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Old July 14, 2002, 18:21   #1
faded glory
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tut2_main.slc??
What is tut2_main.slc? Sounds like a CTP file. And why are there so many quotes about it? Where can I find it?
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Old July 14, 2002, 22:51   #2
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*bump to top*
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Old July 15, 2002, 02:02   #3
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*bump*
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Old July 15, 2002, 02:22   #4
ixnay
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Don't ask me.
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Old July 15, 2002, 05:19   #5
Hydey
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It would appear you have the people stumped with this question.
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Old July 15, 2002, 05:21   #6
Skanky Burns
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Its a CTP file.
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Old July 15, 2002, 05:21   #7
Skanky Burns
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You can probably find it in CTP, or from the CTP Creation forum.
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Old July 15, 2002, 05:46   #8
Martin Gühmann
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Actual it is a CTP2 tutorial slic file and can be in your ..\ctp2_data\default\gamedata\ folder if you have the game installed. There are really some comments in it.

For the number of quotes from it is simple someone has submitted so much of them and Marcos likes them.

-Martin
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Old July 15, 2002, 06:51   #9
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What Martin says... it's from CtP 2, and there are many stupid comments by Activision idiots there, some of which are in quotes. And the next time, better ask me instead of bumping threads three times .

You've spammed enough today .
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Old July 15, 2002, 11:54   #10
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thanks, what was the point of the quotes tho?lol
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Old July 15, 2002, 14:44   #11
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Quote:
Originally posted by Solver
You've spammed enough today .

How can this possibly be true?

Too much spam????

never!
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Old July 15, 2002, 15:05   #12
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Well, for Faded it's always too much, Gasmaske .
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Old July 15, 2002, 17:12   #13
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Kto Gasmaske? Mnya zovyut Spartak!
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Old August 13, 2002, 20:05   #14
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/////////////////////////////////////////////////////////
// file info goes here //
// This file is for Winnie testing purposes only. //
// No lemurs were harmed in the opening of this file. //
/////////////////////////////////////////////////////////

#include "tut2_func.slc"

/////////////////////////////
// flags and **** like dat //
/////////////////////////////

int_t YES_HELP_FLAG; //if the player wants extra help
int_t RETARD; //probably won't ship with this
int_t CHECK_QUEUE; //workaround
int_t FIRST_TILE_IMP; //ag, I f'd up
int_t FIRST_UNIT_SELECTED_FLAG;
int_t STARTING_SETTLERS;
int_t EARLY_BUILDING_STARTED;
int_t CITY_KILLED;
int_t BIG_CITY;
int_t CARAVANS_AVAILABLE;
int_t NEW_ARMY;

city_t FIRST_CITY_CAPTURED;

unit_t FIRST_UNIT;

//////////////////////////////////////
// Handlers and triggers begin here //
//////////////////////////////////////

//just run once when the game starts

HandleEvent(BeginTurn) 'TStartGame' post {
ARBITRARY_TERRAIN_VALUE = 650; //I don't know; just sounded good
MAX_DIR = 8; //0-7 circle around the loc, 8 is the loc
RIVER_BONUS = 35; //terrain w/ is much better than w/o
GOOD_BONUS = 2; //for now; when trade becomes available, this becomes much more important
CHECK_QUEUE = 0; //dumbass workaround for dumbass design flaw
FillUpTerrainScores(); //put scores into terrain array
SetDirStrings(); //fill up direction strings
YES_HELP_FLAG = 0;
FIRST_UNIT = 0;
NEW_ARMY = 0;

if(IsHumanPlayer(player[0])) {
GetLevels();
RIOT_LEVEL = GetRiotLevel();
REVOLUTION_LEVEL = GetRevolutionLevel();
Message (g.player, 'TMTurn0');
Message(g.player, 'TATurn0A');
DisableTrigger('TStartGame');
}
}

