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NewEffect

Classes

NewEffectSupport

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

    def none(
            self,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.NONE,
        )

    def change_diplomacy(
            self,
            diplomacy: int | None = None,
            source_player: int | None = None,
            target_player: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_DIPLOMACY,
            diplomacy=diplomacy,
            source_player=source_player,
            target_player=target_player,
        )

    def research_technology(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            force_research_technology: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.RESEARCH_TECHNOLOGY,
            source_player=source_player,
            technology=technology,
            force_research_technology=force_research_technology,
        )

    def send_chat(
            self,
            source_player: int | None = None,
            string_id: int | None = None,
            message: str | None = None,
            sound_name: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.SEND_CHAT,
            source_player=source_player,
            string_id=string_id,
            message=message,
            sound_name=sound_name,
        )

    def play_sound(
            self,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            location_object_reference: int | None = None,
            sound_name: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.PLAY_SOUND,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            location_object_reference=location_object_reference,
            sound_name=sound_name,
        )

    def tribute(
            self,
            quantity: int | None = None,
            tribute_list: int | None = None,
            source_player: int | None = None,
            target_player: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.TRIBUTE,
            quantity=quantity,
            tribute_list=tribute_list,
            source_player=source_player,
            target_player=target_player,
        )

    def unlock_gate(
            self,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.UNLOCK_GATE,
            selected_object_ids=selected_object_ids,
        )

    def lock_gate(
            self,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.LOCK_GATE,
            selected_object_ids=selected_object_ids,
        )

    def activate_trigger(
            self,
            trigger_id: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ACTIVATE_TRIGGER,
            trigger_id=trigger_id,
        )

    def deactivate_trigger(
            self,
            trigger_id: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DEACTIVATE_TRIGGER,
            trigger_id=trigger_id,
        )

    def ai_script_goal(
            self,
            ai_script_goal: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.AI_SCRIPT_GOAL,
            ai_script_goal=ai_script_goal,
        )

    def create_object(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            facet: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CREATE_OBJECT,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            facet=facet,
        )

    def task_object(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            location_object_reference: 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,
            action_type: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.TASK_OBJECT,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            location_object_reference=location_object_reference,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_group=object_group,
            object_type=object_type,
            action_type=action_type,
            selected_object_ids=selected_object_ids,
        )

    def declare_victory(
            self,
            source_player: int | None = None,
            enabled: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DECLARE_VICTORY,
            source_player=source_player,
            enabled=enabled,
        )

    def kill_object(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.KILL_OBJECT,
            object_list_unit_id=object_list_unit_id,
            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,
            selected_object_ids=selected_object_ids,
        )

    def remove_object(
            self,
            object_list_unit_id: 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,
            object_state: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.REMOVE_OBJECT,
            object_list_unit_id=object_list_unit_id,
            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,
            object_state=object_state,
            selected_object_ids=selected_object_ids,
        )

    def change_view(
            self,
            quantity: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            scroll: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_VIEW,
            quantity=quantity,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            scroll=scroll,
        )

    def unload(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            location_object_reference: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.UNLOAD,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            location_object_reference=location_object_reference,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_group=object_group,
            object_type=object_type,
            selected_object_ids=selected_object_ids,
        )

    def change_ownership(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            target_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,
            flash_object: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OWNERSHIP,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            target_player=target_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,
            flash_object=flash_object,
            selected_object_ids=selected_object_ids,
        )

    def patrol(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.PATROL,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_group=object_group,
            object_type=object_type,
            selected_object_ids=selected_object_ids,
        )

    def display_instructions(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            string_id: int | None = None,
            display_time: int | None = None,
            instruction_panel_position: int | None = None,
            play_sound: int | None = None,
            message: str | None = None,
            sound_name: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DISPLAY_INSTRUCTIONS,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            string_id=string_id,
            display_time=display_time,
            instruction_panel_position=instruction_panel_position,
            play_sound=play_sound,
            message=message,
            sound_name=sound_name,
        )

    def clear_instructions(
            self,
            instruction_panel_position: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CLEAR_INSTRUCTIONS,
            instruction_panel_position=instruction_panel_position,
        )

    def freeze_object(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.FREEZE_OBJECT,
            object_list_unit_id=object_list_unit_id,
            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,
            selected_object_ids=selected_object_ids,
        )

    def use_advanced_buttons(
            self,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.USE_ADVANCED_BUTTONS,
        )

    def damage_object(
            self,
            quantity: int | None = None,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DAMAGE_OBJECT,
            quantity=quantity,
            object_list_unit_id=object_list_unit_id,
            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,
            selected_object_ids=selected_object_ids,
        )

    def place_foundation(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.PLACE_FOUNDATION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
        )

    def change_object_name(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            string_id: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            message: str | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_NAME,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            string_id=string_id,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            message=message,
            selected_object_ids=selected_object_ids,
        )

    def change_object_hp(
            self,
            quantity: int | None = None,
            object_list_unit_id: 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,
            operation: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_HP,
            quantity=quantity,
            object_list_unit_id=object_list_unit_id,
            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,
            operation=operation,
            selected_object_ids=selected_object_ids,
        )

    def change_object_attack(
            self,
            armour_attack_quantity: int | None = None,
            armour_attack_class: int | None = None,
            object_list_unit_id: 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,
            operation: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_ATTACK,
            armour_attack_quantity=armour_attack_quantity,
            armour_attack_class=armour_attack_class,
            object_list_unit_id=object_list_unit_id,
            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,
            operation=operation,
            selected_object_ids=selected_object_ids,
        )

    def stop_object(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.STOP_OBJECT,
            object_list_unit_id=object_list_unit_id,
            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,
            selected_object_ids=selected_object_ids,
        )

    def attack_move(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            location_object_reference: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ATTACK_MOVE,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            location_object_reference=location_object_reference,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_group=object_group,
            object_type=object_type,
            selected_object_ids=selected_object_ids,
        )

    def change_object_armor(
            self,
            armour_attack_quantity: int | None = None,
            armour_attack_class: int | None = None,
            object_list_unit_id: 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,
            operation: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_ARMOR,
            armour_attack_quantity=armour_attack_quantity,
            armour_attack_class=armour_attack_class,
            object_list_unit_id=object_list_unit_id,
            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,
            operation=operation,
            selected_object_ids=selected_object_ids,
        )

