Game Actions: Difference between revisions
(Created page with "Actions in the game can be modified. Actions in the game can be manipulated by creating an '''actions''' folder inside the mod. The following is a list of the available actions in the game: {| class="wikitable" style="margin:auto" |+ Available actions |- ! Action name !! Constructor name!! Description |- | Power of CO 0 || ACTION_ACTIVATE_POWER_CO_0 || Activation of the CO power in the front position |- | Power of CO 1 || ACTION_ACTIVATE_POWER_CO_1 || Activation of the...") |
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| Tag power || ACTION_ACTIVATE_TAGPOWER || Activation of the tag power | | Tag power || ACTION_ACTIVATE_TAGPOWER || Activation of the tag power | ||
|- | |||
| Black hole factory door 1 || ACTION_BLACKHOLEFACTORY_DOOR1 || Allows building units from the door 1 of a Black Hole factory | |||
|- | |||
| Black hole factory door 2 || ACTION_BLACKHOLEFACTORY_DOOR2 || Allows building units from the door 2 of a Black Hole factory | |||
|- | |||
| Black hole factory door 3 || ACTION_BLACKHOLEFACTORY_DOOR3 || Allows building units from the door 3 of a Black Hole factory | |||
|- | |||
|Build temporary airport ||ACTION_BUILD_TEMP_AIRPORT || Orders an APC to build a temporary airport | |||
|- | |||
|Build temporary harbour|| ACTION_BUILD_TEMP_HARBOUR || Orders an APC to build a temporary harbour | |||
|- | |||
|Build units || ACTION_BUILD_UNITS || Allows building units on a designed building, like a factory or an airport | |||
|- | |||
|Build Waterplane || ACTION_BUILD_WATERPLANE || Orders an Aircraft Carrier to build a Waterplane | |||
|- | |||
|Cannon fire ||ACTION_CANNON_FIRE || Orders a mini cannon or black cannon to attack a single unit | |||
|- | |||
|Capture action ||ACTION_CAPTURE || Orders a unit to capture a building | |||
|- | |||
|CO unit 0 ||ACTION_CO_UNIT_0 || Deploys the primary CO to a designated unit | |||
|- | |||
|CO unit 1 ||ACTION_CO_UNIT_1 || Deploys the secondary CO to a designated unit | |||
|- | |||
|Crystal healing || ACTION_CRYSTALL_HEAL || Orders a crystal or monolith to heal all units around it | |||
|- | |||
|Deathray fire || ACTION_DEATHRAY_FIRE || Orders a death ray to attack all enemy units in front of it | |||
|- | |||
|Delete unit | |||
|ACTION_DELETE_UNIT | |||
|Allows you to delete one of your own units that hasn't moved this turn. | |||
|- | |||
|Remove mine | |||
|ACTION_DISABLE_MINE | |||
|Removes an enemy mine from the map. | |||
|- | |||
|Start draw voting | |||
|ACTION_DRAWVOTE | |||
|Starts a voting for a draw for the match. If all human players agree to a draw the match will end in a draw. | |||
|- | |||
|Exit game | |||
|ACTION_EXITGAME | |||
|Exits the current game. | |||
|- | |||
|Explode | |||
|ACTION_EXPLODE | |||
|Destroys the current unit in a large explosion. The explosion will deal damage to all units around it. | |||
|- | |||
|Fire | |||
|ACTION_FIRE | |||
|Orders a unit to attack another one. If the attack is a direct attack the enemy unit will counter with an attack of its own. | |||
|- | |||
|Flare | |||
|ACTION_FLARE | |||
|Fires a flare rocket at the given location. The flare rocket will reveal all terrains in an area around the target during fog of war. | |||
|- | |||
|Focus map | |||
|ACTION_FORCEMAP | |||
|Centers the map and changes the map to the optimal size to fit on screen. | |||
|- | |||
|Oozium wait | |||
|ACTION_HOELLIUM_WAIT | |||
|Orders a oozium to wait at the current position and end all actions for this turn. Ooziums can wait on enemy units, destroying the enemy unit in the process. | |||
|- | |||
|Info | |||
|ACTION_INFO | |||
|Allows you to get useful information about the current match. | |||
|- | |||
|Join | |||
|ACTION_JOIN | |||
|Combines a wounded unit of the same type with the current unit. This will lead to a unit with combined ammo, fuel and hp and the highest rank of both units. Hp exceeding the maximum will be added in the form of funds to your war funds. | |||
|- | |||
|Fire with laser | |||
|ACTION_LASER_FIRE | |||
|Commands the laser to shoot four laser rays. The laser rays deal damage to all units that get hit by one of the rays. | |||
|- | |||
|Load | |||
|ACTION_LOAD | |||