//establish who the human player is and count the player's settlers and cities

HandleEvent(BeginTurn) 'TStart10Turns' post {
if(IsHumanPlayer(player[0])) {
GetLevels();

if(player[0].cities) {
if(AllCitiesBuilding(player[0])) {
DisableTrigger('TStart10Turns');
}
}
if(g.year == 1 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot1');
}
if(g.year == 2 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot2');
}
if(g.year == 3 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot3');
}
if(g.year == 4 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot4');
}
if(g.year == 6 && player[0].cities < 1) {
Message(g.player, 'TMBuildADamnCity');
}
if(g.year == 9 && player[0].cities < 1) {
Message(g.player, 'TMStartOver');
DisableTrigger('TStart10Turns');
}
}
}

HandleEvent(BeginTurn) 'TEveryTurn' pre {
if(IsHumanPlayer(player[0])) {
GetLevels();
StopAttract("ControlPanelWindow.ControlPanel.TurnYearStatus");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.CityMa nagementButton");
StopAttract("ControlPanelWindow.ControlPanel.TurnButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.Nation alManagementButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.TradeB utton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.Civili zationManagementButton");
StopAttract("CityWindow.EditQueueButton");
StopAttract("ControlPanelWindow.ControlPanel.ControlTabPanel.Ci tyTab.TabPanel.BuildProgress.IconBorder.IconButton");
StopAttract("DomesticDialog.DetailsButton");
if(player[0].publicworkstax) {
DisableTrigger('TSetPW');
}

if(player[0].cities > 2 && player[0].units < 2) {

}

if(EARLY_BUILDING_STARTED) {
EARLY_BUILDING_STARTED = EARLY_BUILDING_STARTED + 1;
if(EARLY_BUILDING_STARTED == 2) {
Message(g.player, 'TMWait1');
} elseif (EARLY_BUILDING_STARTED == 5) {
Message(g.player, 'TMWait2');
} elseif (EARLY_BUILDING_STARTED == 7) {
Message(g.player, 'TMWait3');
} elseif (EARLY_BUILDING_STARTED >= 10) {
Message(g.player, 'TMWait4');
EARLY_BUILDING_STARTED = 0;
}
}
}
}

//make sure nobody's rioting or starting cults or sodomizing goats

HandleEvent(BeginTurn) 'TCheckCities' post {
if(IsHumanPlayer(player[0]) && player[0].cities > 0) {
AllCitiesHappy();
AllCitiesFood();
}
}

//tells the player to to open CityMgmt

HandleEvent(CreateCity) 'TFirstCity' post {
if (IsHumanPlayer(player[0])) {// && CityIsValid(city[0])) {
FIRST_CITY = city[0];
if(value[1] > -1) {
DisableTrigger('TMovingSettlers');
Message (g.player, 'TMCreateCity');
DisableTrigger('TFirstCity');
} else {
DisableTrigger('TMovingSettlers');
Message(g.player, 'TMHutCity');
DisableTrigger('TFirstCity');
}
}
}

//tells the player to use mayors

HandleEvent(CreateCity) 'TLotsOCities' post {
if(IsHumanPlayer(player[0]) && player[0].cities >= 5) {
Message(player[0], 'TMUseMayors');
DisableTrigger('TLotsOCities');
}
}

//tells the player how to move the little dude out of the city

int_t why;
HandleEvent(CreateUnit) 'TFirstUnit' post {
why = value[0];
if(IsHumanPlayer(player[0]) && (why == 5 || why == 9)) {
if(LocCompare(location[0])) {
FIRST_UNIT = unit[0];
Message(g.player, 'TMMoveUnit1');
NEW_ARMY = 1;
DisableTrigger('TFirstUnit');
DisableTrigger('TSelectCity');
EnableTrigger('TSelectUnit');
}
}
}

HandleEvent(CitySelected) 'TSelectCity' post {
player[0] = city[0].owner;
if(CityIsValid(city[0])) {
if(IsHumanPlayer(player[0])) {
DisableTrigger('TSelectUnit');
}
}
}

