Enderal SE https://mod.pub/enderal-se/38-enderal-se
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529 lines
16 KiB
529 lines
16 KiB
Scriptname CWThreatCombatBarksScript extends Quest Conditional
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ReferenceAlias Property ImperialBridge Auto
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ReferenceAlias Property ImperialFence Auto
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ReferenceAlias Property ImperialFenceArcher Auto
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ReferenceAlias Property ImperialFenceMage Auto
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ReferenceAlias Property ImperialHouse Auto
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ReferenceAlias Property ImperialRock Auto
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ReferenceAlias Property ImperialStables Auto
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ReferenceAlias Property ImperialTower Auto
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ReferenceAlias Property ImperialTowerArcher Auto
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ReferenceAlias Property ImperialTowerMage Auto
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ReferenceAlias Property ImperialTree Auto
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ReferenceAlias Property ImperialWall Auto
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ReferenceAlias Property ImperialWallArcher Auto
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ReferenceAlias Property ImperialWallMage Auto
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ReferenceAlias Property ImperialWindow Auto
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ReferenceAlias Property ImperialWindowArcher Auto
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ReferenceAlias Property ImperialWindowMage Auto
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ReferenceAlias Property SonsBridge Auto
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ReferenceAlias Property SonsFence Auto
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ReferenceAlias Property SonsFenceArcher Auto
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ReferenceAlias Property SonsFenceMage Auto
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ReferenceAlias Property SonsHouse Auto
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ReferenceAlias Property SonsRock Auto
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ReferenceAlias Property SonsStables Auto
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ReferenceAlias Property SonsTower Auto
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ReferenceAlias Property SonsTowerArcher Auto
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ReferenceAlias Property SonsTowerMage Auto
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ReferenceAlias Property SonsTree Auto
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ReferenceAlias Property SonsWall Auto
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ReferenceAlias Property SonsWallArcher Auto
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ReferenceAlias Property SonsWallMage Auto
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ReferenceAlias Property SonsWindow Auto
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ReferenceAlias Property SonsWindowArcher Auto
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ReferenceAlias Property SonsWindowMage Auto
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keyword Property CW1MeleeClose Auto
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keyword Property CW1MeleeWide Auto
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keyword Property CW1MissileClose Auto
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keyword Property CW1MissileWide Auto
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keyword Property CW2MeleeClose Auto
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keyword Property CW2MeleeWide Auto
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keyword Property CW2MissileClose Auto
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keyword Property CW2MissileWide Auto
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keyword Property CW3MeleeClose Auto
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keyword Property CW3MeleeWide Auto
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keyword Property CW3MissileClose Auto
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keyword Property CW3MissileWide Auto
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keyword Property CW4MeleeClose Auto
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keyword Property CW4MeleeWide Auto
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keyword Property CW4MissileClose Auto
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keyword Property CW4MissileWide Auto
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keyword Property CW5MeleeClose Auto
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keyword Property CW5MeleeWide Auto
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keyword Property CW5MissileClose Auto
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keyword Property CW5MissileWide Auto
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;CWThreatBridgeImperial
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;CWThreatBridgeSons
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;CWThreatFenceImperial
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;CWThreatFenceImperialArcher
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;CWThreatFenceImperialMage
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;CWThreatFenceSons
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;CWThreatFenceSonsArcher
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;CWThreatFenceSonsMage
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;CWThreatHouseImperial
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;CWThreatHouseSons
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;CWThreatRockImperial
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;CWThreatRockSons
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;CWThreatStablesImperial
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;CWThreatStablesSons
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;CWThreatTowerImperial
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;CWThreatTowerImperialArcher
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;CWThreatTowerImperialMage
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;CWThreatTowerSons
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;CWThreatTowerSonsArcher
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;CWThreatTowerSonsMage
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;CWThreatTreeImperial
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;CWThreatTreeSons
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;CWThreatWallImperial
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;CWThreatWallImperialArcher
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;CWThreatWallImperialMage
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;CWThreatWallSons
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;CWThreatWallSonsArcher
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;CWThreatWallSonsMage
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;CWThreatWindowImperial
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;CWThreatWindowImperialArcher
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;CWThreatWindowImperialMage
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;CWThreatWindowSons
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;CWThreatWindowSonsArcher
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;CWThreatWindowSonsMage
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CWScript Property CWs Auto
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{BASE OBJECT - pointer to CWScript on CW quest}
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int BattlePhaseToStopBarking = 6 ;once we are in phase 6, we should stop taunting using the combat barks - stage 6 occurs in stage 50 of CWSiege
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Function ProcessTriggerActor(Actor TriggerActor, float BattlePhase, bool Bridge = false, bool Fence = false, bool House = false, bool Rock = false, bool Stables = false, bool Tower = false, bool Tree = false, bool Wall = false, bool Window = false)
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{Trigger calls this function, passing in it's reference. We decide what do to with it.}
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;***
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;debug.StartStackProfiling()
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; CWScript.Log("CWThreatCombatBarksScript", self + "ProcessTriggerActor(" + TriggerActor + ", BattlePhase:" + BattlePhase + ")")
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if BattlePhase >= BattlePhaseToStopBarking
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; CWScript.Log("CWThreatCombatBarksScript", self + "ProcessTriggerActor() BattlePhase[" + BattlePhase + "] => BattlePhaseToStopBarking[" + BattlePhaseToStopBarking + "], returning without processing trigger actor.")
