This text highlights the makes use of of occasions and NIS script and goes into element in regards to the numerous occasion choices which can be out there, in addition to NIS parameters, circumstances, variables and modifiers that make up the construction of an interplay.
A Information to Occasions and NIS Scripts (half 1)
Interactions are the core manner during which gamers develop an attachment to video games. Each participant might method conditions in several methods, and the extra flexibility out there to gamers, the higher they will specific themselves inside the setting. In Warlords Battlecry, this stage of interplay is what units aside clean situations from extra participating and fascinating ones. The foundations of interactions in Warlords Battlecry situations (and likewise campaigns), are occasions and NIS script. Occasions are Editor-specific and permit for fundamental interactions, whereas NIS script is an exterior file which is xml format and has far better capabilities (reminiscent of full RPG dialogue bushes and world variable circumstances). This information covers find out how to develop and implement occasions and NIS scripts.
Useful Instruments & Data
To make use of occasions, you do not want to have the ability to open .xcr archives, however it could be useful. For NIS script nevertheless, it’s extremely really helpful that you simply be capable of open them, since so many parameters confer with numerical and 4-character IDs which might solely be discovered inside .xcr archives. XCR Explorer is an efficient instrument which not solely can open and modify xcr archives, but additionally mean you can modify and see inside information. The hyperlink to instrument might be discovered right here.
Occasions do not use NIS script, however can activate them. With a view to perceive NIS scripts, at the least a fundamental understanding of the xml language is critical. Luckily, it is not too tough to choose up! The flexibility to jot down NIS scripts can even mean you can make virtually any type of interplay you may think about (together with NIS script which spawns an occasion which prompts NIS script. The ability is infinite. Use it properly!). See right here for a tutorial on xml syntax.
A helpful modifying instrument for NIS scripts is Visible Studio Code. It is a good, mild improvement atmosphere which robotically recognises parameters and attributes, separating them into totally different colors for straightforward identification. If you happen to load up a file with the extension “.nis”, chances are you’ll have to set the language mode within the bottom-right-hand nook to xml. Then, every thing shall be recognized completely. Visible Studio Code might be discovered right here.
Occasions
Occasions are in-Editor interactions which have a number of circumstances and results. They’ll do something from casting spells and giving sources to displaying clocks and spawning items. They’re displayed in an inventory of things inside the Occasion panel, accessible by urgent the “Occasions” button. When this button is chosen, the next panel pops-up:

This panel reveals an inventory of all occasions at present within the state of affairs (if it is a new state of affairs, this must be clean). While on this panel, a variety of totally different parts might be adjusted:
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You may modify the Situation Place of an occasion. If the occasion is triggered by contact with one thing, then that is extremely necessary because it permits you to regulate the place the occasion is triggered (because it’s positional). If the occasion is just not triggered by contact with one thing, then you definitely need not transfer its place since that does not matter. Nonetheless, chances are you’ll want to do that with a view to type the occasions by way of visible presentation (associating their place as belonging to sure objects or sides).
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You may modify the Situation Time of occasions that are triggered by time. Altering this worth for an occasion will change how far into the sport the occasion triggers (in seconds). For instance, for those who set a Situation Time of fifty, then the occasion triggers after 50 seconds have handed.
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You may click on on the Modify button, which lets you change the situation(s) and impact(s) of the chosen occasion.
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You may click on on the Occasions button, which lets you add or take away occasions to or from the state of affairs respectively.
Including/Eradicating Occasions
When the Occasions button is chosen within the Occasions panel, a brand new panel is opened-up, which appears to be like like this:

On the left hand aspect are an inventory of all out there results (what you need the occasion to do), and on the right-hand aspect is an inventory of all of the occasions the state of affairs at present has. With a view to create a brand new occasion, choose an impact, after which click on on the arrow going through the right-hand aspect. If you wish to take away an occasion, choose the occasion you want to take away from the right-hand aspect, and click on the arrow going through the left-hand aspect. Deciding on the correct impact is not crucial, as an occasion’s results might be modified in a while, however deciding on the correct impact from the listing might save a bit of time. To see an inventory of Occasion results, check out the Occasions – Modify part of the information.
Modifying Occasions
Utilizing the Occasions pop-up panel (or by loading a map with pre-made occasions), you’ve got a number of occasions to change. On the usual Occasions menu, choose the occasion you want to modify, and click on on the Modify button. A brand new panel will open up, which appears to be like like this:

As you may see, an occasion can have a situation, and it could possibly even have as much as 4 results. While on this panel, a variety of totally different parts might be adjusted:
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You may click on on the Situation button, which lets you set the situation for this occasion.
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You may click on on any of the 4 out there results, which let you set as much as 4 results to happen when the occasion’s situation is met.
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You may click on on any of the 4 tick packing containers to set what number of results you need for the occasion.
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You may rename the occasion by deciding on the textual content field. This could be a very helpful technique of sorting occasions and making them simpler to tell apart within the Occasions menu.
Occasion Circumstances & Flags
Deciding on the Situation button while on the Modify panel will carry up a brand new Situation panel. It appears to be like like this:

The Situation panel is context-sensitive on the subject of the situation itself, so this may change and totally different packing containers shall be unlocked relying upon the situation. The one components of the Situation panel which are not context-sensitive are “Proprietor” and “Flag”. Adjusting the Proprietor makes the occasion related to that specific aspect, so if for instance the situation is Transfer a unit(s) to a sq.(s), then solely the items of the set aspect will set off the occasion.
Flags are a bit extra difficult. Throughout the Situation panel, the flag settings permit the occasion to be energetic solely when a flag of a sure quantity is turned on (or a number of flags). This lets you activate or deactivate occasions based mostly on others (or NIS script). Every flag has its personal numerical ID. By default, when a Situation panel is opened, it shows details about flag 0. To vary the flag, click on on the quantity. To vary whether or not or not that specific flag is required to be on to ensure that the occasion to be energetic, choose “Any”. It will change between Any and On – any that means that the flag might be off or on (as in, it would not matter), and on that means that the flag of that numerical ID should be on for the occasion to be energetic. An occasion can require a number of totally different flags to be on with a view to be energetic, and these flags might be scrolled-through on this panel.
For instance, you would like an occasion to activate when two circumstances are met, not one. The one manner to do that is with flags. As an instance the occasion you need triggered is a “Give some items” occasion, and also you need it to be triggered when a hero enters an space subsequent to a pool function, and once they have killed an enemy Ghoul. With a view to do that, you could have two separate occasions which activate two totally different flags, and you could have the unit spawn occasion haven’t any situation (timer) and require each flags 0 and 1 to be on to activate. This setup appears to be like as follows:

The occasion the place the hero enters the area across the pool has this situation:

And has the next impact:

Be aware that flags are common throughout all sides in a state of affairs, so altering the aspect proprietor for flag activation does nothing.
The occasion the place the hero kills an enemy ghoul could have this situation:

And this impact:

And the occasion which spawns the unit could have this situation, with two flags required to be on:


And this impact:

See that each flags 0 and 1 are set to “On”, that means that each need to be on for this occasion to activate (no different flags are wanted, and are left as they had been, which say “Any”).
And at last, the impact appears to be like like this:

Why two flags? Effectively, we might do that in two alternative ways, however they’ve barely totally different outcomes. The way in which the instance portrays makes it in order that, at any level in the course of the sport, if aspect 1’s hero has visited the pool and killed a Ghoul, the occasion triggers. We might as a substitute have only one flag occasion and the spawn occasion, and set the spawn occasion situation to be aspect 1’s hero going to the pool and requires flag 0 to be “On”, activated by killing the ghoul. It is a bit totally different, as it might imply that the pool should be visited after the Ghoul is killed, and never at any time, with a view to set off the unit spawn occasion.