    def change_object_range(
            self,
            quantity: int | None = None,
            object_list_unit_id: 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,
            operation: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_RANGE,
            quantity=quantity,
            object_list_unit_id=object_list_unit_id,
            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,
            operation=operation,
            selected_object_ids=selected_object_ids,
        )

    def change_object_speed(
            self,
            quantity: int | None = None,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_SPEED,
            quantity=quantity,
            object_list_unit_id=object_list_unit_id,
            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,
            selected_object_ids=selected_object_ids,
        )

    def heal_object(
            self,
            quantity: int | None = None,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.HEAL_OBJECT,
            quantity=quantity,
            object_list_unit_id=object_list_unit_id,
            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,
            selected_object_ids=selected_object_ids,
        )

    def teleport_object(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.TELEPORT_OBJECT,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_group=object_group,
            object_type=object_type,
            selected_object_ids=selected_object_ids,
        )

    def change_object_stance(
            self,
            object_list_unit_id: 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,
            attack_stance: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_STANCE,
            object_list_unit_id=object_list_unit_id,
            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,
            attack_stance=attack_stance,
            selected_object_ids=selected_object_ids,
        )

    def display_timer(
            self,
            string_id: int | None = None,
            display_time: int | None = None,
            time_unit: int | None = None,
            timer: int | None = None,
            reset_timer: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DISPLAY_TIMER,
            string_id=string_id,
            display_time=display_time,
            time_unit=time_unit,
            timer=timer,
            reset_timer=reset_timer,
            message=message,
        )

    def enable_disable_object(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            enabled: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ENABLE_DISABLE_OBJECT,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            enabled=enabled,
        )

    def enable_disable_technology(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            enabled: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ENABLE_DISABLE_TECHNOLOGY,
            source_player=source_player,
            technology=technology,
            enabled=enabled,
        )

    def change_object_cost(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            resource_1: int | None = None,
            resource_1_quantity: int | None = None,
            resource_2: int | None = None,
            resource_2_quantity: int | None = None,
            resource_3: int | None = None,
            resource_3_quantity: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_COST,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            resource_1=resource_1,
            resource_1_quantity=resource_1_quantity,
            resource_2=resource_2,
            resource_2_quantity=resource_2_quantity,
            resource_3=resource_3,
            resource_3_quantity=resource_3_quantity,
        )

    def set_player_visibility(
            self,
            source_player: int | None = None,
            target_player: int | None = None,
            visibility_state: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.SET_PLAYER_VISIBILITY,
            source_player=source_player,
            target_player=target_player,
            visibility_state=visibility_state,
        )

    def change_object_icon(
            self,
            object_list_unit_id: 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,
            object_list_unit_id_2: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_ICON,
            object_list_unit_id=object_list_unit_id,
            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,
            object_list_unit_id_2=object_list_unit_id_2,
            selected_object_ids=selected_object_ids,
        )

    def replace_object(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            target_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,
            object_list_unit_id_2: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.REPLACE_OBJECT,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            target_player=target_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,
            object_list_unit_id_2=object_list_unit_id_2,
            selected_object_ids=selected_object_ids,
        )

    def change_object_description(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            string_id: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_DESCRIPTION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            string_id=string_id,
            message=message,
        )

    def change_player_name(
            self,
            source_player: int | None = None,
            string_id: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_PLAYER_NAME,
            source_player=source_player,
            string_id=string_id,
            message=message,
        )

    def change_train_location(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            object_list_unit_id_2: int | None = None,
            button_location: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TRAIN_LOCATION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            object_list_unit_id_2=object_list_unit_id_2,
            button_location=button_location,
        )

    @deprecated('Use `change_technology_location` instead')
    def change_research_location(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            object_list_unit_id_2: int | None = None,
            button_location: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_LOCATION,
            source_player=source_player,
            technology=technology,
            object_list_unit_id_2=object_list_unit_id_2,
            button_location=button_location,
        )

    def change_technology_location(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            object_list_unit_id_2: int | None = None,
            button_location: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_LOCATION,
            source_player=source_player,
            technology=technology,
            object_list_unit_id_2=object_list_unit_id_2,
            button_location=button_location,
        )

    def change_civilization_name(
            self,
            source_player: int | None = None,
            string_id: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_CIVILIZATION_NAME,
            source_player=source_player,
            string_id=string_id,
            message=message,
        )

    def create_garrisoned_object(
            self,
            object_list_unit_id: 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_list_unit_id_2: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CREATE_GARRISONED_OBJECT,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            object_list_unit_id_2=object_list_unit_id_2,
            selected_object_ids=selected_object_ids,
        )

    def acknowledge_ai_signal(
            self,
            ai_signal_value: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ACKNOWLEDGE_AI_SIGNAL,
            ai_signal_value=ai_signal_value,
        )

    def modify_attribute(
            self,
            quantity: int | None = None,
            armour_attack_quantity: int | None = None,
            armour_attack_class: int | None = None,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            operation: int | None = None,
            object_attributes: int | None = None,
            message: str | None = None,
    ) -> Effect:
        """
        The parameters 'armour_attack_quantity' and 'armour_attack_class' are only used when object_attributes is Armor
        or Attack (8 or 9). Use, 'quantity' otherwise.
        """
        if (armour_attack_quantity is not None or armour_attack_class is not None) and quantity is not None:
            raise ValueError("Cannot use 'armour_attack' attributes together with the 'quantity' attribute.")

