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NewCondition

Classes

NewConditionSupport

Source code in AoE2ScenarioParser/objects/support/new_condition.py
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class NewConditionSupport:
    def __init__(self, trigger_ref):
        self._trigger_ref = trigger_ref

    def none(
            self,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.NONE,
        )

    def bring_object_to_area(
            self,
            unit_object: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.BRING_OBJECT_TO_AREA,
            unit_object=unit_object,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            inverted=inverted,
        )

    def bring_object_to_object(
            self,
            unit_object: int | None = None,
            next_object: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.BRING_OBJECT_TO_OBJECT,
            unit_object=unit_object,
            next_object=next_object,
            inverted=inverted,
        )

    def own_objects(
            self,
            quantity: int | None = None,
            object_list: int | None = None,
            source_player: int | None = None,
            object_group: int | None = None,
            object_type: int | None = None,
            include_changeable_weapon_objects: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OWN_OBJECTS,
            quantity=quantity,
            object_list=object_list,
            source_player=source_player,
            object_group=object_group,
            object_type=object_type,
            include_changeable_weapon_objects=include_changeable_weapon_objects,
        )

    def own_fewer_objects(
            self,
            quantity: int | None = None,
            object_list: int | None = None,
            source_player: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            object_group: int | None = None,
            object_type: int | None = None,
            include_changeable_weapon_objects: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OWN_FEWER_OBJECTS,
            quantity=quantity,
            object_list=object_list,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_group=object_group,
            object_type=object_type,
            include_changeable_weapon_objects=include_changeable_weapon_objects,
        )

    def objects_in_area(
            self,
            quantity: int | None = None,
            object_list: int | None = None,
            source_player: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            object_group: int | None = None,
            object_type: int | None = None,
            inverted: int | None = None,
            object_state: int | None = None,
            include_changeable_weapon_objects: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECTS_IN_AREA,
            quantity=quantity,
            object_list=object_list,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_group=object_group,
            object_type=object_type,
            inverted=inverted,
            object_state=object_state,
            include_changeable_weapon_objects=include_changeable_weapon_objects,
        )

    def destroy_object(
            self,
            unit_object: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.DESTROY_OBJECT,
            unit_object=unit_object,
            inverted=inverted,
        )

    def capture_object(
            self,
            unit_object: int | None = None,
            source_player: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.CAPTURE_OBJECT,
            unit_object=unit_object,
            source_player=source_player,
            inverted=inverted,
        )

    def accumulate_attribute(
            self,
            quantity: int | None = None,
            attribute: int | None = None,
            source_player: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.ACCUMULATE_ATTRIBUTE,
            quantity=quantity,
            attribute=attribute,
            source_player=source_player,
            inverted=inverted,
        )

    def research_technology(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.RESEARCH_TECHNOLOGY,
            source_player=source_player,
            technology=technology,
            inverted=inverted,
        )

    def timer(
            self,
            timer: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.TIMER,
            timer=timer,
            inverted=inverted,
        )

    def object_selected(
            self,
            unit_object: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_SELECTED,
            unit_object=unit_object,
            inverted=inverted,
        )

    def ai_signal(
            self,
            ai_signal: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.AI_SIGNAL,
            ai_signal=ai_signal,
            inverted=inverted,
        )

    def player_defeated(
            self,
            source_player: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.PLAYER_DEFEATED,
            source_player=source_player,
            inverted=inverted,
        )

    def object_has_target(
            self,
            unit_object: int | None = None,
            next_object: int | None = None,
            object_list: int | None = None,
            object_group: int | None = None,
            object_type: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_HAS_TARGET,
            unit_object=unit_object,
            next_object=next_object,
            object_list=object_list,
            object_group=object_group,
            object_type=object_type,
            inverted=inverted,
        )

    def object_visible(
            self,
            unit_object: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_VISIBLE,
            unit_object=unit_object,
        )

    def object_not_visible(
            self,
            unit_object: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_NOT_VISIBLE,
            unit_object=unit_object,
        )

    def researching_tech(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.RESEARCHING_TECH,
            source_player=source_player,
            technology=technology,
            inverted=inverted,
        )

    def units_garrisoned(
            self,
            quantity: int | None = None,
            unit_object: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.UNITS_GARRISONED,
            quantity=quantity,
            unit_object=unit_object,
            inverted=inverted,
        )

    def difficulty_level(
            self,
            quantity: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.DIFFICULTY_LEVEL,
            quantity=quantity,
            inverted=inverted,
        )

    def chance(
            self,
            quantity: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.CHANCE,
            quantity=quantity,
        )

    def technology_state(
            self,
            quantity: int | None = None,
            source_player: int | None = None,
            technology: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.TECHNOLOGY_STATE,
            quantity=quantity,
            source_player=source_player,
            technology=technology,
            inverted=inverted,
        )