To vary the situation of an occasion, click on on the title (for instance, Transfer a unit(s) to a sq.(s)). It will scroll-through the listing of obtainable circumstances. These are:
- Transfer a unit(s) to a sq.(s) – situation is triggered when a variety of the chosen kind of items, belonging to the desired aspect, transfer into the radius (in complete).
- Transfer a hero to a sq.(s) – situation is triggered when a hero, belonging to the desired aspect, strikes into the radius.
- Construct a constructing(s) – situation is triggered when a variety of the chosen kind of buildings are constructed over the course of the sport, by the desired aspect.
- Produce a unit(s) – situation is triggered when a variety of the chosen kind of items are produced over the course of the sport, by the desired aspect.
- Kill a unit(s) – situation is triggered when a specified aspect kills a variety of the chosen kind of items over the course of the sport.
- Kill somebody’s unit(s) – situation is triggered when a specified aspect kills a variety of one other, chosen aspect’s items over the course of the sport.
- Receive an merchandise – situation is triggered when a hero of a specified aspect picks up a specific merchandise(s).
- Raze a constructing(s) – situation is triggered when a specified aspect destroys a variety of the chosen kind of constructing over the course of the sport.
- Raze somebody’s constructing(s) – situation is triggered when a specified aspect destroys a variety of one other, chosen aspect’s buildings over the course of the sport.
- Defeat by Loss Of Character – situation is triggered when a specified aspect is defeated from shedding a personality, whose title is written within the field under.
- Choose Items – situation is triggered when a specified aspect selects a variety of the chosen kind of unit(s).
- Choose Constructing – situation is triggered when a specified aspect selects a variety of the chosen kind of constructing(s).
- Conversion Began – situation is triggered when a specified aspect begins conversion of a quantity chosen kind of constructing(s).
- Constructing Transformed – situation is triggered when a specified aspect converts a variety of the chosen kind of constructing(s) over the course of the sport.
- Analysis Accomplished – situation is triggered when a specified aspect completes the chosen kind of analysis.
- Sources – situation is triggered when a specified aspect accrues a specified quantity of the chosen kind of useful resource.
- Transfer Character – situation is triggered when a personality of a specified aspect, whose title is written under, strikes into the radius.
- Button Press – situation is triggered when a specified aspect presses the chosen button.
- Aspect Defeated – situation is triggered for a specified aspect when the chosen aspect is defeated.
- Counter >= – situation is triggered when a specified aspect has an equal or better counter worth than a specific aspect.
- Useless Hero – situation is triggered for a specified aspect when the chosen aspect’s hero dies.
- Kill Hero – situation is triggered when a specified aspect kills the chosen aspect’s hero, the desired variety of occasions over the course of the sport.
- Quest Obtained – situation is triggered when a specified aspect receives a quest.
- Kill armies with hero – situation is triggered when a specified aspect’s hero kills a variety of the chosen kind of unit over the course of the sport.
- Useless character – situation is triggered for a specified aspect when a personality of the chosen aspect, whose title is written under, dies.
- Hero hp under % – situation is triggered for a specified aspect when a hero of the chosen aspect, has lower than a specified proportion of HP left.
- Character hp under % – situation is triggered for a specified aspect when a personality of the chosen aspect, whose title is written under, has lower than a specified proportion of HP left.
- Search Military/Constructing – situation is triggered when a specified aspect searches a specific character unit or constructing, the desired variety of occasions over the course of the sport.
- Merchandise geared up – situation is triggered when a specified aspect’s hero equips the chosen merchandise.
- Spot character – situation is triggered when a specified aspect has imaginative and prescient of one of many chosen aspect’s characters. This imaginative and prescient can derive from: any supply, a hero supply or character supply.
- Spot aspect – situation is triggered when a specified aspect has imaginative and prescient of the chosen aspect. This imaginative and prescient can derive from: any supply, a hero supply or character supply.
- Spot unit – situation is triggered when a specified aspect has imaginative and prescient of the chosen unit. This imaginative and prescient can derive from: any supply, a hero supply or character supply.
- Spot buildings – situation is triggered when a specified aspect has imaginative and prescient of the chosen constructing. This imaginative and prescient can derive from: any supply, a hero supply or character supply.
- Spot hero – situation is triggered when a specified aspect has imaginative and prescient of the chosen aspect’s hero. This imaginative and prescient can derive from: any supply, a hero supply or character supply.
- Solid a spell – situation is triggered when a specified aspect casts the chosen spell.
- No remaining belongings – situation is triggered for a specified aspect when the chosen aspect has no items, buildings or heroes left. This may be re-triggered a number of occasions by way of loop rely, if the chosen aspect had been to regain any items buildings or heroes (by way of occasions of NIS script, and provided that the chosen aspect cannot be defeated).
- No Situation (timer) – situation is triggered for a specified aspect when a sure period of time has handed. This time might be set within the Occasions menu panel when deciding on this occasion (and the time is in seconds).
Occasion Results
Occasions can have as much as 4 impartial results. Every impact will share the situation set by the occasion. To vary the variety of results that an occasion has, examine the field subsequent to that impact. The order of results is top-left to bottom-right, so examine packing containers going from the top-left to bottom-right so as to add extra results, and uncheck packing containers going from bottom-right to top-left to lower the quantity of results (to a minimal of 1 impact). Click on on any out there impact quantity to edit that impact.
NIS Scripts
NIS scripts are information with xml syntax and the “.nis” file extension. They’re very highly effective, and may carry out nearly any interplay you may think about (reminiscent of complicated multi-choice occasions, full RPG dialogue bushes full with stat checks, asset additions or removals, complicated counting occasions and unit/constructing looking). They work in an identical method to any xml formatted file, reminiscent of the assorted marketing campaign information. NIS can be utilized for campaigns in addition to situations, although sure parameters gained’ operate in the event that they’re designed for a selected atmosphere. Inside, there might be a variety of parameters, all enclosed inside the primary parameter. See The Construction of NIS Script part for extra data.
Activating NIS Scripts
In a marketing campaign, the best way of activating NIS script is with a patnis kind Motion. See the Marketing campaign Information for extra data concerning marketing campaign NIS script. Inside situations, there’s a single occasion impact which prompts NIS scripts. That is the “Scene Occasion” impact. When shopping by means of occasion results within the add/take away Occasions panel, you may see each “Scene + Present Hidden” and “Scene Occasion”. Each are equivalent, besides that Scene + Present Hidden additionally provides three “Uncover Hidden Map” results. A Scene Occasion impact appears to be like like this:

The NIS script file to be referenced is written within the textual content field on the backside of the panel (together with the file extension), and the proprietor of the impact adjustments which aspect the script applies to. This is essential. If for instance, the referenced NIS script is a dialogue occasion, altering the proprietor adjustments who engages with that dialogue. At the moment, solely gamers can activate NIS script. If an AI participant prompts a NIS script, the file is ignored and nothing occurs. Likewise, if in multiplayer, then solely the host can activate the script. This shall be up to date in time, in order that player-context-sensitive NIS script can change into a actuality, that means any participant can doubtlessly work together with scripts. The referenced NIS script should be in the identical folder because the map it’s related to. It’s a good suggestion to make the primary a part of the NIS script the identical title because the related map, and alter the second half to something appropriate as you want. It will allow you to to establish which NIS script belongs to which map, and likewise establish what it does. For instance, in case your map title is WBC2_Selentia.SCN, your NIS script file title could also be WBC2_Selentia_meetBarbarians.nis.