        return self._trigger_ref._add_effect(
            EffectId.MODIFY_ATTRIBUTE,
            quantity=quantity,
            armour_attack_quantity=armour_attack_quantity,
            armour_attack_class=armour_attack_class,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            operation=operation,
            object_attributes=object_attributes,
            message=message
        )

    def modify_resource(
            self,
            quantity: int | None = None,
            tribute_list: int | None = None,
            source_player: int | None = None,
            operation: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.MODIFY_RESOURCE,
            quantity=quantity,
            tribute_list=tribute_list,
            source_player=source_player,
            operation=operation,
        )

    def modify_resource_by_variable(
            self,
            tribute_list: int | None = None,
            source_player: int | None = None,
            operation: int | None = None,
            variable: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.MODIFY_RESOURCE_BY_VARIABLE,
            tribute_list=tribute_list,
            source_player=source_player,
            operation=operation,
            variable=variable,
        )

    def set_building_gather_point(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.SET_BUILDING_GATHER_POINT,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def script_call(
            self,
            string_id: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.SCRIPT_CALL,
            string_id=string_id,
            message=message,
        )

    def change_variable(
            self,
            quantity: int | None = None,
            operation: int | None = None,
            variable: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_VARIABLE,
            quantity=quantity,
            operation=operation,
            variable=variable,
            message=message,
        )

    def clear_timer(
            self,
            timer: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CLEAR_TIMER,
            timer=timer,
        )

    def change_object_player_color(
            self,
            object_list_unit_id: 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,
            player_color: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_PLAYER_COLOR,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            player_color=player_color,
            selected_object_ids=selected_object_ids,
        )

    def change_object_civilization_name(
            self,
            source_player: int | None = None,
            string_id: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            message: str | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_CIVILIZATION_NAME,
            source_player=source_player,
            string_id=string_id,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            message=message,
            selected_object_ids=selected_object_ids,
        )

    def change_object_player_name(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            string_id: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            message: str | None = None,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_PLAYER_NAME,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            string_id=string_id,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            message=message,
            selected_object_ids=selected_object_ids,
        )

    def disable_unit_targeting(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DISABLE_UNIT_TARGETING,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def enable_unit_targeting(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ENABLE_UNIT_TARGETING,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def change_technology_cost(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            resource_1: int | None = None,
            resource_1_quantity: int | None = None,
            resource_2: int | None = None,
            resource_2_quantity: int | None = None,
            resource_3: int | None = None,
            resource_3_quantity: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_COST,
            source_player=source_player,
            technology=technology,
            resource_1=resource_1,
            resource_1_quantity=resource_1_quantity,
            resource_2=resource_2,
            resource_2_quantity=resource_2_quantity,
            resource_3=resource_3,
            resource_3_quantity=resource_3_quantity,
        )

    def change_technology_research_time(
            self,
            quantity: int | None = None,
            source_player: int | None = None,
            technology: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_RESEARCH_TIME,
            quantity=quantity,
            source_player=source_player,
            technology=technology,
        )

    def change_technology_name(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            string_id: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_NAME,
            source_player=source_player,
            technology=technology,
            string_id=string_id,
            message=message,
        )

    def change_technology_description(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            string_id: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_DESCRIPTION,
            source_player=source_player,
            technology=technology,
            string_id=string_id,
            message=message,
        )

    def enable_technology_stacking(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            quantity: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ENABLE_TECHNOLOGY_STACKING,
            source_player=source_player,
            technology=technology,
            quantity=quantity,
        )

    def disable_technology_stacking(
            self,
            source_player: int | None = None,
            technology: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DISABLE_TECHNOLOGY_STACKING,
            source_player=source_player,
            technology=technology,
        )

    def acknowledge_multiplayer_ai_signal(
            self,
            ai_signal_value: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ACKNOWLEDGE_MULTIPLAYER_AI_SIGNAL,
            ai_signal_value=ai_signal_value,
        )

    def disable_object_selection(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DISABLE_OBJECT_SELECTION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def enable_object_selection(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.ENABLE_OBJECT_SELECTION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def change_color_mood(
            self,
            quantity: int | None = None,
            color_mood: int | None = None):
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_COLOR_MOOD,
            quantity=quantity,
            color_mood=color_mood
        )

    def enable_object_deletion(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.ENABLE_OBJECT_DELETION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def disable_object_deletion(
            self,
            object_list_unit_id: 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,
            selected_object_ids: int | List[int] | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.DISABLE_OBJECT_DELETION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def train_unit(
            self,
            quantity: int | None = None,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            location_x: int | None = None,
            location_y: int | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.TRAIN_UNIT,
            quantity=quantity,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            location_x=location_x,
            location_y=location_y,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids
        )

    def initiate_research(
            self,
            source_player: int | None = None,
            technology: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.INITIATE_RESEARCH,
            source_player=source_player,
            technology=technology,
            selected_object_ids=selected_object_ids
        )

    def create_object_attack(
            self,
            armour_attack_quantity: int | None = None,
            armour_attack_class: int | None = None,
            object_list_unit_id: 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,
            operation: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.CREATE_OBJECT_ATTACK,
            armour_attack_quantity=armour_attack_quantity,
            armour_attack_class=armour_attack_class,
            object_list_unit_id=object_list_unit_id,
            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,
            operation=operation,
            selected_object_ids=selected_object_ids
        )

    def create_object_armor(
            self,
            armour_attack_quantity: int | None = None,
            armour_attack_class: int | None = None,
            object_list_unit_id: 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,
            operation: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.CREATE_OBJECT_ARMOR,
            armour_attack_quantity=armour_attack_quantity,
            armour_attack_class=armour_attack_class,
            object_list_unit_id=object_list_unit_id,
            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,
            operation=operation,
            selected_object_ids=selected_object_ids
        )

    def modify_attribute_by_variable(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            operation: int | None = None,
            object_attributes: int | None = None,
            variable: int | None = None,
            message: str | None = None,
            armour_attack_class: int | None = None,
    ):
        if armour_attack_class is not None and object_attributes not in (ObjectAttribute.ATTACK, ObjectAttribute.ARMOR):
            raise ValueError("Cannot use 'armour_attack_class' for non attack/armor attributes.")

        return self._trigger_ref._add_effect(
            EffectId.MODIFY_ATTRIBUTE_BY_VARIABLE,
            armour_attack_class=armour_attack_class,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            operation=operation,
            object_attributes=object_attributes,
            variable=variable,
            message=message,
        )

    def set_object_cost(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            quantity: int | None = None,
            tribute_list: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.SET_OBJECT_COST,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            quantity=quantity,
            tribute_list=tribute_list,
        )

    def load_key_value(
            self,
            variable: int | None = None,
            message: str | None = None,
            quantity: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.LOAD_KEY_VALUE,
            variable=variable,
            message=message,
            quantity=quantity,
        )

    def store_key_value(
            self,
            variable: int | None = None,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.STORE_KEY_VALUE,
            variable=variable,
            message=message,
        )

    def delete_key(
            self,
            message: str | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.DELETE_KEY,
            message=message,
        )

