | 0 | A |
Resizes the visible map portion to a rectangle:
| ||||||||
| 41 | Play Anim At | 0 | Animation# | 0 | 0 | 0 | 0 | Waypoint |
| Plays animation P2 in the waypoint P7 | ||||||||
| 42 | Do Explosion At | 0 | Weapon# | 0 | 0 | 0 | 0 | Waypoint |
| Detonates an explosion of Weapon P2 in the waypoint P7 | ||||||||
| 43 | Create VoxelAnim At | 0 | VoxelAnim# | 0 | 0 | 0 | 0 | Waypoint |
| Creates a VoxelAnim of P2 at waypoint P7 | ||||||||
| 44 | Ion Storm start | 0 | time | 0 | 0 | 0 | 0 | A |
| Starts an ion storm sequence to run for P2 frames | ||||||||
| 45 | Ion Storm stop | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Stops any Ion storm in progress | ||||||||
| 46 | Lock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Disables user input | ||||||||
| 47 | Unlock input | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Enables user input | ||||||||
| 48 | Center Camera at waypoint | 0 | Speed | 0 | 0 | 0 | 0 | Waypoint |
| Moves the tactical view with a velocity of P2 to waypoint P7 | ||||||||
| 49 | Zoom in | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Zooms the tactical map in | ||||||||
| Code 1 | Action | Parameter types | ||||||
|---|---|---|---|---|---|---|---|---|
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 50 | Zoom out | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Zooms the tactical map out | ||||||||
| 51 | Reshroud Map | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Reshrouds the entire map | ||||||||
| 52 | Change Light Behavior | 0 | Special | 0 | 0 | 0 | 0 | A |
Changes the way a building spotlight behaves:
| ||||||||
| 53 | Enable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
| Enables trigger P2 | ||||||||
| 54 | Disable Trigger | 2 | Trigger ID | 0 | 0 | 0 | 0 | A |
| Disables trigger P2 | ||||||||
| 55 | Create Radar Event | 0 | Radar Event# | 0 | 0 | 0 | 0 | Waypoint |
| Creates a radar event of type P2 at waypoint P7. Possible values are:
1 Generic Combat, 2 Generic Noncombat, 3 Dropzone, 4 Base Under Attack, 5 Miner Under Attack, 6 Enemy Object Sensed | ||||||||
| 56 | Local Set | 0 | Local# | 0 | 0 | 0 | 0 | A |
| Local P2 is set | ||||||||
| 57 | Local Clear | 0 | Local# | 0 | 0 | 0 | 0 | A |
| Local is cleared | ||||||||
| 58 | Meteor Shower | 0 | Size (0-4) | 0 | 0 | 0 | 0 | Waypoint |
| Creates a meteor shower around waypoint P7 | ||||||||
| 59 | Reduce Tiberium | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Reduces amount of Tiberium around waypoint P7 | ||||||||
| 60 | Sell building | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached building is sold | ||||||||
| 61 | Turn off building | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached building is turned off | ||||||||
| 62 | Turn on building | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached building is turned on | ||||||||
| 63 | Apply 100 damage | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Detonates an explosion of [HE] warhead (with 100 points of Damage) at waypoint P2 | ||||||||
| 64 | Small Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Shows a small light flash at waypoint P2 | ||||||||
| 65 | Medium Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Shows a medium light flash at waypoint P2 | ||||||||
| 66 | Large Light flash | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Shows a large light flash at waypoint P2 | ||||||||
| 67 | Announce Win | 0 | 0 | 0 | 0 | 0 | 0 | A |
| EVA announcement that the player has won | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 68 | Announce Lose | 0 | 0 | 0 | 0 | 0 | 0 | A |
| EVA announcement that the player has lost | ||||||||
| 69 | Force end | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Forces end of scenario | ||||||||
| 70 | Destroy Tag | 3 | Tag ID | 0 | 0 | 0 | 0 | A |
| Destroy tag P2 and all attached triggers | ||||||||
| 71 | Set ambient step | 0 | Number | 0 | 0 | 0 | 0 | A |
| Sets ambient light fade step value to P2 | ||||||||
| 72 | Set ambient rate | 0 | Number | 0 | 0 | 0 | 0 | A |
| Sets ambient light fade rate to P2 | ||||||||
| 73 | Set ambient light | 0 | Number | 0 | 0 | 0 | 0 | A |
| Sets ambient light to level P2 | ||||||||
| 74 | AI triggers begin | 0 | House# | 0 | 0 | 0 | 0 | A |
| Start AI triggers for house P2 | ||||||||
| 75 | AI triggers stop | 0 | House# | 0 | 0 | 0 | 0 | A |
| Stop AI triggers for house P2 | ||||||||
| 76 | Ratio of AI trigger teams | 0 | Number | 0 | 0 | 0 | 0 | A |
| Percentage chance for each of the HOUSE's AI triggers to be created, subject to normal AI trigger conditions. Defaults to 100. See also RatioAITriggerTeam. | ||||||||
| 77 | Ratio of team aircraft | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of aircraft created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
| 78 | Ratio of team infantry | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of infantry created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