|Loads a unit onto a transporter. This makes the unit untargetable for most effects. However, the units inside are lost if the transporter is destroyed. | |||
|- | |||
|Load game | |||
|ACTION_LOADGAME | |||
|Allows you to load a save game. | |||
|- | |||
|Misslie | |||
|ACTION_MISSILE | |||
|Launches a missile from a silo at the target area. The missile deals massive damage to all units in the area of effect. | |||
|- | |||
|Movement planner | |||
|ACTION_MOVEMENTPLANNER | |||
|Shows a tool allowing you to plan your moves and see if certain strategies work or not without affecting the current game state. | |||
|- | |||
|Build unit with nest | |||
|ACTION_NEST_FACTORY_DOOR | |||
|Orders the Nest to produce a non-naval unit. The unit is able to move immediately. | |||
|- | |||
|Fire with nest laser | |||
|ACTION_NEST_LASER | |||
|Commands the Nest to shoot a laser ray. The laser ray deals damage to all units that get hit. | |||
|- | |||
|Fire with nest mortar | |||
|ACTION_NEST_MORTAR | |||
|Commands the Nest to fire a mortar at a 3x3 square that deals damage to all units it hits. | |||
|- | |||
|Next player | |||
|ACTION_NEXT_PLAYER | |||
|Ends your turn and gives control to the next player. | |||
|- | |||
|Nickname unit | |||
|ACTION_NICKNAME_UNIT | |||
|Allows you to give a unit a special nickname. | |||
|- | |||
|Game: Nickname unit | |||
|ACTION_NICKNAME_UNIT_INTERNAL | |||
|Allows you to give a unit a special nickname. | |||
|- | |||
|Options | |||
|ACTION_OPTIONS | |||
|Allows you to modify several options of the game. | |||
|- | |||
|Place watermine | |||
|ACTION_PLACE_WATERMINE | |||
|Places a stealthed Watermine at a given position. The Watermine automatically explodes if an enemy Naval unit moves into it, dealing damage and interrupting that unit's action. | |||
|- | |||
|Save Game | |||
|ACTION_SAVEGAME | |||
|Allows you to save the game. | |||
|- | |||
|Sell Unit | |||
|ACTION_SELL_UNIT | |||
|Sells a unit for a fraction of its current value. | |||
|- | |||
|Stealth | |||
|ACTION_STEALTH | |||
|<r>Stealths a unit and makes it invisible to all enemies. A stealthed unit is only visible when an enemy unit is adjacent. In addition, only direct-attack units can target a stealthed </r><nowiki><div c='#00ff00'>air unit</div></nowiki><r>. A </r><nowiki><div c='#00ff00'>naval unit</div></nowiki><r> can only be attacked by a direct-attack </r><nowiki><div c='#00ff00'>naval unit</div></nowiki><r>. In most cases stealthed units have a higher fuel consumption per turn, while beeing stealthed.</r> | |||
|- | |||
|Cloak | |||
|ACTION_SUPPORTALL_CLOAK | |||
|Cloaks all own units in a 2x2 square. A cloaked unit is only visible when a unit is nearby it, but can be attacked normally. | |||
|- | |||
|Ration | |||
|ACTION_SUPPORTALL_RATION | |||
|Refills fuel and ammo to all units surrounding this unit. | |||
|- | |||
|Ration + money | |||
|ACTION_SUPPORTALL_RATION_MONEY | |||
|Refills fuel and ammo to all units surrounding this unit and grants money based on the amount of fuel and ammo resupplied. | |||
|- | |||
|Free repair | |||
|ACTION_SUPPORTSINGLE_FREEREPAIR | |||
|Repairs and refills the target unit. The repair costs don't have to be paid. | |||
|- | |||
|Iron shield | |||
|ACTION_SUPPORTSINGLE_IRON_SHIELD | |||
|Shields an allied unit. This highly increases the defense of the unit until the start of the next turn. | |||
|- | |||
|Repair | |||
|ACTION_SUPPORTSINGLE_REPAIR | |||
|Repairs and resupplies the target unit. The player has to pay for the repair. | |||
|- | |||
|Suppy one unit | |||
|ACTION_SUPPORTSINGLE_SUPPLY | |||
|Refills the target unit's ammo and fuel. | |||
|- | |||
|Surrender game | |||
|ACTION_SURRENDER | |||
|You lose the game. | |||
|- | |||
|Game: surrender game | |||
|ACTION_SURRENDER_INTERNAL | |||
|You lose the game. | |||
|- | |||
|Swap Co's | |||
|ACTION_SWAP_COS | |||
|Swaps the position of CO 1 and 2 and ends your turn. | |||
|- | |||
|Fire with talon gun | |||
|ACTION_TALON_GUN | |||
|Commands the talon gun to attack all enemy units within range, dealing 5 Hp of damage to them. | |||
|- | |||
|Transfer unit | |||
|ACTION_TRANSFER_UNIT | |||
|Transfers a unit to another allied player. | |||
|- | |||