HandleEvent(ArmySelected) 'TSelectUnit' post {
unit_t tmpUnit;
player[0] = army[0].owner;
if(FIRST_UNIT && NEW_ARMY) {
if(LocCompare(army[0].location)) {
if(CheckForUnit(army[0], FIRST_UNIT)) {
Message(g.player, 'TMMoveUnit2');
FIRST_UNIT_SELECTED_FLAG = 1;
DisableTrigger('TSelectUnit');
} elseif(GetUnitFromArmy(army[0], 0, tmpUnit)) {
FIRST_UNIT = tmpUnit;
Message(g.player, 'TMMoveUnit2');
FIRST_UNIT_SELECTED_FLAG = 1;
DisableTrigger('TSelectUnit');
}
}
}
}

HandleEvent(ArmyDeselected) 'TLostUnit' post {
if(FIRST_UNIT_SELECTED_FLAG) {
Message(g.player, 'TAReselectUnit');
DisableTrigger('TLostUnit');
}
}

HandleEvent(MoveUnits) 'TMovedFirstUnit' post {
if(CheckForUnit(army[0], FIRST_UNIT)) {
MOVED_UNIT_ONCE_FLAG = 1;
DisableTrigger('TLostUnit');
DisableTrigger('TMovedFirstUnit');
}
}

//remind the player to keep exploring

HandleEvent(MoveUnits) 'TKeepMovingFirstUnit' post {
if(CheckForUnit(army[0], FIRST_UNIT) && MOVED_UNIT_ONCE_FLAG) {
Message(g.player, 'TMKeepMoving');
DisableTrigger('TKeepMovingFirstUnit');
}
}

HandleEvent(MoveUnits) 'TSettlerHelpLook' post {
if(IsHumanPlayer(army[0].owner) && YES_HELP_FLAG) {
player[0] = army[0].owner;
CountSettlers(player[0].armies);
if(SettlerMoved() && FindGood(army[0].location) >= 0) {
Message(g.player, 'TMCheckGood');
}
}
}

HandleEvent(MoveUnits) 'TMovingSettlers' post {
if(IsHumanPlayer(army[0].owner)) {
player[0] = army[0].owner;
CountSettlers(player[0].armies);
if(SettlerMoved()) {
if(CheckSettlerRadius(army[0].location) > ARBITRARY_TERRAIN_VALUE) {
Message(g.player, 'TMThisIsAGoodCitySpot');
} else {
Message(g.player, 'TMMoveYerGuySomeMore');
}
}
}
}

//if the player manages to click the CityMgmt button, tell them to click Edit Build Queue

trigger 'TOpenedCityMgmt' on "ControlPanelWindow.ControlPanel.ShortCutPad.CityMa nagementButton" when (!CHECK_QUEUE) {
Message(g.player, 'TMOpenedCityMgmt');
CHECK_QUEUE = 1;
DisableTrigger('TOpenedCityMgmt');
}

//more workarounds than you could shake a lemur poo at

trigger 'TClickedEditQueue' on "CityWindow.EditQueueButton" when (1) {
CHECK_QUEUE = 2;
DisableTrigger('TClickedEditQueue');
}

//note to self: bad design always finds a way of biting you right on the butt

trigger 'TCloseBuildQueue' on "BuildEditorWindow.NormalModeButtons.CloseButton" when (1) {
int_t player;
player = g.player;
CHECK_QUEUE = 3;

if(AllCitiesBuilding(player)) {
Message(g.player, 'TMKeepExploring');
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
DisableTrigger('TCloseBuildQueue');
}
}

//oh, baby, show me your workaround face

trigger 'TCheckQueue' on "CityWindow.CloseButton" when (1) {
int_t player;
player = g.player;

if(CityBuildingWonder(player)) {
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
return CONTINUE;
} elseif(CityBuildingBuilding(player)) {
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
return CONTINUE;
} elseif (AllCitiesBuilding(player)) {
Message(g.player, 'TMKeepExploring');
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
return CONTINUE;
} else {
return CONTINUE;
}
}

