Conquest of Elysium 3 is an old school fantasy strategy game. You explore your surroundings conquer locations that provides the resources you need. Resources needed vary much depending on what character you are, e.g. the high priestess need places where she can gather human sacrifices, the baron needs places where tax can be collected and where iron can be mined. These resources can then be used for magic rituals and troop recruitments. The main differentiator for this game is the amount of features and special abilities that can be used. The game can be played on Windows, Linux (x86 and raspberry pi) and Mac OSX (intel and powerpc).

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Questions @Edi (or illwinter) about the map commands (Games : Conquest of Elysium 3 : Forum : Map & Scenario Design : Questions @Edi (or illwinter) about the map commands) Locked
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Feb 21 2012 Anchor

Hi Edi, I have read the map editor manual (great job by the way for both manuals), and I have a few questions that I hope you will be able to answer:

1- how do you process multiple events with the same trigger, like creating a commander and giving him a magic item for exemple, do you just repeat the same trigger each time or is there a way to group several commands ?

2- Most triggers allows the use of "-1" as the player number to allow the trigger to work for any player, but there doesn't seems to be a way to select the triggering player for the event itself, did I miss something ?

For exemple, I would like to create a trigger making that the first player that reach a specific square ("prison tower") will get a specific hero commander.

The only way I see to make it work currently would be to create a separate trigger for each existing player, but not only this seems counter-intuitive, it would also make the event fire for each player, and not only the first to reach the square.

3- ... wich bring me to the following question: are all trigger only processed once ? If so, is there a way to make a specific trigger repeatable ?

exemple: each time a player go into a specific square ("tower of mastery"), he gains control of a powerful immobile guardian ("colossus guardian") and the square it occupies (and all other units in the same square), the control switching each time the tower of mastery change owner

That's all for now, thanks in advance.

Feb 21 2012 Anchor

1) Same trigger. Say you want to give a player extra commanders at the beginning of game and the commander should come with a specific item, the commands would be

startevent 2 x y playernbr "monster"
startevent "item name"

Rinse and repeat

I don't remember offhand what the code for giving items was, but giving items only works for the last created commander, so you need to equip them as they come unless you use the finditem stuff. At work now, so I'm going from memory.

2) For that, you need to use the flag codes. Unfortunately, the map editor guide that came with 3.00 is lacking some pretty important stuff about flag codes (or stuff that makes it easier to use them).

The easiest workaround is make a fairly trivial fetch quest to get something like an Amulet of Cold Resistance or Magic Acorns or a similarly low power item, then use the triggers that require an item to be brought to the location to trigger the event.

3) Events should only happen once unless set to repeat through the repeatingevent trigger. We do need a lot more triggers to build more complex stuff, but understandably that has not been the highest priority yet. The real killer would be if we could daisy-chain triggers, e.g. by using something like | as a separator between triggers and then tacking the event codes to the end.

Feb 22 2012 Anchor

Thanks for the answers Edi.

So from what I understand, there are still some undocumented map commands related to the flags, I suppose that I will have to wait for the next update of the map manual -_-

Feb 27 2012 Anchor

2. That's a good point. In the next version player -1 on an event will be used for the player triggering the event.

Feb 28 2012 Anchor

ThanksJK, this will be very useful.

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