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return
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EndIf
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ReferenceAlias FactionTypeAlias
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ReferenceAlias FactionTypeRoleAlias
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GlobalVariable FactionTypeGlobal
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GlobalVariable FactionTypeRoleGlobal
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int ActorAllegiance = CWs.GetActorAllgeiance(TriggerActor)
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if ActorAllegiance == CWs.iImperials
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if Bridge
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FactionTypeAlias = ImperialBridge
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FactionTypeGlobal = CWs.CWThreatBridgeImperial
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ElseIf Fence
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FactionTypeAlias = ImperialFence
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FactionTypeGlobal = CWs.CWThreatFenceImperial
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, ImperialFenceArcher, ImperialFenceMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatFenceImperialArcher, CWs.CWThreatFenceImperialMage)
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ElseIf House
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FactionTypeAlias = ImperialHouse
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FactionTypeGlobal = CWs.CWThreatHouseImperial
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ElseIf Rock
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FactionTypeAlias = ImperialRock
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FactionTypeGlobal = CWs.CWThreatRockImperial
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ElseIf Stables
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FactionTypeAlias = ImperialStables
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FactionTypeGlobal = CWs.CWThreatStablesImperial
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ElseIf Tower
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FactionTypeAlias = ImperialTower
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FactionTypeGlobal = CWs.CWThreatTowerImperial
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, ImperialTowerArcher, ImperialTowerMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatTowerImperialArcher, CWs.CWThreatTowerImperialMage)
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ElseIf Tree
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FactionTypeAlias = ImperialTree
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FactionTypeGlobal = CWs.CWThreatTreeImperial
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ElseIf Wall
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FactionTypeAlias = ImperialWall
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FactionTypeGlobal = CWs.CWThreatWallImperial
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, ImperialWallArcher, ImperialWallMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatWallImperialArcher, CWs.CWThreatWallImperialMage)
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ElseIf Window
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FactionTypeAlias = ImperialWindow
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FactionTypeGlobal = CWs.CWThreatWindowImperial
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, ImperialWindowArcher, ImperialWindowMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatWindowImperialArcher, CWs.CWThreatWindowImperialMage)
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EndIf
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elseif ActorAllegiance == CWs.iSons
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if Bridge
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FactionTypeAlias = SonsBridge
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FactionTypeGlobal = CWs.CWThreatBridgeSons
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ElseIf Fence
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FactionTypeAlias = SonsFence
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FactionTypeGlobal = CWs.CWThreatFenceSons
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, SonsFenceArcher, SonsFenceMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatFenceSonsArcher, CWs.CWThreatFenceSonsMage)
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ElseIf House
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FactionTypeAlias = SonsHouse
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FactionTypeGlobal = CWs.CWThreatHouseSons
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ElseIf Rock
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FactionTypeAlias = SonsRock
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FactionTypeGlobal = CWs.CWThreatRockSons
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ElseIf Stables
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FactionTypeAlias = SonsStables
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FactionTypeGlobal = CWs.CWThreatStablesSons
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ElseIf Tower
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FactionTypeAlias = SonsTower
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FactionTypeGlobal = CWs.CWThreatTowerSons
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, SonsTowerArcher, SonsTowerMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatTowerSonsArcher, CWs.CWThreatTowerSonsMage)
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ElseIf Tree
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FactionTypeAlias = SonsTree