    def change_technology_icon(
            self,
            technology: int | None = None,
            source_player: int | None = None,
            quantity: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_ICON,
            technology=technology,
            source_player=source_player,
            quantity=quantity,
        )

    def change_technology_hotkey(
            self,
            technology: int | None = None,
            source_player: int | None = None,
            quantity: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_TECHNOLOGY_HOTKEY,
            technology=technology,
            source_player=source_player,
            quantity=quantity,
        )

    def modify_variable_by_resource(
            self,
            tribute_list: int | None = None,
            source_player: int | None = None,
            operation: int | None = None,
            variable: int | None = None,
    ) -> Effect:
        return self._trigger_ref._add_effect(
            EffectId.MODIFY_VARIABLE_BY_RESOURCE,
            tribute_list=tribute_list,
            source_player=source_player,
            operation=operation,
            variable=variable,
        )

    def modify_variable_by_attribute(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            operation: int | None = None,
            object_attributes: int | None = None,
            variable: int | None = None,
            message: str | None = None,
            armour_attack_class: int | None = None,
    ):
        if armour_attack_class is not None and object_attributes not in (ObjectAttribute.ATTACK, ObjectAttribute.ARMOR):
            raise ValueError("Cannot use 'armour_attack_class' for non attack/armor attributes.")

        return self._trigger_ref._add_effect(
            EffectId.MODIFY_VARIABLE_BY_ATTRIBUTE,
            armour_attack_class=armour_attack_class,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            operation=operation,
            object_attributes=object_attributes,
            variable=variable,
            message=message
        )

    def change_object_caption(
            self,
            object_list_unit_id: int | None = None,
            source_player: int | None = None,
            string_id: int | None = None,
            message: str | None = None,
            area_x1: int | None = None,
            area_y1: int | None = None,
            area_x2: int | None = None,
            area_y2: int | None = None,
            selected_object_ids: int | List[int] | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_OBJECT_CAPTION,
            object_list_unit_id=object_list_unit_id,
            source_player=source_player,
            string_id=string_id,
            message=message,
            area_x1=area_x1,
            area_y1=area_y1,
            area_x2=area_x2,
            area_y2=area_y2,
            selected_object_ids=selected_object_ids,
        )

    def change_player_color(
            self,
            source_player: int | None = None,
            player_color: int | None = None,
    ):
        return self._trigger_ref._add_effect(
            EffectId.CHANGE_PLAYER_COLOR,
            source_player=source_player,
            player_color=player_color,
        )

Functions


def __init__(...)

Parameters:

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

def acknowledge_ai_signal(...)

Parameters:

Name Type Description Default
ai_signal_value int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def acknowledge_ai_signal(
        self,
        ai_signal_value: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ACKNOWLEDGE_AI_SIGNAL,
        ai_signal_value=ai_signal_value,
    )

def acknowledge_multiplayer_ai_signal(...)

Parameters:

Name Type Description Default
ai_signal_value int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def acknowledge_multiplayer_ai_signal(
        self,
        ai_signal_value: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ACKNOWLEDGE_MULTIPLAYER_AI_SIGNAL,
        ai_signal_value=ai_signal_value,
    )

def activate_trigger(...)

Parameters:

Name Type Description Default
trigger_id int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def activate_trigger(
        self,
        trigger_id: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ACTIVATE_TRIGGER,
        trigger_id=trigger_id,
    )

def ai_script_goal(...)

Parameters:

Name Type Description Default
ai_script_goal int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def ai_script_goal(
        self,
        ai_script_goal: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.AI_SCRIPT_GOAL,
        ai_script_goal=ai_script_goal,
    )

def attack_move(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
location_object_reference 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def attack_move(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        location_object_reference: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ATTACK_MOVE,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        location_object_reference=location_object_reference,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_group=object_group,
        object_type=object_type,
        selected_object_ids=selected_object_ids,
    )

def change_civilization_name(...)

Parameters:

Name Type Description Default
source_player int | None - None
string_id int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_civilization_name(
        self,
        source_player: int | None = None,
        string_id: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_CIVILIZATION_NAME,
        source_player=source_player,
        string_id=string_id,
        message=message,
    )

def change_color_mood(...)

Parameters:

Name Type Description Default
quantity int | None - None
color_mood int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_color_mood(
        self,
        quantity: int | None = None,
        color_mood: int | None = None):
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_COLOR_MOOD,
        quantity=quantity,
        color_mood=color_mood
    )

def change_diplomacy(...)

Parameters:

Name Type Description Default
diplomacy int | None - None
source_player int | None - None
target_player int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_diplomacy(
        self,
        diplomacy: int | None = None,
        source_player: int | None = None,
        target_player: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_DIPLOMACY,
        diplomacy=diplomacy,
        source_player=source_player,
        target_player=target_player,
    )

def change_object_armor(...)

Parameters:

Name Type Description Default
armour_attack_quantity int | None - None
armour_attack_class int | None - None
object_list_unit_id 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
operation int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_armor(
        self,
        armour_attack_quantity: int | None = None,
        armour_attack_class: int | None = None,
        object_list_unit_id: 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,
        operation: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_ARMOR,
        armour_attack_quantity=armour_attack_quantity,
        armour_attack_class=armour_attack_class,
        object_list_unit_id=object_list_unit_id,
        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,
        operation=operation,
        selected_object_ids=selected_object_ids,
    )

def change_object_attack(...)

Parameters:

Name Type Description Default
armour_attack_quantity int | None - None
armour_attack_class int | None - None
object_list_unit_id 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
operation int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_attack(
        self,
        armour_attack_quantity: int | None = None,
        armour_attack_class: int | None = None,
        object_list_unit_id: 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,
        operation: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_ATTACK,
        armour_attack_quantity=armour_attack_quantity,
        armour_attack_class=armour_attack_class,
        object_list_unit_id=object_list_unit_id,
        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,
        operation=operation,
        selected_object_ids=selected_object_ids,
    )

def change_object_caption(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
string_id int | None - None
message str | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_caption(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        string_id: int | None = None,
        message: str | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        selected_object_ids: int | List[int] | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_CAPTION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        string_id=string_id,
        message=message,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def change_object_civilization_name(...)

