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kp.Events.new.md

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Events

Events are written in a form procedure EVENT_NAME(EVENT_PARAMETERS); like so:

    procedure OnHouseBuilt(aHouseID: Integer);
    begin
      // code
    end;

Version column description:
"-" Means this event was added from the start.
"5678" Means this event was introduced in revision 5678.
"-5678" Means this event was removed in revision 5678.



Ver
sion
Event description Parameters
and types
8250 OnCampaignMenu
A campaign menu has been opened. Campaign-only action!
10626 OnGroupBeforeDied
Group will cease to exist in a moment (last current member will die). The process is irreversible
Most of the group properties can still be accessed
Note that groups can be rearranged, split and joined. Single warrior is a group too.
aGroup: Integer;
10626 OnGroupDied
Group has ceased to exist (all current members have died). The process is irreversible
Most of the group properties can no longer be accessed
Note that groups can be rearranged, split and joined. Single warrior is a group too.
aGroup: Integer;
- OnHouseBuilt
A house has finished construction
aHouse: Integer;
7820 OnHouseDamaged
A house got damaged
aHouse: Integer;
aAttacker: Integer; // UID of the attacked, can be a house, a unit or noone (e.g. if damage was applied from script)
- OnHouseDestroyed
Occurs right before house gets destroyed
aHouse: Integer;
aDestroyerIndex: Integer;
- OnHousePlanPlaced
HouseFace added in r10532
aPlayer: Integer;
aX, aY: Word;
aType: TKMHouseType;
aFace: TKMHouseFace; // house facing direction
14230 OnMapObjectClick aPlayer: Integer; // player who clicked the object
aX, aY: Word;
aCoord: Byte;
aEngName: AnsiString; // object name as it was when it was clicked (note, due to multiplayer lag it could have been different than right now)
- OnMissionStart
Happens right before OnTick(1)
- OnPlayerDefeated
Happens when player gets defeated
aPlayer: Integer;
- OnPlayerVictory
Event is fired right before victory gets registered.
It's a good time to set the mission highscore or passing campaign data
aPlayer: Integer;
7996 OnScriptButtonClick
Occurs when player clicks on a button in the message.
Note that click events may come in late and/or repeated.
aPlayer: Integer; // Player who clicked the button
aTag: Integer; // Tag of the button
12950 OnScriptMarkerClick
Occurs when player clicks on an interaction marker
Note that click events may come in late and/or repeated.
aPlayer: Integer; // Player who clicked the marker
aMarkerId: Integer;
5102 OnTerrainTrigger
Happens when a unit enters terrain trigger area (or gets spawned in to it, or exits a house)
aTriggerId: Integer;
aUnit: Integer;
aX, aY: Word;
- OnTick
Happens right after OnMissionStart
First tick is '1'
aTick: Integer;
10626 OnUnitBeforeDied
Unit will cease to exist in a moment. The process is irreversible
Most of the unit properties can still be accessed
aUnit: Integer;
aKillerOwner: Integer;
- OnUnitDied
Unit has died. The process is irreversible
Most of unit properties can no longer be accessed
aUnit: Integer;
aKillerOwner: Integer;
7023 OnUnitGiven aUnit: Integer;
10630 OnUnitOwnerChanged
Occurs after a unit changes owner.
When a unit changes its owner it actually get silently killed and a new unit gets spawned for a new owner in its place.
aOldUnit: Integer; // UID of the unit that was killed (since it is already dead, it can't be used in any States or Actions).
aNewUnit: Integer; // UID of the new unit that was spawned (-1 if it failed)
14474 OnUnitOwnerChanging
Occurs right before unit changes owner.
When a unit changes its owner it actually get silently killed and a new unit gets spawned for a new owner in its place.
aUnit: Integer; // UID of the unit that will be silently killed (since it is doomed, it must not be used in any Actions).
aNewOwner: Integer; // Player who will get the new identical unit
- OnUnitTrained aUnit: Integer;
12050 OnUnitWagonEnteredHouse
Occurs when wagon has successfully entered a house. Right before wares get transferred and the wagon is gone
aUnit: Integer;
aHouse: Integer;
4349 OnUnitWoundedByHouse
A unit was attacked by an enemy house (surely a Tower)
aUnit: Integer;
aAttackerHouse: Integer;
4349 OnUnitWoundedByUnit
A unit was attacked by an enemy unit
aUnit: Integer;
aAttackerUnit: Integer;
- OnWarriorEquipped aUnit: Integer;
aGroup: Integer;