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FactionTypeGlobal = CWs.CWThreatTreeSons
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ElseIf Wall
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FactionTypeAlias = SonsWall
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FactionTypeGlobal = CWs.CWThreatWallSons
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, SonsWallArcher, SonsWallMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatWallSonsArcher, CWs.CWThreatWallSonsMage)
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ElseIf Window
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FactionTypeAlias = SonsWindow
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FactionTypeGlobal = CWs.CWThreatWindowSons
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FactionTypeRoleAlias = determineRoleAlias(TriggerActor, BattlePhase, SonsWindowArcher, SonsWindowMage)
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FactionTypeRoleGlobal = determineRoleGlobal(TriggerActor, BattlePhase, CWs.CWThreatWindowSonsArcher, CWs.CWThreatWindowSonsMage)
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EndIf
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endif
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If BattlePhase == CWs.CWBattlePhase.GetValue()
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FactionTypeAlias.ForceRefTo(TriggerActor)
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FactionTypeGlobal.setValue(1)
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if FactionTypeRoleAlias
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FactionTypeRoleAlias.ForceRefTo(TriggerActor)
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FactionTypeRoleGlobal.setValue(1)
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EndIf
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; CWScript.Log("CWThreatCombatBarksScript", self + "ProcessTriggerActor(" + TriggerActor + ", forced into:" + FactionTypeAlias + ", AND " + FactionTypeRoleAlias + ") and the following globals were set to 1:" + FactionTypeGlobal + " AND " + FactionTypeRoleGlobal)
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Else
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;this took too long and we are in the wrong phase, we can't be sure this guy's role hasn't changed, dump the alias.
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EndIf
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;***
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;debug.StopStackProfiling()
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EndFunction
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ReferenceAlias function determineRoleAlias(Actor ActorToCheck, Float BattlePhase, ReferenceAlias TypeArcherAlias, ReferenceAlias TypeMageAlias)
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if isArcher(ActorToCheck, BattlePhase)
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return TypeArcherAlias
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ElseIf isMage(ActorToCheck, BattlePhase)
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return TypeMageAlias
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Else
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return None
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EndIf
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EndFunction
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GlobalVariable function determineRoleGlobal(Actor ActorToCheck, Float BattlePhase, GlobalVariable TypeArcherGlobal, GlobalVariable TypeMageGlobal)
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if isArcher(ActorToCheck, BattlePhase)
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return TypeArcherGlobal
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ElseIf isMage(ActorToCheck, BattlePhase)
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return TypeMageGlobal
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Else
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return None
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EndIf
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EndFunction
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bool function isArcher(Actor ActorToCheck, float BattlePhase)
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bool returnVal
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if BattlePhase == 1 && ( ActorToCheck.GetLinkedRef(CW1MissileClose) || ActorToCheck.GetLinkedRef(CW1MissileWide) )
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returnVal = True
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elseif BattlePhase == 2 && ( ActorToCheck.GetLinkedRef(CW2MissileClose) || ActorToCheck.GetLinkedRef(CW2MissileWide) )
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returnVal = True
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elseif BattlePhase == 3 && ( ActorToCheck.GetLinkedRef(CW3MissileClose) || ActorToCheck.GetLinkedRef(CW3MissileWide) )
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returnVal = True
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elseif BattlePhase == 4 && ( ActorToCheck.GetLinkedRef(CW4MissileClose) || ActorToCheck.GetLinkedRef(CW4MissileWide) )
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returnVal = True
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elseif BattlePhase == 5 && ( ActorToCheck.GetLinkedRef(CW5MissileClose) || ActorToCheck.GetLinkedRef(CW5MissileWide) )
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returnVal = True
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Else
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; CWScript.Log("CWThreatCombatBarksScript", self + "isArcher(" + ActorToCheck + ") didn't find a linkedRef with a CWXMissileClose/Wide keyword where X was the BattlePhase:" + BattlePhase)