Parameters:

Name Type Description Default
source_player int | None - None
string_id int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
message str | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_civilization_name(
        self,
        source_player: int | None = None,
        string_id: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        message: str | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_CIVILIZATION_NAME,
        source_player=source_player,
        string_id=string_id,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        message=message,
        selected_object_ids=selected_object_ids,
    )

def change_object_cost(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
resource_1 int | None - None
resource_1_quantity int | None - None
resource_2 int | None - None
resource_2_quantity int | None - None
resource_3 int | None - None
resource_3_quantity int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_cost(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        resource_1: int | None = None,
        resource_1_quantity: int | None = None,
        resource_2: int | None = None,
        resource_2_quantity: int | None = None,
        resource_3: int | None = None,
        resource_3_quantity: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_COST,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        resource_1=resource_1,
        resource_1_quantity=resource_1_quantity,
        resource_2=resource_2,
        resource_2_quantity=resource_2_quantity,
        resource_3=resource_3,
        resource_3_quantity=resource_3_quantity,
    )

def change_object_description(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
string_id int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_description(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        string_id: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_DESCRIPTION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        string_id=string_id,
        message=message,
    )

def change_object_hp(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list_unit_id 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
operation int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_hp(
        self,
        quantity: int | None = None,
        object_list_unit_id: 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,
        operation: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_HP,
        quantity=quantity,
        object_list_unit_id=object_list_unit_id,
        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,
        operation=operation,
        selected_object_ids=selected_object_ids,
    )

def change_object_icon(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
object_list_unit_id_2 int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_icon(
        self,
        object_list_unit_id: 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,
        object_list_unit_id_2: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_ICON,
        object_list_unit_id=object_list_unit_id,
        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,
        object_list_unit_id_2=object_list_unit_id_2,
        selected_object_ids=selected_object_ids,
    )

def change_object_name(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
string_id int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
message str | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_name(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        string_id: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        message: str | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_NAME,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        string_id=string_id,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        message=message,
        selected_object_ids=selected_object_ids,
    )

def change_object_player_color(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
player_color int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_player_color(
        self,
        object_list_unit_id: 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,
        player_color: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_PLAYER_COLOR,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        player_color=player_color,
        selected_object_ids=selected_object_ids,
    )

def change_object_player_name(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
string_id int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
message str | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_player_name(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        string_id: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        message: str | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_PLAYER_NAME,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        string_id=string_id,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        message=message,
        selected_object_ids=selected_object_ids,
    )

def change_object_range(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list_unit_id 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
operation int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_range(
        self,
        quantity: int | None = None,
        object_list_unit_id: 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,
        operation: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_RANGE,
        quantity=quantity,
        object_list_unit_id=object_list_unit_id,
        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,
        operation=operation,
        selected_object_ids=selected_object_ids,
    )

def change_object_speed(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_speed(
        self,
        quantity: int | None = None,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_SPEED,
        quantity=quantity,
        object_list_unit_id=object_list_unit_id,
        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,
        selected_object_ids=selected_object_ids,
    )

def change_object_stance(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
attack_stance int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_object_stance(
        self,
        object_list_unit_id: 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,
        attack_stance: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OBJECT_STANCE,
        object_list_unit_id=object_list_unit_id,
        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,
        attack_stance=attack_stance,
        selected_object_ids=selected_object_ids,
    )

def change_ownership(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
target_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
flash_object int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_ownership(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        target_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,
        flash_object: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_OWNERSHIP,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        target_player=target_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,
        flash_object=flash_object,
        selected_object_ids=selected_object_ids,
    )

def change_player_color(...)

Parameters:

Name Type Description Default
source_player int | None - None
player_color int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_player_color(
        self,
        source_player: int | None = None,
        player_color: int | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_PLAYER_COLOR,
        source_player=source_player,
        player_color=player_color,
    )

def change_player_name(...)

Parameters:

Name Type Description Default
source_player int | None - None
string_id int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_player_name(
        self,
        source_player: int | None = None,
        string_id: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_PLAYER_NAME,
        source_player=source_player,
        string_id=string_id,
        message=message,
    )

def change_research_location(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
object_list_unit_id_2 int | None - None
button_location int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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@deprecated('Use `change_technology_location` instead')
def change_research_location(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        object_list_unit_id_2: int | None = None,
        button_location: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_LOCATION,
        source_player=source_player,
        technology=technology,
        object_list_unit_id_2=object_list_unit_id_2,
        button_location=button_location,
    )

def change_technology_cost(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
resource_1 int | None - None
resource_1_quantity int | None - None
resource_2 int | None - None
resource_2_quantity int | None - None
resource_3 int | None - None
resource_3_quantity int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_technology_cost(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        resource_1: int | None = None,
        resource_1_quantity: int | None = None,
        resource_2: int | None = None,
        resource_2_quantity: int | None = None,
        resource_3: int | None = None,
        resource_3_quantity: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_COST,
        source_player=source_player,
        technology=technology,
        resource_1=resource_1,
        resource_1_quantity=resource_1_quantity,
        resource_2=resource_2,
        resource_2_quantity=resource_2_quantity,
        resource_3=resource_3,
        resource_3_quantity=resource_3_quantity,
    )

def change_technology_description(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
string_id int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_technology_description(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        string_id: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_DESCRIPTION,
        source_player=source_player,
        technology=technology,
        string_id=string_id,
        message=message,
    )

def change_technology_hotkey(...)

Parameters:

Name Type Description Default
technology int | None - None
source_player int | None - None
quantity int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_technology_hotkey(
        self,
        technology: int | None = None,
        source_player: int | None = None,
        quantity: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_HOTKEY,
        technology=technology,
        source_player=source_player,
        quantity=quantity,
    )

def change_technology_icon(...)

Parameters:

Name Type Description Default
technology int | None - None
source_player int | None - None
quantity int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_technology_icon(
        self,
        technology: int | None = None,
        source_player: int | None = None,
        quantity: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_ICON,
        technology=technology,
        source_player=source_player,
        quantity=quantity,
    )

def change_technology_location(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
object_list_unit_id_2 int | None - None
button_location int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_technology_location(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        object_list_unit_id_2: int | None = None,
        button_location: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_LOCATION,
        source_player=source_player,
        technology=technology,
        object_list_unit_id_2=object_list_unit_id_2,
        button_location=button_location,
    )

def change_technology_name(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
string_id int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_technology_name(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        string_id: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_NAME,
        source_player=source_player,
        technology=technology,
        string_id=string_id,
        message=message,
    )

def change_technology_research_time(...)