The Construction of NIS Script
NIS scripts are much like marketing campaign information, in that though they’re all xml format, they will have a wide range of totally different features. Relying on these features, totally different parameters could also be required. NIS scripts should have and obey these structural guidelines:
- Do not copy the ” image because the textual content character differs from one textual content modifying program to a different (particularly from phrase or workplace packages). Notepad, Notepad++, Visible Studio Code and different packages are really helpful for modifying NIS script.
- All NIS information should have the “
” parameter at first of the file, and closed on the finish of it “ ”. This tells the sport that it is a NIS script file. The NIS parameter cannot have any circumstances. - Identical to all xml information, NIS scripts are case delicate. Because of this a capital letter is totally different to a decrease case letter of the identical kind (T=/=t, for instance). Care should be taken to make sure that all xml information use the proper capitalization for the parameters and any of their definitions (and file title references should be the identical because the file title).
- If the NIS script is a message-type script (as in, it has dialogue messages), then the characters which partake within the dialogue should be outlined. Characters are outlined with the “
” parameter, which appears to be like like this: <Character id=“1” portrait=“9999”>NarratorCharacter>. The “ID” attribute is a manner of figuring out the character, and begins at 1, and the “portrait” is the numerical ID of the portrait to show for the character (9999 is the narrator portrait). These might be present in: Warlords Battlecry The Protectors of EtheriaAssetsHeroesPortraits.xcr. The textual content which this ingredient takes is the character title, which is displayed at any time when the character talks. Within the above instance, this may be “Narrator”. Character parameters cannot have any circumstances. - Like every xml doc, the apostrophe image, amongst others, cannot be enter into textual content straight and should use a code which represents them. The listing of textual content codes are:
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‘ – is translated as “’”
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> – is translated as “>”
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< – is translated as“<”
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&qt; – is translated as “””
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&title; – inputs the title of the aspect’s hero.
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&day; – inputs the present day of the 12 months
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&12 months; – inputs the present 12 months
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Inserting the precise symbols of the primary 4 factors on this listing within the description textual content of a NIS file will end result within the file not being learn by the sport. For instance, for those who kind:
The sport is not going to learn the file and It will not work.
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Developer feedback might be enter into the file. These are strings of textual content which aren’t learn by the sport and therefore exist to assist make clear or clarify components of a script. These might be entered utilizing the command. Something inside (on this explicit case, “remark”), shall be free from any xml syntax and isn’t learn.
With the construction of NIS scripts out of the best way, let’s check out all the assorted parameters and their attributes.
NIS Parameters
NIS parameters are equivalent in the best way they’re written, as xml ones (which incorporates marketing campaign parameters). They’ve a beginning tag and ending tag, reminiscent of and , and may embrace different parameters or be additional outlined with attributes. Some parameters are take no knowledge (however might take attribute definitions), reminiscent of . These shall be outlined within the NIS parameter listing. Some attributes are obligatory, and different are non-compulsory for sure parameters. These shall be underlined and italicized within the under listing.
NIS parameters and their attributes might be organized in keeping with the next classes:
Sources
Lots of the numerous NIS parameters and their attributes confer with a number of items of knowledge, reminiscent of numerical or 4-character IDs which aren’t observable inside anybody single doc. As an alternative, this data might be present in numerous sport information in keeping with no matter it’s that you simply’re searching for:
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Unit/Hero Avatar IDs – These numerical or 4-character IDs might be present in: Warlords Battlecry The Protectors of EtheriaAssetsDataSystem.xcrarmy.cfg. 4-character unit IDs will also be present in: Warlords Battlecry The Protectors of EtheriaEnglishHelpArmy.cfg
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Hero Voice IDs – These 4-character IDs might be present in: Warlords Battlecry The Protectors of EtheriaAssetsSidesHeroesVoicesEN.xcr
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Hero Portrait IDs – These numerical IDs might be present in: Warlords Battlecry The Protectors of EtheriaAssetsHeroesPortraits.xcr
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Race IDs – These numerical IDs might be present in: Warlords Battlecry The Protectors of EtheriaEnglishCreateHeroLore.xml
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Faction IDs – These numerical IDs might be present in: Warlords Battlecry The Protectors of EtheriaEnglishCreateHeroLore.xml
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Hero Class IDs – These numerical IDs might be present in: Warlords Battlecry The Protectors of EtheriaEnglishCreateHeroLore.xml
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Spell/Potential IDs – These numerical IDs might be present in: Warlords Battlecry The Protectors of EtheriaEnglishspells.txt
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Constructing IDs – These numerical or 4-character IDs might be present in: Warlords Battlecry The Protectors of EtheriaAssetsDataSystem.xcrbuilding.cfg. 4-character constructing IDs will also be present in: Warlords Battlecry The Protectors of EtheriaEnglishHelpBuilding.cfg
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Analysis IDs – These 4-character IDs might be present in: Warlords Battlecry The Protectors of EtheriaEnglishHelpPowerup.cfg
Shared Attributes
Attributes are further items of information or definitions which modify the operate of parameters or present crucial values for a parameter to operate. These are included with parameters, such because the aforementioned AddPotion parameter which has the 2 attributes “therapeutic” and “mana”. Attributes are available many types in that they will typically settle for numerical knowledge, textual content knowledge or a mixture, and are case delicate, similar to parameters. Many NIS parameters, like some marketing campaign parameters, have shared attributes. Under is an inventory of shared attributes. If there are any which differ in operate from parameter to parameter, these variations shall be talked about with that respective parameter.
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“id” – This attribute refers back to the ID of the associated entity. For a Message parameter, it refers back to the numerical ID of the talking character (which should begin at 1). For a unit or constructing, it refers to that entity’s numerical ID.
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“idisbav” – This attribute can be utilized to insert the saved battle worth into the ID. Just one worth might be saved at a time, and this resets on the finish of a state of affairs.
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“proprietor” – This attribute adjustments the aspect proprietor of the associated entity, reminiscent of a Message parameter, or it specifies the aspect proprietor of the asset to change, reminiscent of Transfer or Patrol (impartial is 0, the primary aspect in a state of affairs is 1, the second is 2 and many others).
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“ishero” – This attribute adjustments the goal of the parameter to a aspect’s hero. If it is a Message parameter, it ensures that their choice disc will flash whereas the message is displayed. No further knowledge is required for this attribute.
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“x” and “y” – This pair of attributes set the x and y coordinates of the associated parameter.
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“xisopt” and “yisopt” – This pair of attributes change the x and y values of the associated parameter to the variables recorded in the identical NIS script (they’re saved all through the NIS script solely).
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“xisbav” and “yisbav” – This pair of attributes change the x and y values of the associated parameter to the saved state of affairs worth (these values are saved all through a battle).
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“xiscoordx” and “yiscoordy” – This pair of attributes change the x and y values of the associated parameter to the values saved utilizing the GetCoords parameter, which is a parameter that will get an asset’s coordinates (additionally saved all through a battle).
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“radius” – This attribute determines the radius (space of impact, in cells) of the associated parameter.
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“showno” – This attribute is utilized by a lot of the parameters which cope with variables. It shows the worth of the variable related to the index quantity on-screen with the desired textual content (reminiscent of showno=”Variable 1:”).