    def variable_value(
            self,
            quantity: int | None = None,
            inverted: int | None = None,
            variable: int | None = None,
            comparison: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.VARIABLE_VALUE,
            quantity=quantity,
            inverted=inverted,
            variable=variable,
            comparison=comparison,
        )

    def object_hp(
            self,
            quantity: int | None = None,
            unit_object: int | None = None,
            inverted: int | None = None,
            comparison: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_HP,
            quantity=quantity,
            unit_object=unit_object,
            inverted=inverted,
            comparison=comparison,
        )

    def diplomacy_state(
            self,
            quantity: int | None = None,
            source_player: int | None = None,
            inverted: int | None = None,
            target_player: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.DIPLOMACY_STATE,
            quantity=quantity,
            source_player=source_player,
            inverted=inverted,
            target_player=target_player,
        )

    def script_call(
            self,
            xs_function: str | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.SCRIPT_CALL,
            xs_function=xs_function,
        )

    def object_visible_multiplayer(
            self,
            unit_object: int | None = None,
            source_player: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_VISIBLE_MULTIPLAYER,
            unit_object=unit_object,
            source_player=source_player,
            inverted=inverted,
        )

    def object_selected_multiplayer(
            self,
            unit_object: int | None = None,
            source_player: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_SELECTED_MULTIPLAYER,
            unit_object=unit_object,
            source_player=source_player,
            inverted=inverted,
        )

    def object_has_action(
            self,
            unit_object: int | None = None,
            next_object: int | None = None,
            object_list: int | None = None,
            object_group: int | None = None,
            object_type: int | None = None,
            inverted: int | None = None,
            unit_ai_action: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OBJECT_HAS_ACTION,
            unit_object=unit_object,
            next_object=next_object,
            object_list=object_list,
            object_group=object_group,
            object_type=object_type,
            inverted=inverted,
            unit_ai_action=unit_ai_action,
        )

    def or_(
            self,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.OR,
        )

    def ai_signal_multiplayer(
            self,
            ai_signal: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.AI_SIGNAL_MULTIPLAYER,
            ai_signal=ai_signal,
            inverted=inverted,
        )

    def and_(
            self,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.AND,
        )

    def building_is_trading(
            self,
            unit_object: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.BUILDING_IS_TRADING,
            unit_object=unit_object,
            inverted=inverted,
        )

    def display_timer_triggered(
            self,
            timer_id: int | None = None,
            inverted: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.DISPLAY_TIMER_TRIGGERED,
            timer_id=timer_id,
            inverted=inverted,
        )

    def victory_timer(
            self,
            quantity: int | None = None,
            source_player: int | None = None,
            inverted: int | None = None,
            comparison: int | None = None,
            victory_timer_type: int | None = None,
    ) -> Condition:
        return self._trigger_ref._add_condition(
            ConditionId.VICTORY_TIMER,
            quantity=quantity,
            source_player=source_player,
            inverted=inverted,
            comparison=comparison,
            victory_timer_type=victory_timer_type,
        )

Functions


def __init__(...)

Parameters:

Name Type Description Default
trigger_ref ? - required
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def __init__(self, trigger_ref):
    self._trigger_ref = trigger_ref

def accumulate_attribute(...)

Parameters:

Name Type Description Default
quantity int | None - None
attribute int | None - None
source_player int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def accumulate_attribute(
        self,
        quantity: int | None = None,
        attribute: int | None = None,
        source_player: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.ACCUMULATE_ATTRIBUTE,
        quantity=quantity,
        attribute=attribute,
        source_player=source_player,
        inverted=inverted,
    )

def ai_signal(...)

Parameters:

Name Type Description Default
ai_signal int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def ai_signal(
        self,
        ai_signal: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.AI_SIGNAL,
        ai_signal=ai_signal,
        inverted=inverted,
    )

def ai_signal_multiplayer(...)

Parameters:

Name Type Description Default
ai_signal int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def ai_signal_multiplayer(
        self,
        ai_signal: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.AI_SIGNAL_MULTIPLAYER,
        ai_signal=ai_signal,
        inverted=inverted,
    )

def and_(...)
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def and_(
        self,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.AND,
    )

def bring_object_to_area(...)

Parameters:

Name Type Description Default
unit_object int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def bring_object_to_area(
        self,
        unit_object: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.BRING_OBJECT_TO_AREA,
        unit_object=unit_object,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        inverted=inverted,
    )

def bring_object_to_object(...)

Parameters:

Name Type Description Default
unit_object int | None - None
next_object int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def bring_object_to_object(
        self,
        unit_object: int | None = None,
        next_object: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.BRING_OBJECT_TO_OBJECT,
        unit_object=unit_object,
        next_object=next_object,
        inverted=inverted,
    )

def building_is_trading(...)

