EVENTS
Every script attached to an object is triggered by an event. The events percolate upward through the object hierarchy, starting with pieces and cities, then up to the continents or oceans that contain those pieces, and then up to a general world script. Any event that is not dealt with by a user script then passes to the default scripts that comprise the game itself. These default scripts can only be edited by advanced users before a game begins.

Normally, if a user wants to change the effects of a given event he will simply "intercept" it by creating a script triggered by that event. He can intercept all menu commands by invoking the MENU event.

Each event has a name, and the event can be passed on up the heirarchy or sent to other objects. In addition to the standard events, a user can create his own events at any time by invoking them from within a script. Following is a preliminary list of possible events:

  • Menu - triggered when the user issues a menu command
  • Enemy Contact - triggered when piece moves next to enemy
  • Piece Contact - triggered when piece moves next to friendly piece
  • Shoreline Contact - triggered when piece moves next to shore
  • City Contact - triggered when piece moves next to city (us, them or n.)
  • Piece/City Hit - triggered when piece is hit
  • Piece/City Destroyed - triggered when piece is destroyed (not by bomb)
  • Piece/City Bombed - triggered when piece is vaporized
  • Piece Lost - triggered when piece runs out of fuel or violates shoreline
  • Piece Recovered - triggered when damaged piece reaches full strength
  • Piece Created - triggered when piece first appears
  • City Captured - triggered when city is taken (us, them, or neutral)
  • New Day - sent at the beginning of each day
  • New Resident - sent to a container-object whenever a piece moves in (container object includes Transport, Carrier, and City)
  • Resident left - sent to a container-object whenever a piece moves out