//make sure the player doesn't have the levels way off

trigger 'TCheckLevels' on "DomesticDialog.CloseButton" when (1) {
player[0] = g.player;
GetLevels();

if(WAGES_EXP > WAGES_LEVEL && WORKDAY_EXP > WORKDAY_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
Message(g.player, 'TACheckLevels1');
DisableTrigger('TCheckLevels');
return CONTINUE;
} elseif(WORKDAY_EXP > WORKDAY_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
Message(g.player, 'TACheckLevels2');
DisableTrigger('TCheckLevels');
return CONTINUE;
} elseif(WAGES_EXP > WAGES_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
Message(g.player, 'TACheckLevels3');
DisableTrigger('TCheckLevels');
return CONTINUE;
} elseif(WORKDAY_EXP > WORKDAY_LEVEL && WAGES_EXP > WAGES_LEVEL) {
Message(g.player, 'TACheckLevels4');
DisableTrigger('TCheckLevels');
return CONTINUE;
} else {
return CONTINUE;
}
}

//yay you built a city wall here's what you get

HandleEvent(CreateBuilding) 'TBuiltCityWall' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_CITY_WALLS) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltCityWall');
DisableTrigger('TBuiltCityWall');
}
}

//yay you built a city wall here's what you get

HandleEvent(CreateBuilding) 'TBuiltGranary' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_FOOD_SILO) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltGranary');
DisableTrigger('TBuiltGranary');
}
}

HandleEvent(CreateUnit) 'TTooManyUnits' pre {
if(IsHumanPlayer(player[0]) && GetUnitsAtLocation(city[0].location) > 10) {
Message(player[0], 'TMTooManyUnits');
DisableTrigger('TTooManyUnits');
}
}

HandleEvent(EndTurn) 'TCityTooSmallForSettler' pre {
// JBR1005 - IsUnitAtHead takes a city as its argument, not a unit type, commented this out.
// if(IsHumanPlayer(player[0]) && IsUnitAtHead(UnitDB(UNIT_SETTLER)) && city[0].population < 2) {
// Message(player[0], 'TMCityTooSmallForSettler');
// DisableTrigger('TCityTooSmallForSettler');
// }
}
//yay you built a temple here's what you get

HandleEvent(CreateBuilding) 'TBuiltTemple' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_SHRINE) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltTemple');
DisableTrigger('TBuiltTemple');
}
}

//yay you built a marketplace here's what you get

HandleEvent(CreateBuilding) 'TBuiltMarketplace' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_BAZAAR) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltMarketplace');
DisableTrigger('TBuiltMarketplace');
}
}

//check to make sure that there are more units than cities

HandleEvent(CreateCity) 'TBuildMoreEunuchs' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0]) && player[0].cities >= 2) {
if((player[0].units/player[0].cities) < 1) {
Message(g.player, 'TMBuildMoreUnits');
DisableTrigger('TMovingSettlers');
DisableTrigger('TBuildMoreEunuchs');
}
}
}

//check to see if player fortifies a unit in a city

HandleEvent(EntrenchUnit) 'TFirstEntrenchment' post {
player[0] = unit[0].owner;
if(IsHumanPlayer(unit[0].owner)) {
if(CheckCityLoc(player[0].cities, unit[0].location)) {
Message(g.player, 'TMFortifyOther');
DisableTrigger('TFirstEntrenchment');
} else {
Message(g.player, 'TMFortifyInCities');
DisableTrigger('TFirstEntrenchment');
}
}
}

//first civilization contacted

HandleEvent(ContactMade) 'TFirstContact' post {
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMFirstContact');
DisableTrigger('TFirstContact');
} elseif (IsHumanPlayer(player[1])) {
Message(player[1], 'TMFirstContact');
DisableTrigger('TFirstContact');
}
}

//when the player gets their first advance

HandleEvent(GrantAdvance) 'TFirstAdvance' post {
if(IsHumanPlayer(player[0])) {
advance[0] = value[0];
Message(g.player, 'TMPickNewAdvance');
DisableTrigger('TFirstAdvance');
}
}