|Trap | |||
|ACTION_TRAP | |||
|This action can't be disabled and traps a unit if you try to move over a hidden unit. | |||
|- | |||
|Unload | |||
|ACTION_UNLOAD | |||
|Unloads loaded units. Units that have been loaded this turn can't move after being unloaded. Units that were loaded on previous turns can immediately move after being unloaded. | |||
|- | |||
|Unstealth | |||
|ACTION_UNSTEALTH | |||
|Unstealths a unit and makes it visible to all enemies. | |||
|- | |||
|Wait | |||
|ACTION_WAIT | |||
|Orders a unit to wait at the current position and end all actions for this turn. | |||
|} | |} | ||
[[Category:Modding tutorials]] | [[Category:Modding tutorials]] |
Latest revision as of 01:24, 14 August 2024
Actions in the game can be modified. Actions in the game can be manipulated by creating an actions folder inside the mod. The following is a list of the available actions in the game:
Action name | Constructor name | Description |
---|---|---|
Power of CO 0 | ACTION_ACTIVATE_POWER_CO_0 | Activation of the CO power in the front position |
Power of CO 1 | ACTION_ACTIVATE_POWER_CO_1 | Activation of the CO power in the secondary position |
Superpower of CO 0 | ACTION_ACTIVATE_SUPERPOWER_CO_0 | Activation of the CO superpower in the front position |
Superpower CO 1 | ACTION_ACTIVATE_SUPERPOWER_CO_1 | Activation of the CO superpower in the secondary position |
Tag power | ACTION_ACTIVATE_TAGPOWER | Activation of the tag power |
Black hole factory door 1 | ACTION_BLACKHOLEFACTORY_DOOR1 | Allows building units from the door 1 of a Black Hole factory |
Black hole factory door 2 | ACTION_BLACKHOLEFACTORY_DOOR2 | Allows building units from the door 2 of a Black Hole factory |
Black hole factory door 3 | ACTION_BLACKHOLEFACTORY_DOOR3 | Allows building units from the door 3 of a Black Hole factory |
Build temporary airport | ACTION_BUILD_TEMP_AIRPORT | Orders an APC to build a temporary airport |
Build temporary harbour | ACTION_BUILD_TEMP_HARBOUR | Orders an APC to build a temporary harbour |
Build units | ACTION_BUILD_UNITS | Allows building units on a designed building, like a factory or an airport |
Build Waterplane | ACTION_BUILD_WATERPLANE | Orders an Aircraft Carrier to build a Waterplane |
Cannon fire | ACTION_CANNON_FIRE | Orders a mini cannon or black cannon to attack a single unit |
Capture action | ACTION_CAPTURE | Orders a unit to capture a building |
CO unit 0 | ACTION_CO_UNIT_0 | Deploys the primary CO to a designated unit |
CO unit 1 | ACTION_CO_UNIT_1 | Deploys the secondary CO to a designated unit |
Crystal healing | ACTION_CRYSTALL_HEAL | Orders a crystal or monolith to heal all units around it |
Deathray fire | ACTION_DEATHRAY_FIRE | Orders a death ray to attack all enemy units in front of it |
Delete unit | ACTION_DELETE_UNIT | Allows you to delete one of your own units that hasn't moved this turn. |
Remove mine | ACTION_DISABLE_MINE | Removes an enemy mine from the map. |
Start draw voting | ACTION_DRAWVOTE | Starts a voting for a draw for the match. If all human players agree to a draw the match will end in a draw. |
Exit game | ACTION_EXITGAME | Exits the current game. |
Explode | ACTION_EXPLODE | Destroys the current unit in a large explosion. The explosion will deal damage to all units around it. |
Fire | ACTION_FIRE | Orders a unit to attack another one. If the attack is a direct attack the enemy unit will counter with an attack of its own. |
Flare | ACTION_FLARE | Fires a flare rocket at the given location. The flare rocket will reveal all terrains in an area around the target during fog of war. |
Focus map | ACTION_FORCEMAP | Centers the map and changes the map to the optimal size to fit on screen. |
Oozium wait | ACTION_HOELLIUM_WAIT | Orders a oozium to wait at the current position and end all actions for this turn. Ooziums can wait on enemy units, destroying the enemy unit in the process. |
Info | ACTION_INFO | Allows you to get useful information about the current match. |
Join | ACTION_JOIN | Combines a wounded unit of the same type with the current unit. This will lead to a unit with combined ammo, fuel and hp and the highest rank of both units. Hp exceeding the maximum will be added in the form of funds to your war funds. |