Dialogue Parameters
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Character – id portrait shade aspect conqueror negotiator – It is a obligatory parameter in case your NIS script additionally options any Message parameters. “id” refers back to the numerical ID of the outlined character (first one should be 1), “portrait” refers back to the numerical ID of the portrait. Colour is a numerical ID that adjustments the color of the displayed character’s title. “Aspect” is a numerical ID that adjustments the colour of the character’s textual content field to that aspect color in a state of affairs. “conqueror” units the character because the conqueror of a area in a conquest marketing campaign, and “negotiator” the character that’s coming into negotiation with the conqueror.
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Message – stage character proprietor ishero id idisbav title – Message shows a chunk of dialogue in a field, spoken by a specified character (it should have a personality related to it). “stage” takes any variety of textual content characters, and is a helpful manner of linking selections and different actions with dialogue messages. That is the first manner of redirecting a option to a selected dialogue tree. “title” overwrites the displayed title laid out in “character”.
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Selection – character – Offers the participant a set of dialogue or different selections. The Selection parameter should have a “character” attribute, very like the Message parameter, which defines which character is receiving the selection (from a story perspective). Selection parameters provide selections utilizing a set of sub-parameters a, b, c, d, e, f and many others, which all comprise the textual content for the selection. To ensure that the selection to operate, after the definition of the Selection parameter, parameters reminiscent of Message or anything, should have “situation” attributes, and these attributes line up with the alphabetical alternative parameters. Nonetheless, these “situation” attributes are “no1”, “no2”, “no3”, “no4”, “no5”, “no6” and many others, in order that they use “no” in addition to a quantity which refers back to the selections (a = no1, b = no2 and many others. “and” and “and never” additionally works right here, so you may write “no1 and evil” or “no2 and never good” and many others). Because the Selection parameter has very restricted reference capabilities, it’s extremely really helpful that Stage parameters with situation attributes are used to redirect to the consequences of the assorted selections.
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Choice2 – character random – Virtually equivalent to the Selection parameter, besides that it could possibly assign a secondary alternative made to reminiscence (known as “no11”, “no12”, “no13” and many others). With the appearance of the Stage parameter, Choice2 is not wanted.
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PlayWAV – This parameter has no attributes, and accepts a sound filename, together with its extension. The sound being performed should be in wav format, and should be within the Knowledge folder if this NIS is in a marketing campaign, or within the Situation folder if not. PlayWav can be utilized for any sound, together with spell results and voicelines.
Asset Parameters
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Transfer – x y proprietor ishero id idisbay pace – The Transfer parameter strikes a unit to a vacation spot of x and y. The textual content which should be included with the Transfer parameter, refers to both a selected character title, or to something which matches the attributes, during which case “ANY” should be written. The “pace” attribute can change the pace of the unit all through this motion.
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Patrol – x y proprietor ishero id idisbav xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The Patrol parameter makes a unit patrol between its present location and the goal vacation spot of x and y. To make the unit patrol between a number of factors, add a brand new set of x & y coordinates with quantity on the tip (so like “x1” “y1”, “x2” “y2” and many others). Related with Transfer, Patrol takes a reputation textual content string which both should specify a personality title or if it is not a personality unit, then “ANY”.
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Assault – goal proprietor ishero id idisbav targetowner targetishero targetid targetidisbav pace – The Assault parameter makes a unit assault one other unit or a constructing. It should have a goal, which must be the goal’s character title or “ANY” if not one, can outline if the attacker is a hero, its ID, and all comparable values of the goal, which all have the phrase “goal” in entrance. The Assault parameter takes the attacking unit’s character title or if not one, then “ANY”.
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Guard – goal proprietor ishero idisbav targetowner targetishero targetid targetidisbav – The Guard parameter makes a unit guard one other unit or constructing. It should have a goal, which must be the goal’s character title or “ANY” if not one, can outline if the attacker is a hero, its ID, and all comparable values of the goal, which all have the phrase “goal” in entrance. The Guard parameter takes the guarding unit’s character title or if not one, then “ANY”.
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Kill – proprietor ishero id idisbav – The Kill parameter kills a unit or destroys a constructing. The Kill parameter takes the character title of the asset to be killed, or if not one, then “ANY”.
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Harm – x y radius proprietor ishero xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The Harm parameter offers an quantity of injury to items inside a specified radius of the goal location. If no proprietor is ready, the injury is dealt as if the supply was the impartial aspect (and due to this fact hits each outlined state of affairs aspect). The Harm parameter takes a numerical worth, which is the quantity of injury that shall be dealt. That is pure injury, and isn’t topic to a injury kind (and therefore it could possibly’t be resisted and nothing might be susceptible to it).
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AddUnit – x y charname xp proprietor ishero id idisbav quantity numberisopt xpisopt xpisvar xpisvarl xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The AddUnit parameter provides a unit, which should be the usual unit title or 4-character ID, specified by the parameter itself, to the designated location. If no location is designated, the unit is spawned at coords 0, 0. If no proprietor is specified, the unit spawns impartial. “charname” specifies the title of the unit(s). “xp” specifies the quantity of XP the unit has, “xpisopt” adjustments the quantity of XP it has to the variable recorded in the identical NIS script. “xpisvar” adjustments the quantity of XP it has to the worth recorded in world variables. “ishero” spawns the unit on the “proprietor” aspect’s hero’s coordinates. “quantity” determines the variety of items to spawn. “xpvarl” adjustments the quantity of XP it has to the native variable outlined in XP.
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RemoveUnit – proprietor ishero id idisbav – The RemoveUnit parameter removes a unit, which should be the unit’s character title, specified by the parameter itself, or if not a personality, then “ANY”. If no proprietor is specified, the eliminated unit will belong to the impartial aspect if out there.
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TeleportUnit – x y charname proprietor ishero id idisbav xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The TeleportUnit parameter teleports a unit, which should be the unit’s character title, specified by the parameter itself, or if not a personality, then “ANY”. If no coordinates are specified, then the unit shall be teleported to the coordinates 0, 0. If no proprietor is specified, the teleported unit will belong to the impartial aspect if out there.
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ProduceHero – proprietor generate race faction class stage relativelevel portrait avatar voice – The ProduceHero parameter spawns a hero with a reputation specified by the parameter itself, or if generated, then “ANY”, at that aspect’s beginning location. “generate” randomly generates the hero, together with their title. “race”, “faction” and “class” are numerical values which confer with the hero’s race, faction and sophistication. “stage” is the extent of the generated hero and “relativelevel” is a numerical worth which if used, makes the hero stage increased or decrease than the participant’s hero by the desired worth (to a minimal hero stage of 1). “portrait” is a numerical worth which determines what portrait the hero could have. “avatar” refers back to the 4-character ID of the mannequin utilized by the hero. “voice” refers back to the 4-character ID of the voiceset for use by the hero.
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Angle – proprietor ishero id idisbav angle – The Angle parameter adjustments the angle of the desired unit’s character title or if not a personality, than “ANY”. “id” refers back to the unit’s numerical ID.
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SetSearchable – proprietor id idisbav ishero searchable – The SetSearchable parameter prompts the ‘searchable’ tag for a unit or constructing. The searchable tag, when energetic, makes that unit or constructing searchable by a hero in the identical manner a quest constructing is. Use an occasion (Scene Occasion), with the situation of looking that unit or constructing, to launch a NIS script. If there isn’t a proprietor, then the unit or constructing to be made searchable shall be on the impartial aspect. “searchable” is the worth that units the unit or constructing to be searchable. 1 = searchable, 0 = not searchable (utilizing this parameter, you may flip a unit’s ‘searchability’ on and off). The SetSearchable parameter itself takes a personality title, and if the goal is not a personality, then “ANY”.