Parameters:

Name Type Description Default
quantity int | None - None
source_player int | None - None
technology int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_technology_research_time(
        self,
        quantity: int | None = None,
        source_player: int | None = None,
        technology: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TECHNOLOGY_RESEARCH_TIME,
        quantity=quantity,
        source_player=source_player,
        technology=technology,
    )

def change_train_location(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
object_list_unit_id_2 int | None - None
button_location int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_train_location(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        object_list_unit_id_2: int | None = None,
        button_location: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_TRAIN_LOCATION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        object_list_unit_id_2=object_list_unit_id_2,
        button_location=button_location,
    )

def change_variable(...)

Parameters:

Name Type Description Default
quantity int | None - None
operation int | None - None
variable int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_variable(
        self,
        quantity: int | None = None,
        operation: int | None = None,
        variable: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_VARIABLE,
        quantity=quantity,
        operation=operation,
        variable=variable,
        message=message,
    )

def change_view(...)

Parameters:

Name Type Description Default
quantity int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
scroll int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def change_view(
        self,
        quantity: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        scroll: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CHANGE_VIEW,
        quantity=quantity,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        scroll=scroll,
    )

def clear_instructions(...)

Parameters:

Name Type Description Default
instruction_panel_position int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def clear_instructions(
        self,
        instruction_panel_position: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CLEAR_INSTRUCTIONS,
        instruction_panel_position=instruction_panel_position,
    )

def clear_timer(...)

Parameters:

Name Type Description Default
timer int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def clear_timer(
        self,
        timer: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CLEAR_TIMER,
        timer=timer,
    )

def create_garrisoned_object(...)

Parameters:

Name Type Description Default
object_list_unit_id 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_list_unit_id_2 int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def create_garrisoned_object(
        self,
        object_list_unit_id: 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_list_unit_id_2: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CREATE_GARRISONED_OBJECT,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_list_unit_id_2=object_list_unit_id_2,
        selected_object_ids=selected_object_ids,
    )

def create_object(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
facet int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def create_object(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        facet: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.CREATE_OBJECT,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        facet=facet,
    )

def create_object_armor(...)

Parameters:

Name Type Description Default
armour_attack_quantity int | None - None
armour_attack_class int | None - None
object_list_unit_id 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
operation int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def create_object_armor(
        self,
        armour_attack_quantity: int | None = None,
        armour_attack_class: int | None = None,
        object_list_unit_id: 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,
        operation: int | None = None,
        selected_object_ids: int | List[int] | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.CREATE_OBJECT_ARMOR,
        armour_attack_quantity=armour_attack_quantity,
        armour_attack_class=armour_attack_class,
        object_list_unit_id=object_list_unit_id,
        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,
        operation=operation,
        selected_object_ids=selected_object_ids
    )

def create_object_attack(...)

Parameters:

Name Type Description Default
armour_attack_quantity int | None - None
armour_attack_class int | None - None
object_list_unit_id 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
operation int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def create_object_attack(
        self,
        armour_attack_quantity: int | None = None,
        armour_attack_class: int | None = None,
        object_list_unit_id: 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,
        operation: int | None = None,
        selected_object_ids: int | List[int] | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.CREATE_OBJECT_ATTACK,
        armour_attack_quantity=armour_attack_quantity,
        armour_attack_class=armour_attack_class,
        object_list_unit_id=object_list_unit_id,
        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,
        operation=operation,
        selected_object_ids=selected_object_ids
    )

def damage_object(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def damage_object(
        self,
        quantity: int | None = None,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DAMAGE_OBJECT,
        quantity=quantity,
        object_list_unit_id=object_list_unit_id,
        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,
        selected_object_ids=selected_object_ids,
    )

def deactivate_trigger(...)

Parameters:

Name Type Description Default
trigger_id int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def deactivate_trigger(
        self,
        trigger_id: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DEACTIVATE_TRIGGER,
        trigger_id=trigger_id,
    )

def declare_victory(...)

Parameters:

Name Type Description Default
source_player int | None - None
enabled int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def declare_victory(
        self,
        source_player: int | None = None,
        enabled: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DECLARE_VICTORY,
        source_player=source_player,
        enabled=enabled,
    )

def delete_key(...)

Parameters:

Name Type Description Default
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def delete_key(
        self,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DELETE_KEY,
        message=message,
    )

def disable_object_deletion(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def disable_object_deletion(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.DISABLE_OBJECT_DELETION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def disable_object_selection(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def disable_object_selection(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DISABLE_OBJECT_SELECTION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def disable_technology_stacking(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def disable_technology_stacking(
        self,
        source_player: int | None = None,
        technology: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DISABLE_TECHNOLOGY_STACKING,
        source_player=source_player,
        technology=technology,
    )

def disable_unit_targeting(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def disable_unit_targeting(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DISABLE_UNIT_TARGETING,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def display_instructions(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
string_id int | None - None
display_time int | None - None
instruction_panel_position int | None - None
play_sound int | None - None
message str | None - None
sound_name str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def display_instructions(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        string_id: int | None = None,
        display_time: int | None = None,
        instruction_panel_position: int | None = None,
        play_sound: int | None = None,
        message: str | None = None,
        sound_name: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DISPLAY_INSTRUCTIONS,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        string_id=string_id,
        display_time=display_time,
        instruction_panel_position=instruction_panel_position,
        play_sound=play_sound,
        message=message,
        sound_name=sound_name,
    )

def display_timer(...)