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EndIf
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return returnVal
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EndFunction
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bool function isMage(Actor ActorToCheck, float BattlePhase)
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;currently there are no mages
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return False
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EndFunction
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function ClearAliasIfActorIsInIt(ReferenceAlias AliasToCheck, Actor ActorToCheck, GlobalVariable GlobalToClear)
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if AliasToCheck.GetReference() == ActorToCheck
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GlobalToClear.SetValue(0)
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AliasToCheck.Clear()
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; CWScript.Log("CWThreatCombatBarksScript", self + "ClearAliasIfActorIsInIt(" + AliasToCheck + ", " + ActorToCheck + ") actor is in alias, so cleared alias and set global to 0:" + GlobalToClear)
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EndIf
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EndFunction
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function ProcessTriggerActorLeaving(Actor TriggerActor)
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;***
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;debug.StartStackProfiling()
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int ActorAllegiance = CWs.GetActorAllgeiance(TriggerActor)
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if ActorAllegiance == CWs.iImperials
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ClearAliasIfActorIsInIt(ImperialBridge, TriggerActor, CWs.CWThreatBridgeImperial)
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ClearAliasIfActorIsInIt(ImperialFence, TriggerActor, CWs.CWThreatFenceImperial)
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ClearAliasIfActorIsInIt(ImperialFenceArcher, TriggerActor, CWs.CWThreatFenceImperialArcher)
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ClearAliasIfActorIsInIt(ImperialFenceMage, TriggerActor, CWs.CWThreatFenceImperialMage)
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ClearAliasIfActorIsInIt(ImperialHouse, TriggerActor, CWs.CWThreatHouseImperial)
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ClearAliasIfActorIsInIt(ImperialRock, TriggerActor, CWs.CWThreatRockImperial)
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ClearAliasIfActorIsInIt(ImperialStables, TriggerActor, CWs.CWThreatStablesImperial)
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ClearAliasIfActorIsInIt(ImperialTower, TriggerActor, CWs.CWThreatTowerImperial)
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ClearAliasIfActorIsInIt(ImperialTowerArcher, TriggerActor, CWs.CWThreatTowerImperialArcher)
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ClearAliasIfActorIsInIt(ImperialTowerMage, TriggerActor, CWs.CWThreatTowerImperialMage)
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ClearAliasIfActorIsInIt(ImperialTree, TriggerActor, CWs.CWThreatTreeImperial)
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ClearAliasIfActorIsInIt(ImperialWall, TriggerActor, CWs.CWThreatWallImperial)
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ClearAliasIfActorIsInIt(ImperialWallArcher, TriggerActor, CWs.CWThreatWallImperialArcher)
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ClearAliasIfActorIsInIt(ImperialWallMage, TriggerActor, CWs.CWThreatWallImperialMage)
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ClearAliasIfActorIsInIt(ImperialWindow, TriggerActor, CWs.CWThreatWindowImperial)
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ClearAliasIfActorIsInIt(ImperialWindowArcher, TriggerActor, CWs.CWThreatWindowImperialArcher)
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ClearAliasIfActorIsInIt(ImperialWindowMage, TriggerActor, CWs.CWThreatWindowImperialMage)
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elseif ActorAllegiance == CWs.iSons
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ClearAliasIfActorIsInIt(SonsBridge, TriggerActor, CWs.CWThreatBridgeSons)
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ClearAliasIfActorIsInIt(SonsFence, TriggerActor, CWs.CWThreatFenceSons)
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ClearAliasIfActorIsInIt(SonsFenceArcher, TriggerActor, CWs.CWThreatFenceSonsArcher)
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ClearAliasIfActorIsInIt(SonsFenceMage, TriggerActor, CWs.CWThreatFenceSonsMage)
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ClearAliasIfActorIsInIt(SonsHouse, TriggerActor, CWs.CWThreatHouseSons)
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ClearAliasIfActorIsInIt(SonsRock, TriggerActor, CWs.CWThreatRockSons)
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ClearAliasIfActorIsInIt(SonsStables, TriggerActor, CWs.CWThreatStablesSons)
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ClearAliasIfActorIsInIt(SonsTower, TriggerActor, CWs.CWThreatTowerSons)
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ClearAliasIfActorIsInIt(SonsTowerArcher, TriggerActor, CWs.CWThreatTowerSonsArcher)
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ClearAliasIfActorIsInIt(SonsTowerMage, TriggerActor, CWs.CWThreatTowerSonsMage)
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ClearAliasIfActorIsInIt(SonsTree, TriggerActor, CWs.CWThreatTreeSons)
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ClearAliasIfActorIsInIt(SonsWall, TriggerActor, CWs.CWThreatWallSons)