//when trade is discovered, tell the player to build Caravans

HandleEvent(GrantAdvance) 'TGotTrade' post {
int_t k;
city_t tmpCity;

if(IsHumanPlayer(player[0])) {
advance[0] = value[0];
if(advance[0].type == AdvanceDB(ADVANCE_TRADE)) {
for(k = 0; k < player[0].cities; k = k + 1) {
GetCityByIndex(player[0], k, tmpCity);
if(CityIsValid(tmpCity) && FindGood(tmpCity.location) >= 0) {
FIRST_CITY_WITH_GOOD = tmpCity;
Message(g.player, 'TMBuildCaravans');
return CONTINUE;
DisableTrigger('TGotTrade');
} else {
Message(g.player, 'TMSettleNearGoods');
DisableTrigger('TGotTrade');
}
}
}
}
}

//any govt adv discd

HandleEvent(GrantAdvance) 'TNewGovt' post {
if(IsHumanPlayer(player[0])) {
advance[0] = value[0];
if(advance[0].type == AdvanceDB(ADVANCE_MONARCHY)
|| advance[0].type == AdvanceDB(ADVANCE_THEOLOGY)
|| advance[0].type == AdvanceDB(ADVANCE_BUREAUCRACY)
|| advance[0].type == AdvanceDB(ADVANCE_DEMOCRACY)
|| advance[0].type == AdvanceDB(ADVANCE_COMMUNISM)
|| advance[0].type == AdvanceDB(ADVANCE_FASCISM)
|| advance[0].type == AdvanceDB(ADVANCE_ECOTOPIA)
|| advance[0].type == AdvanceDB(ADVANCE_CORPORATE_REPUBLIC)
|| advance[0].type == AdvanceDB(ADVANCE_TECHNOCRACY)
|| advance[0].type == AdvanceDB(ADVANCE_VIRTUAL_DEMOCRACY)) {
Message(player[0], 'TMNewGovt');
DisableTrigger('TNewGovt');
}
}
}


//count the number of caravans and let the player know if the have any goods

HandleEvent(CreateUnit) 'TCheckForCaravans' post {
int_t k;
city_t tmpCity;
CARAVANS_AVAILABLE = TradePoints(player[0]) - TradePointsInUse(player[0]);

if(IsHumanPlayer(player[0]) && CARAVANS_AVAILABLE) {
for(k = 0; k < player[0].cities; k = k + 1) {
GetCityByIndex(player[0], k, tmpCity);
if(CityIsValid(tmpCity)) {
if(FindGood(tmpCity.location) >= 0) {
city[0] = tmpCity;
Message(g.player, 'TMYouHaveAGood');
DisableTrigger('TCheckForCaravans');
return CONTINUE;
} else {
Message(g.player, 'TMYouHaveNoGoods');
DisableTrigger('TCheckForCaravans');
}
}
}
}
}
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Old August 13, 2002, 20:07   #15
faded glory
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//embassy established

HandleEvent(EstablishEmbassyUnit) 'TEmbassyOrder' post {
if(IsHumanPlayer(unit[0].owner)) {
player[0] = unit[0].owner;
player[1] = city[0].owner;
Message(player[0],'TMEmbassy');
DisableTrigger('TEmbassyOrder');
} elseif (IsHumanPlayer(city[0].owner)) {
player[0] = city[0].owner;
player[1] = unit[0].owner;
Message(player[0],'TMEmbassy');
}
}

//make sure player has some PW

HandleEvent(BeginTurn) 'TSetPW' post {
if(IsHumanPlayer(player[0]) && CITIES_BUILDING) {
Message(player[0], 'TMIncreasePW');
DisableTrigger('TSetPW');
}
}

//when they have enough PW to build, then build

HandleEvent(BeginTurn) 'TUsePW' post {
if(IsHumanPlayer(player[0]) && player[0].publicworkslevel > 200) {
Message(g.player, 'TMUsePW');
DisableTrigger('TUsePW');
}
}


HandleEvent(BeginTurn) 'TPWTooHigh' post {
if(IsHumanPlayer(player[0]) && player[0].publicworkstax > 70) {
Message(g.player, 'TAPWTooHigh');
DisableTrigger('TPWTooHigh');
}
}