| 79 | Ratio of team units | 0 | Number | 0 | 0 | 0 | 0 | A |
AI percentage of units created for teams (P2% are created for AI Triggers, (100-P2)% are for other teams) | ||||||||
| 80 | Reinforcement | 1 | TeamType ID | 0 | 0 | 0 | 0 | Waypoint |
| Create reinforcement team P2 at waypoint P7 | ||||||||
| 81 | Wakeup self | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Breaks attached object out of sleep or harmless mode so as to enter guard mode | ||||||||
| 82 | Wakeup all sleepers | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Breaks all HOUSE's units out of sleep mode | ||||||||
| 83 | Wakeup all harmless | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Breaks all HOUSE's units out of harmless mode | ||||||||
| 84 | Wakeup group | 0 | Group | 0 | 0 | 0 | 0 | A |
| Wakeup all HOUSE's units which (as received from their TaskForce) belong to group P2 | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 85 | Vein growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
| Sets whether the Veins grow or not | ||||||||
| 86 | Tiberium growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
| Sets whether Tiberium grows or not | ||||||||
| 87 | Ice growth | 0 | 0/1 = no/yes | 0 | 0 | 0 | 0 | A |
| Sets whether ice grows or not | ||||||||
| 88 | Particle Anim at | 0 | Particle# | 0 | 0 | 0 | 0 | Waypoint |
| Spawn particle P2 at waypoint P7 | ||||||||
| 89 | Remove Particle Anim at | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Remove all particles from waypoint P7 | ||||||||
| 90 | Lightning strike at | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| A single Ion Storm lightning bolt strikes at waypoint P7 | ||||||||
| 91 | Go Berzerk | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Attached object goes berzerk (only works on Cyborg=yes infantry) | ||||||||
| 92 | Activate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Activates HOUSE's firestorm defense | ||||||||
| 93 | Deactivate Firestorm | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Deactivates HOUSE's firestorm defense | ||||||||
| 94 | Ion-cannon strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Fires Ion-Cannon at waypoint P7 | ||||||||
| 95 | Nuke strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Fires a Nuclear Missile (Multi Missile) at waypoint P7 | ||||||||
| 96 | Chem-missile strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Fires Chemical missile at waypoint P7 | ||||||||
| 97 | Toggle Train Cargo | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Toggles state of [Basic]→TrainCrate | ||||||||
| 98 | Play Sound Effect | 7 | Sound# | 0 | 0 | 0 | 0 | A |
| Plays sound P2 at random waypoint | ||||||||
| 99 | Play Sound Effect At | 7 | Sound# | 0 | 0 | 0 | 0 | Waypoint |
| Plays sound effect P2 at waypoint P7 | ||||||||
| 100 | Play Ingame Movie | 0 | Movie# | 0 | 0 | 0 | 0 | A |
| Displays movie P2 in the minimap window. Player still has control of interface and units | ||||||||
| Code 1 | Action | Parameter types | ||||||
|---|---|---|---|---|---|---|---|---|
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 101 | Reshroud Map At | 0 | Waypoint# | 0 | 0 | 0 | 0 | A |
| Reshrouds map around waypoint P2 | ||||||||
| 102 | Lightning Storm strike | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| HOUSE fires an Ion Storm at waypoint P7 | ||||||||
| 103 | Timer Text | 4 | Text# | 0 | 0 | 0 | 0 | A |
| Displays text string with label P2 from CSF as the mission timer text | ||||||||
| 104 | Flash Team | 5 | TeamType ID | 0 | 0 | 0 | 0 | Duration |
| Flashes all members of TeamType P2 for P7 frames | ||||||||
| 105 | Talk Bubble | 5 | TeamType ID | 0 | 0 | 0 | 0 | number |
| Displays frame P7 in talkbubl.shp over first member of first instance of TeamType P2 for TalkBubbleTime | ||||||||
| 106 | Set Object's Tech Level | 9 | ObjectType | 0 | 0 | 0 | 0 | Tech Level |
| Sets the specified ObjectType P2 (?) to have tech level P7 | ||||||||
| 107 | Reinforcement by Chrono | 1 | TeamType | 0 | 0 | 0 | 0 | Waypoint |
| Creates TeamType P2, chronoshifts it into waypoint P7 and grants it to HOUSE | ||||||||
| 108 | Create Crate... | 0 | Crate Type | 0 | 0 | 0 | 0 | Waypoint |
| Creates a Crate with specific contents at a waypoint | ||||||||
| 109 | Iron Curtain At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Fires Iron Curtain at Waypoint | ||||||||
| 110 | Pause Game | 0 | time | 0 | 0 | 0 | 0 | A |
| Pauses the game for P2 seconds | ||||||||
| 111 | Evict Occupiers | 0 | 0 | 0 | 0 | 0 | 0 | A |
| Evicts occupants from attached building | ||||||||
| 112 | Center (Jump) Camera at Waypoint... | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Moves the tactical view to waypoint P7 | ||||||||
| 113 | Make house cheer | 0 | House# | 0 | 0 | 0 | 0 | A |
| All InfantryTypes of house P2 will play their cheer animation if they can | ||||||||