Parameters:

Name Type Description Default
unit_object int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def building_is_trading(
        self,
        unit_object: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.BUILDING_IS_TRADING,
        unit_object=unit_object,
        inverted=inverted,
    )

def capture_object(...)

Parameters:

Name Type Description Default
unit_object int | None - None
source_player int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def capture_object(
        self,
        unit_object: int | None = None,
        source_player: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.CAPTURE_OBJECT,
        unit_object=unit_object,
        source_player=source_player,
        inverted=inverted,
    )

def chance(...)

Parameters:

Name Type Description Default
quantity int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def chance(
        self,
        quantity: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.CHANCE,
        quantity=quantity,
    )

def destroy_object(...)

Parameters:

Name Type Description Default
unit_object int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def destroy_object(
        self,
        unit_object: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.DESTROY_OBJECT,
        unit_object=unit_object,
        inverted=inverted,
    )

def difficulty_level(...)

Parameters:

Name Type Description Default
quantity int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def difficulty_level(
        self,
        quantity: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.DIFFICULTY_LEVEL,
        quantity=quantity,
        inverted=inverted,
    )

def diplomacy_state(...)

Parameters:

Name Type Description Default
quantity int | None - None
source_player int | None - None
inverted int | None - None
target_player int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def diplomacy_state(
        self,
        quantity: int | None = None,
        source_player: int | None = None,
        inverted: int | None = None,
        target_player: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.DIPLOMACY_STATE,
        quantity=quantity,
        source_player=source_player,
        inverted=inverted,
        target_player=target_player,
    )

def display_timer_triggered(...)

Parameters:

Name Type Description Default
timer_id int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def display_timer_triggered(
        self,
        timer_id: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.DISPLAY_TIMER_TRIGGERED,
        timer_id=timer_id,
        inverted=inverted,
    )

def none(...)
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def none(
        self,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.NONE,
    )

def object_has_action(...)

Parameters:

Name Type Description Default
unit_object int | None - None
next_object int | None - None
object_list int | None - None
object_group int | None - None
object_type int | None - None
inverted int | None - None
unit_ai_action int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_has_action(
        self,
        unit_object: int | None = None,
        next_object: int | None = None,
        object_list: int | None = None,
        object_group: int | None = None,
        object_type: int | None = None,
        inverted: int | None = None,
        unit_ai_action: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_HAS_ACTION,
        unit_object=unit_object,
        next_object=next_object,
        object_list=object_list,
        object_group=object_group,
        object_type=object_type,
        inverted=inverted,
        unit_ai_action=unit_ai_action,
    )

def object_has_target(...)

Parameters:

Name Type Description Default
unit_object int | None - None
next_object int | None - None
object_list int | None - None
object_group int | None - None
object_type int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_has_target(
        self,
        unit_object: int | None = None,
        next_object: int | None = None,
        object_list: int | None = None,
        object_group: int | None = None,
        object_type: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_HAS_TARGET,
        unit_object=unit_object,
        next_object=next_object,
        object_list=object_list,
        object_group=object_group,
        object_type=object_type,
        inverted=inverted,
    )

def object_hp(...)

Parameters:

Name Type Description Default
quantity int | None - None
unit_object int | None - None
inverted int | None - None
comparison int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_hp(
        self,
        quantity: int | None = None,
        unit_object: int | None = None,
        inverted: int | None = None,
        comparison: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_HP,
        quantity=quantity,
        unit_object=unit_object,
        inverted=inverted,
        comparison=comparison,
    )

def object_not_visible(...)

Parameters:

Name Type Description Default
unit_object int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_not_visible(
        self,
        unit_object: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_NOT_VISIBLE,
        unit_object=unit_object,
    )

def object_selected(...)

Parameters:

Name Type Description Default
unit_object int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_selected(
        self,
        unit_object: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_SELECTED,
        unit_object=unit_object,
        inverted=inverted,
    )

def object_selected_multiplayer(...)

Parameters:

Name Type Description Default
unit_object int | None - None
source_player int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_selected_multiplayer(
        self,
        unit_object: int | None = None,
        source_player: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_SELECTED_MULTIPLAYER,
        unit_object=unit_object,
        source_player=source_player,
        inverted=inverted,
    )

def object_visible(...)

Parameters:

Name Type Description Default
unit_object int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_visible(
        self,
        unit_object: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_VISIBLE,
        unit_object=unit_object,
    )

def object_visible_multiplayer(...)