//general warnings n' info about **** that happens in the game
//there's a lot of them; I don't ****ing care enough to comment each one

HandleEvent(BioInfectCity) 'TBioInfectCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMBioInfectCity');
DisableTrigger('TBioInfectCity');
}
}

HandleEvent(BuyFront) 'TRushBuy' pre {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMRushBuy');
DisableTrigger('TRushBuy');
}
}

HandleEvent(CityRiot) 'TCityRiot' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMCityRiot');
DisableTrigger('TCityRiot');
}
}

HandleEvent(ConvertCityUnit) 'TConvertCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMConvertCity');
DisableTrigger('TConvertCity');
}
}

HandleEvent(CreateImprovement) 'TTileImprovement' post {
if(IsHumanPlayer(player[0])) {
FIRST_TILE_IMP = value[0];
Message(g.player, 'TMTileImprovement');
DisableTrigger('TTileImprovement');
}
}

HandleEvent(CreatePark) 'TCreatePark' pre {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(g.player, 'TMCreatePark');
DisableTrigger('TCreatePark');
}
}

HandleEvent(DetrenchOrder) 'TDetrenched' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMDetrenched');
DisableTrigger('TDetrenched');
}
}

HandleEvent(DisbandArmyOrder) 'TDisbandArmyOrder' pre {
unit_t tmpUnit;
int_t i;
for(i = 0; i < army[0].size; i = i + 1) {
GetUnitFromArmy(army[0], i, tmpUnit);
if(IsHumanPlayer(tmpUnit.owner)) {
player[0] = tmpUnit.owner;
Message(player[0], 'TMDisbandArmyOrder');
DisableTrigger('TDisbandArmyOrder');
return CONTINUE;
}
}
}

HandleEvent(DisbandCity) 'TDisbandCity' pre {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0]) && city[0].population <= 3) {
Message(g.player, 'TMDisbandCity');
DisableTrigger('TDisbandCity');
} elseif (IsHumanPlayer(player[0]) && city[0].population > 3) {
BIG_CITY = city[0].population*1000;
Message(g.player, 'TMCantDisbandBigCity');
}
}

HandleEvent(EnslaveSettler) 'TSettlerEnslaved' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(player[0], 'TMSettlerEnslaved');
DisableTrigger('TSettlerEnslaved');
}
}

HandleEvent(GiveMap) 'TGetMap' post {
if(IsHumanPlayer(player[1])) {
Message(g.player, 'TMGetMap');
DisableTrigger('TGetMap');
}
}

HandleEvent(ImprovementComplete) 'TTileImpComplete' post {
if(IsHumanPlayer(player[0])) {
FIRST_TILE_IMP = value[0];
Message(g.player, 'TMTileImpComplete');
DisableTrigger('TTileImpComplete');
}
}

HandleEvent(InciteRevolutionUnit) 'TSpyInciteRevolution' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMSpyInciteRevolution');
DisableTrigger('TSpyInciteRevolution');
}
}

HandleEvent(InciteUprisingUnit) 'TAbolitionistInciteUprising' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMAbolitionistInciteUprising');
DisableTrigger('TAbolitionistInciteUprising');
}
}

HandleEvent(IndulgenceSaleMade) 'TClericIndulgenceSale' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMClericIndulgenceSale');
DisableTrigger('TClericIndulgenceSale');
}
}

HandleEvent(InjoinUnit) 'TLawyerInjoinCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMLawyerInjoinCity');
DisableTrigger('TLawyerInjoinCity');
}
}

HandleEvent(MakeFranchise) 'TCorporateFranchise' post {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMCorporateFranchise');
DisableTrigger('TCorporateFranchise');
}
}

//HandleEvent(BoardTransportOrder) 'TMoveIntoTransport' pre {
//player[0] = army[0].owner;
// if(IsHumanPlayer(player[0])) {
// Message(g.player, 'TMMoveIntoTransport');
// DisableTrigger('TMoveIntoTransport');
// }
//}