Parameters:

Name Type Description Default
string_id int | None - None
display_time int | None - None
time_unit int | None - None
timer int | None - None
reset_timer int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def display_timer(
        self,
        string_id: int | None = None,
        display_time: int | None = None,
        time_unit: int | None = None,
        timer: int | None = None,
        reset_timer: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.DISPLAY_TIMER,
        string_id=string_id,
        display_time=display_time,
        time_unit=time_unit,
        timer=timer,
        reset_timer=reset_timer,
        message=message,
    )

def enable_disable_object(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
enabled int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def enable_disable_object(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        enabled: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ENABLE_DISABLE_OBJECT,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        enabled=enabled,
    )

def enable_disable_technology(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
enabled int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def enable_disable_technology(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        enabled: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ENABLE_DISABLE_TECHNOLOGY,
        source_player=source_player,
        technology=technology,
        enabled=enabled,
    )

def enable_object_deletion(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def enable_object_deletion(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.ENABLE_OBJECT_DELETION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def enable_object_selection(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def enable_object_selection(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ENABLE_OBJECT_SELECTION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def enable_technology_stacking(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
quantity int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def enable_technology_stacking(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        quantity: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ENABLE_TECHNOLOGY_STACKING,
        source_player=source_player,
        technology=technology,
        quantity=quantity,
    )

def enable_unit_targeting(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def enable_unit_targeting(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.ENABLE_UNIT_TARGETING,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def freeze_object(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def freeze_object(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.FREEZE_OBJECT,
        object_list_unit_id=object_list_unit_id,
        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,
        selected_object_ids=selected_object_ids,
    )

def heal_object(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def heal_object(
        self,
        quantity: int | None = None,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.HEAL_OBJECT,
        quantity=quantity,
        object_list_unit_id=object_list_unit_id,
        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,
        selected_object_ids=selected_object_ids,
    )

def initiate_research(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def initiate_research(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        selected_object_ids: int | List[int] | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.INITIATE_RESEARCH,
        source_player=source_player,
        technology=technology,
        selected_object_ids=selected_object_ids
    )

def kill_object(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def kill_object(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.KILL_OBJECT,
        object_list_unit_id=object_list_unit_id,
        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,
        selected_object_ids=selected_object_ids,
    )

def load_key_value(...)

Parameters:

Name Type Description Default
variable int | None - None
message str | None - None
quantity int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def load_key_value(
        self,
        variable: int | None = None,
        message: str | None = None,
        quantity: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.LOAD_KEY_VALUE,
        variable=variable,
        message=message,
        quantity=quantity,
    )

def lock_gate(...)

Parameters:

Name Type Description Default
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def lock_gate(
        self,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.LOCK_GATE,
        selected_object_ids=selected_object_ids,
    )

def modify_attribute(...)

The parameters 'armour_attack_quantity' and 'armour_attack_class' are only used when object_attributes is Armor or Attack (8 or 9). Use, 'quantity' otherwise.

Parameters:

Name Type Description Default
quantity int | None - None
armour_attack_quantity int | None - None
armour_attack_class int | None - None
object_list_unit_id int | None - None
source_player int | None - None
operation int | None - None
object_attributes int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def modify_attribute(
        self,
        quantity: int | None = None,
        armour_attack_quantity: int | None = None,
        armour_attack_class: int | None = None,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        operation: int | None = None,
        object_attributes: int | None = None,
        message: str | None = None,
) -> Effect:
    """
    The parameters 'armour_attack_quantity' and 'armour_attack_class' are only used when object_attributes is Armor
    or Attack (8 or 9). Use, 'quantity' otherwise.
    """
    if (armour_attack_quantity is not None or armour_attack_class is not None) and quantity is not None:
        raise ValueError("Cannot use 'armour_attack' attributes together with the 'quantity' attribute.")

    return self._trigger_ref._add_effect(
        EffectId.MODIFY_ATTRIBUTE,
        quantity=quantity,
        armour_attack_quantity=armour_attack_quantity,
        armour_attack_class=armour_attack_class,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        operation=operation,
        object_attributes=object_attributes,
        message=message
    )

def modify_attribute_by_variable(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
operation int | None - None
object_attributes int | None - None
variable int | None - None
message str | None - None
armour_attack_class int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def modify_attribute_by_variable(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        operation: int | None = None,
        object_attributes: int | None = None,
        variable: int | None = None,
        message: str | None = None,
        armour_attack_class: int | None = None,
):
    if armour_attack_class is not None and object_attributes not in (ObjectAttribute.ATTACK, ObjectAttribute.ARMOR):
        raise ValueError("Cannot use 'armour_attack_class' for non attack/armor attributes.")

    return self._trigger_ref._add_effect(
        EffectId.MODIFY_ATTRIBUTE_BY_VARIABLE,
        armour_attack_class=armour_attack_class,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        operation=operation,
        object_attributes=object_attributes,
        variable=variable,
        message=message,
    )

def modify_resource(...)

Parameters:

Name Type Description Default
quantity int | None - None
tribute_list int | None - None
source_player int | None - None
operation int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def modify_resource(
        self,
        quantity: int | None = None,
        tribute_list: int | None = None,
        source_player: int | None = None,
        operation: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.MODIFY_RESOURCE,
        quantity=quantity,
        tribute_list=tribute_list,
        source_player=source_player,
        operation=operation,
    )

def modify_resource_by_variable(...)

Parameters:

Name Type Description Default
tribute_list int | None - None
source_player int | None - None
operation int | None - None
variable int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def modify_resource_by_variable(
        self,
        tribute_list: int | None = None,
        source_player: int | None = None,
        operation: int | None = None,
        variable: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.MODIFY_RESOURCE_BY_VARIABLE,
        tribute_list=tribute_list,
        source_player=source_player,
        operation=operation,
        variable=variable,
    )

def modify_variable_by_attribute(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
operation int | None - None
object_attributes int | None - None
variable int | None - None
message str | None - None
armour_attack_class int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def modify_variable_by_attribute(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        operation: int | None = None,
        object_attributes: int | None = None,
        variable: int | None = None,
        message: str | None = None,
        armour_attack_class: int | None = None,
):
    if armour_attack_class is not None and object_attributes not in (ObjectAttribute.ATTACK, ObjectAttribute.ARMOR):
        raise ValueError("Cannot use 'armour_attack_class' for non attack/armor attributes.")

    return self._trigger_ref._add_effect(
        EffectId.MODIFY_VARIABLE_BY_ATTRIBUTE,
        armour_attack_class=armour_attack_class,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        operation=operation,
        object_attributes=object_attributes,
        variable=variable,
        message=message
    )

def modify_variable_by_resource(...)

Parameters:

Name Type Description Default
tribute_list int | None - None
source_player int | None - None
operation int | None - None
variable int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def modify_variable_by_resource(
        self,
        tribute_list: int | None = None,
        source_player: int | None = None,
        operation: int | None = None,
        variable: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.MODIFY_VARIABLE_BY_RESOURCE,
        tribute_list=tribute_list,
        source_player=source_player,
        operation=operation,
        variable=variable,
    )

def none(...)
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def none(
        self,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.NONE,
    )

def patrol(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def patrol(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.PATROL,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_group=object_group,
        object_type=object_type,
        selected_object_ids=selected_object_ids,
    )

def place_foundation(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def place_foundation(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.PLACE_FOUNDATION,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
    )

def play_sound(...)