Parameters:

Name Type Description Default
unit_object int | None - None
source_player int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def object_visible_multiplayer(
        self,
        unit_object: int | None = None,
        source_player: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECT_VISIBLE_MULTIPLAYER,
        unit_object=unit_object,
        source_player=source_player,
        inverted=inverted,
    )

def objects_in_area(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list int | None - None
source_player int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
object_group int | None - None
object_type int | None - None
inverted int | None - None
object_state int | None - None
include_changeable_weapon_objects int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def objects_in_area(
        self,
        quantity: int | None = None,
        object_list: int | None = None,
        source_player: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        object_group: int | None = None,
        object_type: int | None = None,
        inverted: int | None = None,
        object_state: int | None = None,
        include_changeable_weapon_objects: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OBJECTS_IN_AREA,
        quantity=quantity,
        object_list=object_list,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_group=object_group,
        object_type=object_type,
        inverted=inverted,
        object_state=object_state,
        include_changeable_weapon_objects=include_changeable_weapon_objects,
    )

def or_(...)
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def or_(
        self,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OR,
    )

def own_fewer_objects(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list int | None - None
source_player int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
object_group int | None - None
object_type int | None - None
include_changeable_weapon_objects int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def own_fewer_objects(
        self,
        quantity: int | None = None,
        object_list: int | None = None,
        source_player: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        object_group: int | None = None,
        object_type: int | None = None,
        include_changeable_weapon_objects: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OWN_FEWER_OBJECTS,
        quantity=quantity,
        object_list=object_list,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_group=object_group,
        object_type=object_type,
        include_changeable_weapon_objects=include_changeable_weapon_objects,
    )

def own_objects(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list int | None - None
source_player int | None - None
object_group int | None - None
object_type int | None - None
include_changeable_weapon_objects int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def own_objects(
        self,
        quantity: int | None = None,
        object_list: int | None = None,
        source_player: int | None = None,
        object_group: int | None = None,
        object_type: int | None = None,
        include_changeable_weapon_objects: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.OWN_OBJECTS,
        quantity=quantity,
        object_list=object_list,
        source_player=source_player,
        object_group=object_group,
        object_type=object_type,
        include_changeable_weapon_objects=include_changeable_weapon_objects,
    )

def player_defeated(...)

Parameters:

Name Type Description Default
source_player int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def player_defeated(
        self,
        source_player: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.PLAYER_DEFEATED,
        source_player=source_player,
        inverted=inverted,
    )

def research_technology(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def research_technology(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.RESEARCH_TECHNOLOGY,
        source_player=source_player,
        technology=technology,
        inverted=inverted,
    )

def researching_tech(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def researching_tech(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.RESEARCHING_TECH,
        source_player=source_player,
        technology=technology,
        inverted=inverted,
    )

def script_call(...)

Parameters:

Name Type Description Default
xs_function str | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def script_call(
        self,
        xs_function: str | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.SCRIPT_CALL,
        xs_function=xs_function,
    )

def technology_state(...)

Parameters:

Name Type Description Default
quantity int | None - None
source_player int | None - None
technology int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def technology_state(
        self,
        quantity: int | None = None,
        source_player: int | None = None,
        technology: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.TECHNOLOGY_STATE,
        quantity=quantity,
        source_player=source_player,
        technology=technology,
        inverted=inverted,
    )

def timer(...)

Parameters:

Name Type Description Default
timer int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def timer(
        self,
        timer: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.TIMER,
        timer=timer,
        inverted=inverted,
    )

def units_garrisoned(...)

Parameters:

Name Type Description Default
quantity int | None - None
unit_object int | None - None
inverted int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def units_garrisoned(
        self,
        quantity: int | None = None,
        unit_object: int | None = None,
        inverted: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.UNITS_GARRISONED,
        quantity=quantity,
        unit_object=unit_object,
        inverted=inverted,
    )

def variable_value(...)

Parameters:

Name Type Description Default
quantity int | None - None
inverted int | None - None
variable int | None - None
comparison int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def variable_value(
        self,
        quantity: int | None = None,
        inverted: int | None = None,
        variable: int | None = None,
        comparison: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.VARIABLE_VALUE,
        quantity=quantity,
        inverted=inverted,
        variable=variable,
        comparison=comparison,
    )

def victory_timer(...)

Parameters:

Name Type Description Default
quantity int | None - None
source_player int | None - None
inverted int | None - None
comparison int | None - None
victory_timer_type int | None - None
Source code in AoE2ScenarioParser/objects/support/new_condition.py
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def victory_timer(
        self,
        quantity: int | None = None,
        source_player: int | None = None,
        inverted: int | None = None,
        comparison: int | None = None,
        victory_timer_type: int | None = None,
) -> Condition:
    return self._trigger_ref._add_condition(
        ConditionId.VICTORY_TIMER,
        quantity=quantity,
        source_player=source_player,
        inverted=inverted,
        comparison=comparison,
        victory_timer_type=victory_timer_type,
    )