HandleEvent(MoveOrder) 'TMovePathOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMMovePathOrder');
DisableTrigger('TMovePathOrder');
}
}

HandleEvent(MoveUnloadOrder) 'TMoveUnloadOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
if(!CheckForPlanes(army[0])) {
Message(g.player, 'TMMoveUnloadOrder');
DisableTrigger('TMoveUnloadOrder');
} else {
return CONTINUE;
}
}
}

HandleEvent(NanoInfectCity) 'TEcoTerroristNanoInfectCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMEcoTerroristNanoInfectCity');
DisableTrigger('TEcoTerroristNanoInfectCity');
}
}

HandleEvent(NukeCity) 'TCityNuked' post {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMCityNuked');
DisableTrigger('TCityNuked');
}
}

HandleEvent(PillageOrder) 'TPillageOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMPillageOrder');
DisableTrigger('TPillageOrder');
}
}

HandleEvent(PirateOrder) 'TPirateOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMPirateOrder');
DisableTrigger('TPirateOrder');
}
}

HandleEvent(PlagueCity) 'TInfectorPlagueCity' post {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMInfectorPlagueCity');
DisableTrigger('TInfectorPlagueCity');
}
}

HandleEvent(ReformCityUnit) 'TReformCityOrder' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMReformCityOrder');
DisableTrigger('TReformCityOrder');
}
}

HandleEvent(Reject) 'TDipRejection' post {
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMDipRejection');
DisableTrigger('TDipRejection');
}
}

HandleEvent(Reject) 'TDipRejectionPlayer' post {
if(IsHumanPlayer(player[0])) {
Message(player[0], 'TMDipRejectionPlayer');
DisableTrigger('TDipRejectionPlayer');
}
}

HandleEvent(RemoveFranchise) 'TLawyerSueFranchise' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMLawyerSueFranchise');
DisableTrigger('TLawyerSueFranchise');
}
}

HandleEvent(SellBuilding) 'TBuildingSold' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
improvement[0] = value[0];
Message(g.player, 'TMBuildingSold');
DisableTrigger('TBuildingSold');
}
}

HandleEvent(SetTarget) 'TNukeTargeted' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMNukeTargeted');
DisableTrigger('TNukeTargeted');
}
}

HandleEvent(SlaveRaidCity) 'TSlaverRaidCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMSlaverRaidCity');
DisableTrigger('TSlaverRaidCity');
}
}

HandleEvent(SleepOrder) 'TSleepOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMSleepOrder');
DisableTrigger('TSleepOrder');
}
}


HandleEvent(UndergroundRailwayUnit) 'TAbolitionistFreeSlaves' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMAbolitionistFreeSlaves');
DisableTrigger('TAbolitionistFreeSlaves');
}
}

//HandleEvent(UnloadOrder) 'TUnloadCargoOrder' post {
//player[0] = army[0].owner;
// if(IsHumanPlayer(player[0]) && army[0]) {
// Message(g.player, 'TMUnloadCargo');
// DisableTrigger('TUnloadCargoOrder');
// }
//}

//City Mgmt one timers

trigger 'TCMQueueTab' on "CityWindow.Tabs.QueueTab.TabButton" when (1) {
Message(g.player, 'TMCMQueueTab');
DisableTrigger('TCMQueueTab');
}

trigger 'TCMInventoryTab' on "CityWindow.Tabs.InventoryTab.TabButton" when (1) {
Message(g.player, 'TMCMInventoryTab');
DisableTrigger('TCMInventoryTab');
}

trigger 'TCMSpecialists' on "CityWindow.Tabs.Specialists.TabButton" when (1) {
Message(g.player, 'TMCMSpecialists');
DisableTrigger('TCMSpecialists');
}

trigger 'TCMStatistics' on "CityWindow.Tabs.Statistics.TabButton" when (1) {
Message(g.player, 'TMCMStatistics');
DisableTrigger('TCMStatistics');
}

trigger 'TCMUnits' on "CityWindow.Tabs.Units.TabButton" when (1) {
Message(g.player, 'TMCMUnits');
DisableTrigger('TCMUnits');
}