Fire with laser | ACTION_LASER_FIRE | Commands the laser to shoot four laser rays. The laser rays deal damage to all units that get hit by one of the rays. |
Load | ACTION_LOAD | Loads a unit onto a transporter. This makes the unit untargetable for most effects. However, the units inside are lost if the transporter is destroyed. |
Load game | ACTION_LOADGAME | Allows you to load a save game. |
Misslie | ACTION_MISSILE | Launches a missile from a silo at the target area. The missile deals massive damage to all units in the area of effect. |
Movement planner | ACTION_MOVEMENTPLANNER | Shows a tool allowing you to plan your moves and see if certain strategies work or not without affecting the current game state. |
Build unit with nest | ACTION_NEST_FACTORY_DOOR | Orders the Nest to produce a non-naval unit. The unit is able to move immediately. |
Fire with nest laser | ACTION_NEST_LASER | Commands the Nest to shoot a laser ray. The laser ray deals damage to all units that get hit. |
Fire with nest mortar | ACTION_NEST_MORTAR | Commands the Nest to fire a mortar at a 3x3 square that deals damage to all units it hits. |
Next player | ACTION_NEXT_PLAYER | Ends your turn and gives control to the next player. |
Nickname unit | ACTION_NICKNAME_UNIT | Allows you to give a unit a special nickname. |
Game: Nickname unit | ACTION_NICKNAME_UNIT_INTERNAL | Allows you to give a unit a special nickname. |
Options | ACTION_OPTIONS | Allows you to modify several options of the game. |
Place watermine | ACTION_PLACE_WATERMINE | Places a stealthed Watermine at a given position. The Watermine automatically explodes if an enemy Naval unit moves into it, dealing damage and interrupting that unit's action. |
Save Game | ACTION_SAVEGAME | Allows you to save the game. |
Sell Unit | ACTION_SELL_UNIT | Sells a unit for a fraction of its current value. |
Stealth | ACTION_STEALTH | <r>Stealths a unit and makes it invisible to all enemies. A stealthed unit is only visible when an enemy unit is adjacent. In addition, only direct-attack units can target a stealthed </r><div c='#00ff00'>air unit</div><r>. A </r><div c='#00ff00'>naval unit</div><r> can only be attacked by a direct-attack </r><div c='#00ff00'>naval unit</div><r>. In most cases stealthed units have a higher fuel consumption per turn, while beeing stealthed.</r> |
Cloak | ACTION_SUPPORTALL_CLOAK | Cloaks all own units in a 2x2 square. A cloaked unit is only visible when a unit is nearby it, but can be attacked normally. |
Ration | ACTION_SUPPORTALL_RATION | Refills fuel and ammo to all units surrounding this unit. |
Ration + money | ACTION_SUPPORTALL_RATION_MONEY | Refills fuel and ammo to all units surrounding this unit and grants money based on the amount of fuel and ammo resupplied. |
Free repair | ACTION_SUPPORTSINGLE_FREEREPAIR | Repairs and refills the target unit. The repair costs don't have to be paid. |
Iron shield | ACTION_SUPPORTSINGLE_IRON_SHIELD | Shields an allied unit. This highly increases the defense of the unit until the start of the next turn. |
Repair | ACTION_SUPPORTSINGLE_REPAIR | Repairs and resupplies the target unit. The player has to pay for the repair. |
Suppy one unit | ACTION_SUPPORTSINGLE_SUPPLY | Refills the target unit's ammo and fuel. |
Surrender game | ACTION_SURRENDER | You lose the game. |
Game: surrender game | ACTION_SURRENDER_INTERNAL | You lose the game. |
Swap Co's | ACTION_SWAP_COS | Swaps the position of CO 1 and 2 and ends your turn. |
Fire with talon gun | ACTION_TALON_GUN | Commands the talon gun to attack all enemy units within range, dealing 5 Hp of damage to them. |
Transfer unit | ACTION_TRANSFER_UNIT | Transfers a unit to another allied player. |
Trap | ACTION_TRAP | This action can't be disabled and traps a unit if you try to move over a hidden unit. |
Unload | ACTION_UNLOAD | Unloads loaded units. Units that have been loaded this turn can't move after being unloaded. Units that were loaded on previous turns can immediately move after being unloaded. |
Unstealth | ACTION_UNSTEALTH | Unstealths a unit and makes it visible to all enemies. |
Wait | ACTION_WAIT | Orders a unit to wait at the current position and end all actions for this turn. |