| 114 | Set Tab to (0-3)... | 0 | number | 0 | 0 | 0 | 0 | A |
| Flips sidebar to tab number P2 | ||||||||
| 115 | Flash Cameo | 9 | ObjectType | 0 | 0 | 0 | 0 | number |
| Flashes the cameo of ObjectType P2 for P7 frames | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 116 | Stop Sounds At | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint |
| Stops all sounds at waypoint P7 that were started using the Play Sound At trigger | ||||||||
| 117 | Play Ingame Movie (pause game)... | 0 | Movie | 0 | 0 | 0 | 0 | A |
| Pauses game, locks player input and displays the specified movie in the sidebar | ||||||||
| 118 | 0 | 0 | 0 | 0 | 0 | 0 | A | |
| Deletes all Smudge objects from the map | ||||||||
| 119 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all objects of house P2 | ||||||||
| 120 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all buildings of house P2 | ||||||||
| 121 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all land units of house P2 | ||||||||
| 122 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| Destroys all naval units of house P2 | ||||||||
| 123 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| HOUSE mind controls the base of house P2 | ||||||||
| 124 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| HOUSE relinquishes control of the previously mind controlled base to house P2 | ||||||||
| 125 | 10 | Building | 0 | 0 | 0 | 0 | Waypoint | |
| A building P2 is created at waypoint P7 and granted to HOUSE, all units obstructing the construction will be moved | ||||||||
| 126 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| Recreats all buildings and units house P2 had at the start of the game | ||||||||
| 127 | 0 | number | 0 | 0 | 0 | 0 | A | |
| Displays the Chrono Warp effect over the screen for P2 frames | ||||||||
| 128 | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| All units owned by HOUSE will be teleported to waypoint P7 | ||||||||
| 129 | 11 | Superweapon | 0 | 0 | 0 | 0 | number | |
| If HOUSE has superweapon P2, its charge is set to P7 percent. | ||||||||
| 130 | 0 | House# | 0 | 0 | 0 | 0 | A | |
| Restores all buildings house P2 had at the start of the game to full health | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
| 131 | 9 | Building | 0 | 0 | 0 | 0 | number | |
| All buildings P2 owned by HOUSE will flash for P7 frames | ||||||||
| 132 | 11 | Superweapon | 0 | 0 | 0 | 0 | number | |
| Sets the charge time of superweapon P2 to P7 frames | ||||||||
| 133 | 0 | Superweapon | 0 | 0 | 0 | 0 | A | |
| Resets the charge time of superweapon P2 to normal value | ||||||||
| 134 | 0 | SuperWeapon | 0 | 0 | 0 | 0 | A | |
| Resets superweapon P2 as if a spy had gotten in | ||||||||
| 135 | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| HOUSE will aim all future targetable superweapons at waypoint P7 | ||||||||
| 136 | 0 | 0 | 0 | 0 | 0 | 0 | A | |
| HOUSE will target its superweapons normally | ||||||||
| 137 | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| HOUSE will assume waypoint P7 is the center of its base | ||||||||
| 138 | 0 | 0 | 0 | 0 | 0 | 0 | A | |
| HOUSE will recalculate the center of its base | ||||||||
| 139 | 0 | number | 0 | 0 | 0 | 0 | A | |
| Disables the radar screen of HOUSE for P2 frames | ||||||||
| 140 | 0 | 0 | 0 | 0 | 0 | 0 | Waypoint | |
| HOUSE will aim all Force Shields at waypoint P7 | ||||||||
| 141 | 0 | 0 | 0 | 0 | 0 | 0 | A | |
| HOUSE will target its Force Shields normally | ||||||||
| 142 | 0 | number | 0 | 0 | 0 | 0 | A | |
| Retints the Red portion of the screen to P2 percent | ||||||||
| 143 | 0 | number | 0 | 0 | 0 | 0 | A | |
| Retints the Green portion of the to P2 percent | ||||||||
| 144 | 0 | number | 0 | 0 | 0 | 0 | A | |
| Retints the Blue portion of the screen to P2 percent | ||||||||
| 145 | 0 | 0 | 0 | 0 | 0 | 0 | A | |
| Focuses the player's view on his Conyard/MCV. | ||||||||
| Code 1 | Action | Parameter types | ||||||
| #1 (P1) | #2 (P2) | #3 (P3) | #4 (P4) | #5 (P5) | #6 (P6) | #7 (P7) | ||
Notes
1 ↑ This column specifies the code to be written in the Event's "condition" slot, e.g. E1 in the Events page.
2 ↑ HOUSE in this document refers to the house owning the Trigger, labeled "HOUSE" in the Triggers page.
- Referencing items
- As you probably noticed, some of the Parameter descriptions in this table end with "#". The reason for that is:
- Some parameters take their values to be indexes of objects, others assume they are the identifiers of those objects.
- For convenience, if the parameter's description in the table ends with a "#" symbol, you should use the object's index in its appropriate list, otherwise you should use its ID.
- Also note: All entries in column P7 are expected to be literal, so you have to convert all the numbers into letters like this:
- 0 is "A", 1 is "B", 25 is "Z", 26 is "AA", just like the columnm numbering in your favourite spreadsheet program.