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SetMana – proprietor TargetIDCode Max IncludeBuildings FlagsAND FlagsNOT characterID radius x y – The SetMana parameter provides an quantity of mana to a goal or targets inside an space of impact of items and/or buildings. “TargetIDCode” is the 4-character ID of the unit or constructing. “Max” overwrites the SetMana parameter and units the goal belongings’ mana to most. “IncludeBuildings” is critical if the goal consists of or is particularly simply buildings. “characterID” specifies the character title of any goal unit or constructing to present the mana to. “x” and “y”, if used, decide the precise coordinates to present the mana, or the coordinates of the radius. The SetMana parameter itself takes a numerical worth which is the quantity of mana to present (or take away).
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SetInvincible – proprietor ishero id idisbav invincibility – The SetInvincible parameter makes a unit or constructing invincible indefinitely. “invincibility” units whether or not the unit or constructing is invincible or not. 1 = invincible, 0 = not invincible. The parameter itself takes a personality title, and if the goal is not a personality, then “ANY”.
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SetAffliction – proprietor ishero id idisbav kind – The SetAffliction parameter provides a specified affliction to a goal unit or constructing. If the goal cannot obtain that affliction (reminiscent of giving a unit the Haunted affliction or a constructing the Poison affliction), nothing occurs. The parameter itself takes a personality title, and if the goal is not a personality, then “ANY”.
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SetQName – unit – The SetQName parameter units the title of a quester whereas a quest or search is being undertaken. The “unit” attribute, if used, specifies that the quester is just not a hero or character and is a typical unit. The parameter itself takes a personality title or a unit’s normal title.
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Proprietor – towner to id idisbav – The Proprietor parameter adjustments the possession of a unit or constructing from one aspect to a different. “towner” specifies the aspect proprietor of the goal unit(s) or constructing(s). “to” specifies the aspect to present these belongings to. The parameter itself takes a personality title, and if the goal is not a personality, then “ANY”.
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ChangeID – to id idisbav – The ChangeID parameter switches a unit or constructing of a selected ID to a different unit or constructing of one other ID. “to” specifies the numerical ID of the unit or constructing to alter that concentrate on unit or constructing to. The parameter itself takes a personality title, and if the goal is not a personality, then “ANY”.
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ChangeChar – id portrait shade aspect – The ChangeChar parameter adjustments a personality’s numerical unit ID (thereby remodeling it) and adjustments the portrait that they use. “id” is the numerical ID of the unit kind to alter the character to. “portrait” is a numerical worth which determines what portrait the character could have. “aspect” specifies what aspect the character is on (helpful if there are characters with the identical title on multiple aspect). “shade” is a deprecated attribute which modified the aspect color of the character, although now characters have distinctive results put up 0.8.9+, this operate is not wanted. The parameter itself takes a personality title.
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AddXP – xp proprietor ishero id idisbav xpisvar xpisvarl xpisopt – The AddXP parameter provides the desired quantity of XP to a goal unit(s). “xp” specifies the quantity of XP the unit is given, “xpisopt” adjustments the quantity of XP it’s given to the variable recorded in the identical NIS script. “xpisvar” adjustments the quantity of XP it’s given to the worth recorded in world variables. The parameter itself takes a personality title, and if the goal is not a personality, then “ANY”. “xpvarl” adjustments the quantity of XP it has to the native variable outlined in XP.
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AddBuilding – x y charname proprietor ishero id idisbav xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The AddBuilding parameter provides a constructing, which should be the usual constructing title or 4-character ID, specified by the parameter itself, to the designated location. If no proprietor is specified, the constructing spawns impartial. “charname” specifies the title of the constructing. “ishero” spawns the constructing subsequent to the aspect proprietor’s hero.
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AddFeature – x y xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The AddFeature parameter provides a function to the desired coordinates. The parameter itself takes the title of the function to be added.
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RemoveFeature – x y xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The RemoveFeature parameter removes a function which is positioned on the specified coordinates.
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AddPFX – x y xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The AddPFX parameter provides a PFX of a selected numerical ID, taken by the parameter itself, to the desired coordinates.
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RemovePFX – x y xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The RemovePFX parameter removes a PFX which is positioned on the specified coordinates.
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Terrain – x y xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The Terrain parameter adjustments the terrain tile positioned on the goal coordinates to the one specified by the parameter itself, which should be a 4-character ID. After altering terrain, do not forget to make use of the ResetMovePath parameter afterwards – and if merging land plenty, additionally the RemapIslandData parameter.
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GetCoords – proprietor ishero id idisbav – The GetCoords parameter will get the coordinates of the desired unit or constructing, and shops these values with respect to any “xcoordx” or “ycoordy” attributes. The parameter itself takes a personality title, and if the goal is not a personality, then “ANY”.
Situation & Aspect Parameters
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Display screen – x y xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The Display screen parameter slowly scrolls the display to the desired coordinates. This parameter will at all times go away the centre of the display, no matter decision, on the goal coordinates.
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Screento – proprietor ishero id idisbav – The Screento parameter slowly scrolls the display to the character title (or “ANY”, if not a personality), specified by the parameter itself. The attributes can be utilized to additional outline what to display to if the goal is not a personality. Like Display screen, this parameter will at all times go away the centre of the display, no matter decision, on the goal.
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Climate – The Climate parameter adjustments the climate to the kind specified by the parameter itself. 0 = day wonderful, 1 = day rain, 2 = evening wonderful, 3 = evening rain, 4 = day storm, 5 = evening storm.
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Music – The Music parameter stops any earlier music observe and performs a brand new music observe, specified by the parameter itself, from starting to finish (if not interrrupted). The music observe should be positioned in Warlords Battlecry The Protectors of EtheriaMusic, or in a subfolder of that folder.
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Flag – id off situation – The Flag parameter turns the desired flag on for that state of affairs (this does nothing exterior of a state of affairs). “off” as a substitute turns the desired flag off. “situation” specifies any flag circumstances that should be met with a view to flip the desired flag on or off. The situation may very well be: “flag12on and flag2off” for instance.
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ReviveSide – The ReviveSide parameter (re)spawns a aspect, specified by the parameter itself, if that aspect is at present not in play (both as a result of it did not exist, or as a result of it was defeated).
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Workforce – proprietor – The Workforce parameter adjustments a aspect, specified by “proprietor”, to the workforce quantity specified by the parameter itself.
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ShareVision – owner1 owner2 negotiator1 negotiator2 – The ShareVision parameter shares imaginative and prescient between a specified aspect “owner1”, and one other specified aspect “owner2”. Be aware that this shares the primary aspect’s imaginative and prescient with the second aspect and never the second aspect’s imaginative and prescient with the primary, so it is attainable to have one aspect see one other with out them having the ability to see again. To have either side see one another’s imaginative and prescient, two parameters should be used. The parameter itself is a boolean worth that takes a 1 or 0, to show shared imaginative and prescient between the perimeters on, or off respectively. “negotiatior1” and “negotiator2” set the primary aspect reference and second aspect reference respectively as two negotiators in a conquest marketing campaign.