//Shortcut Pad one-timers

trigger 'TSPCivMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.Civili zationManagementButton" when (1) {
Message(g.player, 'TMSPCivMgmt');
DisableTrigger('TSPCivMgmt');
}

trigger 'TSPUnitMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.UnitMa nagementButton" when (1) {
Message(g.player, 'TMSPUnitMgmt');
DisableTrigger('TSPUnitMgmt');
}

trigger 'TSPDiplomacy' on "ControlPanelWindow.ControlPanel.ShortcutPad.Diplom acyButton" when (1) {
Message(g.player, 'TMSPDiplomacy');
DisableTrigger('TSPDiplomacy');
}

trigger 'TSPScience' on "ControlPanelWindow.ControlPanel.ShortcutPad.Scienc eButton" when (1) {
Message(g.player, 'TMSPScience');
DisableTrigger('TSPScience');
}

trigger 'TSPGreatLibrary' on "ControlPanelWindow.ControlPanel.ShortcutPad.GreatL ibraryButton" when (1) {
Message(g.player, 'TMSPGreatLibrary');
DisableTrigger('TSPGreatLibrary');
}

trigger 'TSPTrade' on "ControlPanelWindow.ControlPanel.ShortcutPad.TradeB utton" when (1) {
Message(g.player, 'TMSPTrade');
DisableTrigger('TSPTrade');
}

trigger 'TSPNatlMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.Nation alManagementButton" when (1) {
Message(g.player, 'TMSPNatlMgmt');
DisableTrigger('TSPNatlMgmt');
}

//this is at the end of the file because something is broken in SetString()
#include "tut2_msg.slc" //plain ol' messageboxes in here





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Old August 13, 2002, 20:11   #16
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Old August 13, 2002, 20:16   #17
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You can attach SLIC files to posts.

I know CtP2 was rushed, but rushed to the point of not removing stupid comments from one of the more readable files? That's what, a 5 minute job, max.
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Old August 13, 2002, 20:33   #18
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Ya CTP2 was rushed. Bigtime. Its still one of the better Civ games out there. Craptivision doesnt get credit for this. But the Modders here at ACS do.


I wont buy EA games anymore.
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Old August 13, 2002, 20:49   #19
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Old August 14, 2002, 00:04   #20
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Could we get rid of those quotes from those CtP 2 files? They get old quickly.
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Old August 14, 2002, 03:33   #21
Robert Plomp
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Geeez, it's not like I put much comments in my code most of the time, but when I do, it mostly makes more sence

I remember when I was young (yesterday) and I was programming cool games in QBasic, I didn't completely understood the use of labels, thus I named all labels after my family members.

Friends who saw the labels didn't understood what they meant, and laughed their asses off
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Old August 14, 2002, 09:09   #22
Martin Gühmann
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Quote:
Originally posted by Urban Ranger
Could we get rid of those quotes from those CtP 2 files? They get old quickly.
There old like this one:

Quote:
Pirates plunder Rome! Production halted, Food Stolen. Citizens demand BARRACKS.
-- Civilization Advisor
Next time you ask to remove the ones by Mark Twain. And then the next ones, until we have no quotes again. So the answer is No.

-Martin
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Old August 15, 2002, 00:10   #23
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First of all, most of us cannot relate to those silly quotes. Secondly, for those who can, they can always read them by opening those files and have a whale of a time by themselves.

Get rid of them.
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Old August 15, 2002, 04:53   #24
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Quote:
Originally posted by Urban Ranger
First of all, most of us cannot relate to those silly quotes. Secondly, for those who can, they can always read them by opening those files and have a whale of a time by themselves.

Get rid of them.
Eh, theyre occasionally funny, who cares about relating?

Quote:
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Old August 16, 2002, 10:25   #25
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Quote:
First of all, most of us cannot relate to those silly quotes
Most of use can't relate to most of the quotes. The fortune cookie is huge, and most of it is tripe. A few more silly unrelatable-to quotes won't hurt.
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