Added if-rescued-near-unit

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jsalmon3 2002-06-25 15:35:05 +00:00
parent 5fb2f87a81
commit 0c9a082380

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@ -113,32 +113,36 @@ For the following syntax I use:
o player has the most quantity of unit-type near to unit-type
Which unit and how many units must the player at most have near to
an other unit for the action.
(if-rescued-near-unit <player> <op> <quantity> <unit> <unit>)
o player has the quantity of rescued unit-type near to unit-type
Which rescued unit and how many units must the player have near to a
unit for the action.
(if-deaths <player> <op> <unit>)
o player has quantity of unit dies
Which quantity of the unit must be lost by the player for the
action.
<if-kills <player> <op> <unit>)
(if-kills <player> <op> <unit>)
o player has quantity of unit-type killed
Which quantity of the unit must be killed by the player for the
action.
<if-kills-least <player> <op> <unit>)
(if-kills-least <player> <op> <unit>)
o player has the least quantity of unit-type killed
The player has killed the quantity of the unit at least for the
action.
<if-kills-most <player> <op> <unit>)
(if-kills-most <player> <op> <unit>)
o player has the most quantity of unit killed
The player has killed the quantity of the unit at most for the action.
<if-score <player> <op> <quantity>)
(if-score <player> <op> <quantity>)
o player has the quantity of score
If the player reaches the quantity of score the action is executed.
(if-opponents <player> <op> <quantity>)
o player has quantity opponents remaining in game
If less than quantity opponents of the player remaining in game the
action is executed.
<if-elapsed <op> <quantity>)
(if-elapsed <op> <quantity>)
o game run for duration
If the game run for the duration game cycles the action is executed.
<if-timer <op> <quantity>)
(if-timer <op> <quantity>)
o countdown timer reaches quantity
If the countdown timer reaches quantity the action is executed.