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ShareTeams – owner1 owner2 negotiator1 negotiator2 – The ShareTeams parameter shares groups between a specified aspect “owner1”, and one other specified aspect “owner2”. Be aware that this shares the primary aspect’s workforce standing with the second aspect and never the second aspect’s workforce standing with the primary, so it is attainable to have one aspect be allied with one other and them being enemies again. To have either side workforce up with one another, two parameters should be used. The parameter itself takes a 2, 1 or 0, to set the shared groups as ‘impartial’ (allied however will change into enemies if attacked), flip shared groups on between the perimeters, or off respectively. “negotiatior1” and “negotiator2” set the primary aspect reference and second aspect reference respectively as two negotiators in a conquest marketing campaign.
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ChangeAI – proprietor saveprevious loadprevious – The ChangeAI parameter adjustments a specified “proprietor” aspect, if an AI aspect, to the AI specified by the parameter itself. “saveprevious” saves the AI of that aspect and “loadprevious” masses the final saved AI for that aspect. The parameter takes a numerical ID which pertains to an AI kind: 0 = passive, 1 = baron, 2 = rely, 3 = duke, 4 = prince, 5 = king, 6 = emperor, 7 = demigod, 8 = rampant.
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SetHate – owner1 owner2 – The SetHate parameter provides an AI aspect “owner1” a specified quantity of hate towards the aspect “owner2”. Hate is a numerical worth which will increase the possibility that an AI aspect will prioritise assaults towards a hated aspect.
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SetUnfixedAlliance – proprietor – The SetUnfixedAlliance parameter adjustments a aspect in order that it’s now topic to the unfixed alliance mechanic, which permits that aspect to alter its workforce within the state of affairs (if making an attempt to ally with one other workforce, that workforce should settle for the request for the alliance to be enacted). The parameter itself is a boolean worth 1 or 0, which turns the mechanic on or off for the desired aspect.
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RemapIslandData – StartX StartY EndX EndY – The RemapIslandData parameter checks an space from the beginning coordinates “StartX” and “StartY” to the ending coordinates “EndX” and “EndY”, and reads any ‘islands’ inside that space (islands on this case are areas that are inaccessible by way of foot). This knowledge is then utilized by the AI, so it could possibly ‘see’ these islands and function correctly. The RemapIslandData parameter should be used if any new islands are created or eliminated by means of modifiying terrain by way of the Terrain parameter or modifiying options by way of the Add/RemoveFeature parameters (provided that including or eradicating options would create or take away new areas which had been beforehand inaccessible). Set all 4 coordinates to “-1”, to cowl the complete map.
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ResetMovePath – This parameter would not take any knowledge or have any attributes. When processed, this parameter resets unit pathfinding for a state of affairs, which is really helpful to be carried out after altering terrain or including/eradicating options.
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VictoryCondition – This parameter adjustments the victory situation of the state of affairs. The parameter itself takes the numerical ID of the victory situation to alter the present one to. 0 =Normal Victory, 1 = Raze All Buildings, 2 = Kill All Items, 3 = Assassination, 4 = Raze Fest, 5 = Slug Fest, 6 = Fortress, 7 = King of the Citadel, 8 = Prospectors, 9 = Towards the Horde, 10 = Battle of Titans, 11 = Pitched Battle, 12 = Seize the Flag, 13 = Triggered, 14 = King of the Hill, 15 = Conquest.
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ResetGame – The ResetGame parameter restarts the state of affairs being performed. It has no attributes and takes no knowledge.
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GameSpeed – The GameSpeed parameter units the sport pace to the pace indicated by the numerical ID, specified by the parameter itself.
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SetStartLocation – x y proprietor xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The SetStartLocation parameter adjustments the desired aspect’s begin location to the desired coordinates.
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UncoverHiddenMap – x y radius xisopt yisopt xisbav yisbav xiscoordx yiscoordy – The UncoverHiddenMap parameter uncovers a specific amount of hidden map as specified by the “radius” attribute, on the specified coordinates. The aspect which receives this imaginative and prescient is the aspect proprietor of the related occasion.
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Analysis – proprietor – The Analysis parameter provides a specified aspect a analysis, which is robotically accomplished. The parameter itself takes the 4-character ID of the analysis to be given.
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AddProduction – proprietor producer requirement1 reqirement2 precedence dependflags – The AddProduction parameter provides a unit or analysis to a specified constructing’s manufacturing menu. “producer” is the 4-character ID of the constructing that this manufacturing shall be added to. “proprietor” is a numerical worth which specifies the proprietor of the constructing that may obtain the manufacturing (0=first participant’s aspect, 1= second and many others). “requirement1” and “requirement2” specify 4-character IDs of items, buildings or researches which can be required to supply the added unit or analysis (use requirement1 first after which 2 if you wish to set a requirement or two necessities). “precedence” determines what AI ranges can use this manufacturing. See Warlords Battlecry The Protectors of EtheriaAssetsDataSystem.xcrBuilding.cfg for extra particulars. That is defaulted to 0 if not current, which suggests all AI ranges can use it.
“dependflags” determines what code flags the manufacturing is related to. Presently there’s just one usable code flag (1 – which determines whether or not this powerup might be in Plunder Crates or not). Since Plunder Crates are created initially of the sport, this attribute will not do something at the moment. The parameter itself takes the 4-character ID of the unit or analysis so as to add. -
AddConstruction – proprietor amount price summon impartial – AddConstruction provides a constructing (which might be constructed) to a specified aspect’s construct menu. “amount” determines the variety of occasions that development might be constructed/summoned earlier than being taken off the menu (if not specified, then it is indefinite). If “price” is ready to 1, then the constructing has a useful resource price (if not specified, then it is free). “summon” makes it so the constructing is summoned at a goal location, and therefore has no development time. “impartial” specifies that the constructing is constructed on the impartial aspect as a substitute of the menu proprietor’s aspect. The parameter itself takes the 4-character ID of the constructing so as to add.
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CreateEvent – ctype cowner flags cx cy radius cnumber ctarget cname impact ownertype ownerdata x y quantity numberisopt kind location time pictures loopcount xiscoordx yiscoordy xisopt yisopt xisbav yisbav cxiscoordx cyiscoordy cxisopt cyisopt cxisbav cyisbav timeisopt timeisbav effect3name – The CreateEvent parameter creates a brand new state of affairs occasion with the values laid out in its attributes. The parameter itself takes a unit title, which should be the identical title because the unit the occasion is expounded to. “ctype” is the numerical ID of the occasion situation. “cowner” is the aspect proprietor of the occasion situation.
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CastSpell – proprietor ishero id idisbav stage locationx locationy – The CastSpell parameter casts a spell which is owned by the aspect “proprietor”, is forged at a spell “stage”, at a specified set of coordinates “locationx” and “locationy”. If “ishero” is used, then the spell is forged by the hero of the desired aspect. The parameter itself takes a numerical spell ID.
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Sources – proprietor gold metallic stone crystal – The Sources parameter provides an quantity of sources, specified by the parameter itself, of the desired kind, to a specified aspect.
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SetObjective – id ctype cowner flags cx cy radius cnumber ctarget cname impact ownertype ownerdata x y quantity numberisopt kind location time pictures loopcount xiscoordx yiscoordy xisopt yisopt xisbav yisbav cxiscoordx cyiscoordy cxisopt cyisopt cxisbav cyisbav timeisopt timeisbav effect3name font – The SetObjective parameter units a text-based goal, displayed together with the display. Something with a ‘c’ in entrance refers back to the situation, very like CreateEvent. “font” adjustments the color of the textual content (0 = regular, 1 = inexperienced (accomplished), 2 = pink (failed)).
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ClearObjective – id – The ClearObjective parameter deletes an goal with the desired numerical ID.
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ModifyObjective – id font addtext – The ModifyObjective parameter adjustments an present goal with the desired numerical ID and provides textual content to it (reminiscent of addtext=”Finished!”).
