Game Actions: Difference between revisions
No edit summary |
Knightlord07 (talk | contribs) No edit summary |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 17: | Line 17: | ||
| 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 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 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 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 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. |