Parameters:

Name Type Description Default
source_player int | None - None
location_x int | None - None
location_y int | None - None
location_object_reference int | None - None
sound_name str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def play_sound(
        self,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        location_object_reference: int | None = None,
        sound_name: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.PLAY_SOUND,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        location_object_reference=location_object_reference,
        sound_name=sound_name,
    )

def remove_object(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
object_state int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def remove_object(
        self,
        object_list_unit_id: 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,
        object_state: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.REMOVE_OBJECT,
        object_list_unit_id=object_list_unit_id,
        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,
        object_state=object_state,
        selected_object_ids=selected_object_ids,
    )

def replace_object(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
target_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
object_list_unit_id_2 int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def replace_object(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        target_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,
        object_list_unit_id_2: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.REPLACE_OBJECT,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        target_player=target_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,
        object_list_unit_id_2=object_list_unit_id_2,
        selected_object_ids=selected_object_ids,
    )

def research_technology(...)

Parameters:

Name Type Description Default
source_player int | None - None
technology int | None - None
force_research_technology int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def research_technology(
        self,
        source_player: int | None = None,
        technology: int | None = None,
        force_research_technology: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.RESEARCH_TECHNOLOGY,
        source_player=source_player,
        technology=technology,
        force_research_technology=force_research_technology,
    )

def script_call(...)

Parameters:

Name Type Description Default
string_id int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def script_call(
        self,
        string_id: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.SCRIPT_CALL,
        string_id=string_id,
        message=message,
    )

def send_chat(...)

Parameters:

Name Type Description Default
source_player int | None - None
string_id int | None - None
message str | None - None
sound_name str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def send_chat(
        self,
        source_player: int | None = None,
        string_id: int | None = None,
        message: str | None = None,
        sound_name: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.SEND_CHAT,
        source_player=source_player,
        string_id=string_id,
        message=message,
        sound_name=sound_name,
    )

def set_building_gather_point(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def set_building_gather_point(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.SET_BUILDING_GATHER_POINT,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids,
    )

def set_object_cost(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
quantity int | None - None
tribute_list int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def set_object_cost(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        quantity: int | None = None,
        tribute_list: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.SET_OBJECT_COST,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        quantity=quantity,
        tribute_list=tribute_list,
    )

def set_player_visibility(...)

Parameters:

Name Type Description Default
source_player int | None - None
target_player int | None - None
visibility_state int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def set_player_visibility(
        self,
        source_player: int | None = None,
        target_player: int | None = None,
        visibility_state: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.SET_PLAYER_VISIBILITY,
        source_player=source_player,
        target_player=target_player,
        visibility_state=visibility_state,
    )

def stop_object(...)

Parameters:

Name Type Description Default
object_list_unit_id 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def stop_object(
        self,
        object_list_unit_id: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.STOP_OBJECT,
        object_list_unit_id=object_list_unit_id,
        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,
        selected_object_ids=selected_object_ids,
    )

def store_key_value(...)

Parameters:

Name Type Description Default
variable int | None - None
message str | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def store_key_value(
        self,
        variable: int | None = None,
        message: str | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.STORE_KEY_VALUE,
        variable=variable,
        message=message,
    )

def task_object(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
location_object_reference 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
action_type int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def task_object(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        location_object_reference: 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,
        action_type: int | None = None,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.TASK_OBJECT,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        location_object_reference=location_object_reference,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_group=object_group,
        object_type=object_type,
        action_type=action_type,
        selected_object_ids=selected_object_ids,
    )

def teleport_object(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def teleport_object(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.TELEPORT_OBJECT,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_group=object_group,
        object_type=object_type,
        selected_object_ids=selected_object_ids,
    )

def train_unit(...)

Parameters:

Name Type Description Default
quantity int | None - None
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
area_x1 int | None - None
area_y1 int | None - None
area_x2 int | None - None
area_y2 int | None - None
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def train_unit(
        self,
        quantity: int | None = None,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        area_x1: int | None = None,
        area_y1: int | None = None,
        area_x2: int | None = None,
        area_y2: int | None = None,
        selected_object_ids: int | List[int] | None = None,
):
    return self._trigger_ref._add_effect(
        EffectId.TRAIN_UNIT,
        quantity=quantity,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        selected_object_ids=selected_object_ids
    )

def tribute(...)

Parameters:

Name Type Description Default
quantity int | None - None
tribute_list int | None - None
source_player int | None - None
target_player int | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def tribute(
        self,
        quantity: int | None = None,
        tribute_list: int | None = None,
        source_player: int | None = None,
        target_player: int | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.TRIBUTE,
        quantity=quantity,
        tribute_list=tribute_list,
        source_player=source_player,
        target_player=target_player,
    )

def unload(...)

Parameters:

Name Type Description Default
object_list_unit_id int | None - None
source_player int | None - None
location_x int | None - None
location_y int | None - None
location_object_reference 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
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def unload(
        self,
        object_list_unit_id: int | None = None,
        source_player: int | None = None,
        location_x: int | None = None,
        location_y: int | None = None,
        location_object_reference: 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,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.UNLOAD,
        object_list_unit_id=object_list_unit_id,
        source_player=source_player,
        location_x=location_x,
        location_y=location_y,
        location_object_reference=location_object_reference,
        area_x1=area_x1,
        area_y1=area_y1,
        area_x2=area_x2,
        area_y2=area_y2,
        object_group=object_group,
        object_type=object_type,
        selected_object_ids=selected_object_ids,
    )

def unlock_gate(...)

Parameters:

Name Type Description Default
selected_object_ids int | List[int] | None - None
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def unlock_gate(
        self,
        selected_object_ids: int | List[int] | None = None,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.UNLOCK_GATE,
        selected_object_ids=selected_object_ids,
    )

def use_advanced_buttons(...)
Source code in AoE2ScenarioParser/objects/support/new_effect.py
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def use_advanced_buttons(
        self,
) -> Effect:
    return self._trigger_ref._add_effect(
        EffectId.USE_ADVANCED_BUTTONS,
    )