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SideMessage – proprietor kind color time – The SideMessage parameter shows fast pop-up textual content within the higher centre of the display for the aspect “proprietor” of the parameter. “kind” refers back to the manner the message is displayed. A kind of 0 signifies that the message is disaplyed in the midst of the display (like a accomplished analysis) and a kind of 1 signifies that the message is exhibited to the left-hand aspect of the display (reminiscent of when researching a spell). “color” is a numerical ID which adjustments the color of the pop-up textual content (if not specified, then it is white. 0 is pink). “time” specifies the time, in seconds, that the textual content is displayed. The parameter itself takes the textual content to be displayed.
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Discover – proprietor ishero id idisbav quantity – The Discover parameter searches the map for a personality or normal unit, and if discovered alive, then the situation “discovered” turns into 1 (see NIS Circumstances for extra data). The parameter itself takes the title of the character to seek out, or “ANY” if not a personality.
Marketing campaign & Hero Parameters
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Setvar – world title iscompanionxp seen goal – The Setvar parameter units a selected variable to the worth specified by the parameter itself. “world” is a boolean worth which should be both 1 or 0, 1 specifies that the variable to alter is a world marketing campaign one, and 0 specifies that it is a location-specific variable. “title” refers back to the textual content title of the variable to alter. “iscompanionxp” specifies that the parameter is getting used to alter the XP of a sure marketing campaign companion, outlined by “title”. “goal” specifies that it is an objective-specific variable (the target to alter is outlined by “title”). “seen”, when used, shows the desired goal on the world map.
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Addvar – world title iscompanionxp seen goal – The AddVar parameter provides a brand new world variable or location-specific variable relying on whether or not “world” is ready to 1 or 0 respectively. “title” provides the variable a reputation (which can be referred to in another parameters, as a substitute of its numerical ID). “iscompanionxp” tags the variable as being the XP stage of a companion. “goal” tags the variable as an objective-specific variable. The parameter itself takes the numerical worth of the variable to be added. “seen”, when used, shows the desired goal on the world map.
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AddCompanion – xp code cantrefuse xpisvar xpisvarl xpisopt – The AddCompanion parameter provides a marketing campaign companion with the desired XP stage and with the unit kind specified by “code”, which takes a 4-character ID. “cantrefuse” makes it in order that no possibility is offered to the participant and therefore the companion can’t be refused. “xpisvar” adjustments the quantity of XP it has to the worth recorded in world variables. “xpisopt” adjustments the quantity of XP it has to the variable recorded in the identical NIS script. The parameter itself takes the title of the companion. “xpvarl” adjustments the quantity of XP it has to the native variable outlined in XP.
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RemoveCompanion – The RemoveCompanion parameter removes a companion from the hero’s roster. The parameter has no attributes, and takes the title of the companion to be eliminated.
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Crowns – proprietor – The Crowns parameter provides or takes away a aspect proprietor’s crowns. The parameter itself takes the quantity of crowns to present or take away (say 100 to present 100 crowns, or -50 to remove 50 crowns).
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Merchandise – curse helmets shields weapons rings boots necklaces belts race raceloc – The Merchandise parameter provides an merchandise of a numerical ID specified by the parameter itself to the proprietor of the NIS occasion. If the numerical ID is 0, then it’s randomly generated. The attributes are all boolean values (take 1 or 0, true or false), which embrace classes of merchandise for its technology. For instance, if “helmets” and “weapons” are set to 1 and every thing else is 0, then the merchandise that’s generated shall be a helmet or weapon. “race” is a numerical ID that makes the merchandise that’s spawned associated to that particular race within the merchandise’s lore (so a dwarven axe for instance, will not spawn if race is ready to 2, undead). “raceloc” takes the race of the situation that the participant is at present at.
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AddItem – x y xisopt yisopt xisbav yisbav kind index – The AddItem parameter works equally to the Merchandise parameter besides that the merchandise’s numerical ID is specified by “index”, and the merchandise is spawned on the bottom in a state of affairs on the specified coordinates. The parameter itself takes non-compulsory textual content to show when including the merchandise.
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AddPotion – therapeutic mana – The AddPotion parameter takes no knowledge and has two attributes which give the desired variety of therapeutic potions and the desired variety of mana potions to the proprietor of the NIS script.
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RemoveItem – index slot proprietor – The RemoveItem parameter removes an merchandise of a specified numerical ID from the “proprietor” aspect’s hero. If a slot is specified (and no index), then any merchandise from that slot is eliminated. The merchandise slot IDs are 0 = helmet, 1 = protect/off-hand, 2 = physique armour/cloak, 3 = weapon, 4 = ring/misc, 5 = boots, 6 = necklace, 7 = belt.
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SetCurse – slot merchandise proprietor – The SetCurse parameter units the curse of the numerical ID, specified by the parameter itself, to the desired merchandise slot or to a specified merchandise with a numerical ID outlined by “merchandise”. This merchandise curse is given to the hero specified by “proprietor”.
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Perk – id proprietor – The Perk parameter provides a perk to an “proprietor” aspect’s hero all through a battle. It will also be used to present the hero a trait, such nearly as good or evil. The quantity of that trait or perk to present is specified by the parameter itself. As perks have a single unlock, they’re both 0 or 1, off or on. Traits are totally different in that they vary from -5 to +5, as they’re a scale. Traits are utilised for RPG dialogue functions.
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Diplomacy – aspect modification faction sideloc factionloc max min – The Diplomacy parameter adjustments the diplomatic relations for the NIS script proprietor in direction of a racial “aspect” & “faction”. “modification” is the quantity of constructive or destructive relations to present to that faction, and “max” and “min” specify the utmost and minimal complete relations this parameter can attain (for instance, if a hero has 5 relations in direction of Siria and the parameter provides them +15 relations, however the max is 10, then the hero shall be given 5 relations for a complete of 10 relations in direction of Siria). “sideloc” and “factionloc” overwrite the race “aspect” and “faction “ attributes with the proprietor of the situation’s race and faction.
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Journal – necessary video – The Journal parameter provides a journal entry to the participant’s marketing campaign journal. The parameter itself takes the textual content for the journal message. “necessary” is a boolean worth (1 = true, 0 = false) which tags the journal entry as being necessary on the subject of the marketing campaign and its story development (this makes it stand out within the journal). “video” specifies whether or not or not there is a video to be related to the entry. The video should be in .bik format and should be positioned within the marketing campaign/chapter’s Video folder. See the Marketing campaign information for extra data.
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Bonus – The Bonus parameter awards the participant a marketing campaign bonus with the precise numerical ID specified by the parameter itself.
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PassTime – The PassTime parameter advances the marketing campaign’s calender by a variety of days specified by the parameter itself.
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SetTime – 12 months – The SetTime parameter units the marketing campaign’s calender to a selected 12 months and to a selected day in that 12 months, as specified by the parameter itself.
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SetMonthOfThe – The SetMonthOfThe parameter units the marketing campaign ‘month of the x’ function to a selected unit (so it turns into the month of that particular unit). The numerical ID of the unit is specified by the parameter itself.
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Relocate – The Relocate parameter adjustments the situation of the participant within the marketing campaign to a different location, as specified by the parameter itself. The title of the situation to relocate the participant to should be actual (e.g LOC_BARTONIA).