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ClearAliasIfActorIsInIt(SonsWallArcher, TriggerActor, CWs.CWThreatWallSonsArcher)
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ClearAliasIfActorIsInIt(SonsWallMage, TriggerActor, CWs.CWThreatWallSonsMage)
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ClearAliasIfActorIsInIt(SonsWindow, TriggerActor, CWs.CWThreatWindowSons)
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ClearAliasIfActorIsInIt(SonsWindowArcher, TriggerActor, CWs.CWThreatWindowSonsArcher)
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ClearAliasIfActorIsInIt(SonsWindowMage, TriggerActor, CWs.CWThreatWindowSonsMage)
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EndIf
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;***
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;debug.StopStackProfiling()
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EndFunction
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;Called by sieges when the battle phase changes
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function RegisterBattlePhaseChanged()
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CWs.CWThreatBridgeImperial.SetValue(0)
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CWs.CWThreatBridgeSons.SetValue(0)
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CWs.CWThreatFenceImperial.SetValue(0)
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CWs.CWThreatFenceImperialArcher.SetValue(0)
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CWs.CWThreatFenceImperialMage.SetValue(0)
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CWs.CWThreatFenceSons.SetValue(0)
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CWs.CWThreatFenceSonsArcher.SetValue(0)
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CWs.CWThreatFenceSonsMage.SetValue(0)
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CWs.CWThreatHouseImperial.SetValue(0)
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CWs.CWThreatHouseSons.SetValue(0)
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CWs.CWThreatRockImperial.SetValue(0)
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CWs.CWThreatRockSons.SetValue(0)
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CWs.CWThreatStablesImperial.SetValue(0)
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CWs.CWThreatStablesSons.SetValue(0)
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CWs.CWThreatTowerImperial.SetValue(0)
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CWs.CWThreatTowerImperialArcher.SetValue(0)
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CWs.CWThreatTowerImperialMage.SetValue(0)
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CWs.CWThreatTowerSons.SetValue(0)
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CWs.CWThreatTowerSonsArcher.SetValue(0)
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CWs.CWThreatTowerSonsMage.SetValue(0)
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CWs.CWThreatTreeImperial.SetValue(0)
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CWs.CWThreatTreeSons.SetValue(0)
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CWs.CWThreatWallImperial.SetValue(0)
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CWs.CWThreatWallImperialArcher.SetValue(0)
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CWs.CWThreatWallImperialMage.SetValue(0)
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CWs.CWThreatWallSons.SetValue(0)
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CWs.CWThreatWallSonsArcher.SetValue(0)
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CWs.CWThreatWallSonsMage.SetValue(0)
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CWs.CWThreatWindowImperial.SetValue(0)
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CWs.CWThreatWindowImperialArcher.SetValue(0)
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CWs.CWThreatWindowImperialMage.SetValue(0)
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CWs.CWThreatWindowSons.SetValue(0)
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CWs.CWThreatWindowSonsArcher.SetValue(0)
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CWs.CWThreatWindowSonsMage.SetValue(0)
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ImperialBridge.clear()
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ImperialFence.clear()
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ImperialFenceArcher.clear()
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ImperialFenceMage.clear()
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ImperialHouse.clear()
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ImperialRock.clear()
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ImperialStables.clear()
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ImperialTower.clear()
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ImperialTowerArcher.clear()
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ImperialTowerMage.clear()
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|
ImperialTree.clear()
|
|
|
|
ImperialWall.clear()
|
|
ImperialWallArcher.clear()
|
|
ImperialWallMage.clear()
|
|
|
|
ImperialWindow.clear()
|
|
ImperialWindowArcher.clear()
|
|
ImperialWindowMage.clear()
|
|
|
|
|
|
SonsBridge.clear()
|
|
|
|
SonsFence.clear()
|
|
SonsFenceArcher.clear()
|
|
SonsFenceMage.clear()
|
|
|
|
SonsHouse.clear()
|
|
|
|
SonsRock.clear()
|
|
|
|
SonsStables.clear()
|
|
|
|
SonsTower.clear()
|
|
SonsTowerArcher.clear()
|
|
SonsTowerMage.clear()
|
|
|
|
SonsTree.clear()
|
|
|
|
SonsWall.clear()
|
|
SonsWallArcher.clear()
|
|
SonsWallMage.clear()
|
|
|
|
SonsWindow.clear()
|
|
SonsWindowArcher.clear()
|
|
SonsWindowMage.clear()
|
|
|
|
|
|
EndFunction
|
|
|
|
|