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LocOwner – id faction description paragraph1 paragraph2 seen – The LocOwner parameter adjustments the race and faction proprietor of a selected location. “id” is the title of the situation, which should be actual (e.g LOC_SUNDEREDISLE). “faction” specifies which faction to show the proprietor of the desired location to. “description”, if used, tells the sport that the outline of that location is to be modified. “paragraph1” and “paragraph2” specify the primary and second paragraphs of textual content for the situation’s new description. “seen” is a boolean worth which might be 0 or 1, which units whether or not or not that location is hidden or has been found (0 = hidden, 1 = found. Usually areas are solely discoverable by travelling to a linked location, however this attribute permits you to reveal a location which is disconnected from any of the visited areas).
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TechResearch – aspect faction sideloc factionloc tier – The TechResearch parameter will increase the marketing campaign tech analysis stage of a specified racial aspect and faction, by a proportion specified by the parameter itself. “sideloc” and “factionloc” overwrite the racial aspect and faction with the situation’s personal. “tier” overwrites the % and as a substitute provides marketing campaign tech stage as much as the desired preserve tier stage.
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RetinueTask – completion completionisopt location – The RetinueTask parameter initiates a retinue activity of a numerical ID specified by the parameter itself. “completion” specifies the variety of days the retinue activity will take earlier than being accomplished. “completionisopt” overwrites the variety of days with the worth saved in the identical NIS script. “location” specifies the place the duty shall be carried out (this should be the situation’s actual title, reminiscent of LOC_BARTONIA). If no location is specified, then the situation shall be the place the participant’s hero at present is.
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RetinueAct – price costisopt stage levelisopt title nameset race heading description – The RetinueAct parameter points a immediate which asks the participant whether or not or not they need to settle for a specified unit/character into their retinue. “price” if used, specifies a numerical price in crowns that the unit will price to rent. “costisopt” overwrites price and as a substitute makes use of the worth saved in the identical NIS script. “stage” specifies the extent of the unit and “levelisopt” overwrites that with the worth saved in the identical NIS script. “title” specifies the title of the unit and “nameset” overwrites that with a randomly generated one in keeping with the nameset which belongs to that unit. “heading” is the textual content for the title of the provide window (which may very well be “A proposal” for instance). “description” is the textual content for the provide window (reminiscent of “somebody affords to affix your retinue”). The parameter itself takes the title of the unit or its 4-character ID.
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ActivateConquest – The ActivateConquest parameter marks the present marketing campaign as a conquest one (such because the Warlords Battlecry 2 marketing campaign). This parameter can be utilized to show a traditional marketing campaign right into a conquest one half manner by means of. The parameter has no attributes, nevertheless it takes a boolean worth (1 = on, 0 = off).
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LocConquering – id – The LocConquering parameter marks the battle as a conquest-deciding one, reminiscent of within the Warlords Battlecry 2 marketing campaign. “id” is the title of the situation to be conquered, reminiscent of “LOC_SUNDEREDISLE”. The parameter itself takes the participant quantity related to the marketing campaign aspect that’s conquering this location.
Useful Parameters
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Stage – The Stage parameter jumps to a different parameter in the identical NIS script which has the identical stage situation because the parameter which referred to as it. For instance, the Stage parameter might specify “minotaursuccess”, which may very well be a situation for a message parameter (like
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Pause – The Pause parameter pauses the sport. This isn’t usually wanted in NIS script for the reason that initiation of sure parameters like Message, robotically pause the sport. Nonetheless, as some parameters, reminiscent of Character, do not pause the sport, it’s extremely really helpful to incorporate the Pause parameter simply afterwards to make sure that there isn’t a time between the initiation of the NIS script and any Message parameters or different parameters that naturally pause the sport.
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Video – The Video parameter performs a video of a filename specified by the parameter itself (reminiscent of videoname.bik). The video should be in .bik format and should be within the Video folder of the marketing campaign/chapter. See the Marketing campaign information for extra data.
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Act – The Act parameter initiates a marketing campaign Motion file, as specified by the parameter itself. The Motion file should be in the identical folder because the NIS script, and the title specified should be actual, however with no file extension.
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Playlist – The Playlist parameter begins taking part in music from a playlist specified by the parameter itself, together with file extension. The playlist ini file should be positioned within the Music folder.
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Setopt – index showno abs – The Setopt parameter adjustments a NIS variable of a selected numerical “index” to a worth specified by the parameter itself (NIS variables final for so long as that particular occasion of NIS script does). “abs” provides absolutely the worth (which switches all destructive values to constructive ones, so -45 turns to 45).
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Addopt – index showno – The Addopt parameter provides the worth specified by the parameter itself to the NIS variable of the related “index”.
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Multiplyopt – index showno – The Multiplyopt parameter multiplies the NIS variable of a selected numerical “index” by a worth specified by the parameter itself.
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Divideopt – index showno – The Divideopt parameter divides the NIS variable of a selected numerical “index” by a worth specified by the parameter itself.
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Setbav – index showno abs – The Setbav parameter adjustments a state of affairs variable of a selected numerical “index” to a worth specified by the parameter itself (state of affairs variables final for so long as the state of affairs being performed). “abs” provides absolutely the worth (which switches all destructive values to constructive ones, so -45 turns to 45).
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Addbav – index showno – The Addbav parameter provides the worth specified by the parameter itself to the state of affairs variable of the related “index”.
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Multiplybav – index showno – The Multiplybav parameter multiplies the state of affairs variable of a selected numerical “index” by a worth specified by the parameter itself.
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Dividebav – index showno – The Dividebav parameter divides the state of affairs variable of a selected numerical “index” by a worth specified by the parameter itself.
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Setdopt – index1 index2 showno shownoline – The Setdopt parameter adjustments a double NIS variable of two totally different indexes to a worth specified by the parameter itself.
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Adddopt – index1 index2 showno shownoline – The Adddopt parameter provides the worth specified by the parameter itself to the double NIS variables of the related indexes.
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Multiplydopt – index1 index2 showno shownoline – The Multiplydopt parameter multiplies the double NIS variables of the desired numerical indexes by a worth specified by the parameter itself.
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Dividedopt – index1 index2 showno shownoline – The Dividedopt parameter divides the double NIS variables of specified numerical indexes by a worth specified by the parameter itself.
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CrossVar – id – The CrossVar parameter units a particular chapter variable of the related “id” to the worth specified by the parameter itself. CrossVar values are particular variables that carry-over between chapters.
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Setcon – kind index isopt valueisopt – The Setcon parameter appraises a posh situation of a “kind” of variable, reminiscent of decide or bav, of a sure “index” to make the “setcon” situation return true if that variable matches the worth specified by the parameter itself. For example, if there’s an “decide” of “index” 1, and if the parameter is 3, then the “setcon” situation will return true if decide index 1 is the same as 3. “valueisopt” adjustments the setcon situation quantity specified by the parameter itself to the saved NIS variable.
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Showdopt – xstart ystart xend yend yendisopt xendisopt ystartisopt xstartisopt – The Showdopt parameter shows a grid of dopt values with which the participant can work together with and play a mini-game.
For an instance of how these parameters look when in use, check out the NIS information defined doc in Warlords Battlecry The Protectors of EtheriaManualNIS information defined.pdf. This covers not solely the fundamentals, but additionally highlights how every parameter can be utilized, and the way circumstances work, amongst different helpful items of knowledge. Additionally, see these NIS information for an concept of what RPG dialogue and interactons appear like:
Click on right here for half 2 of the Occasions and NIS script information.
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Joe the Bartender (The Protectors Modding Workforce).
Particular due to Patrick for the useful NIS information defined information supplied within the Handbook folder of the discharge.

