Triggers and Events
Wahnsinniger has compiled this extensive list of all the triggers and events available in the Stronghold 2 map editor, along with descriptions of the more non-obvious ones. For examples of scripted events, please look here.
Note: Banners and Markers are interchangeable terms. They are those things you put down in the map editor. They come in 4 different colors (Red Green Blue Yellow), and can be of numbers 1-8.
Triggers
Always: This will always happen. (In truth, it will happen AS SOON as possible. Thus if you set 'Win' to Always, you will as soon as you start the map.Goods Acquired: Happens as soon as you have all the goods specified.
Gold Acquired: Just like goods, only gold.
Honor Acquired: Just like gold, only honor.
No Food in a Granary: Happens if there is no food in the Granary in the Estate specified by the Banner.
No Gong in Your Estates
No Rats in Your Estates
No Criminals in Your Estates
Enemy Goods Acquired: Happens if the specified enemy gathers the specified goods. (I.e. in the Path of Peace you have to build 100 swords before Edwin does).
Enemy Gold Acquired
Enemy Honor Acquired
Attain Population
No People Left
No Enemy on Map
No Enemy Troops on Map: Happens if none of your "Enemies'" troops are left on the map.
No Enemy or Invasions Left
All Your Troops Dead
Percent of Troops Lost: Happens if the specified player has lost x% of their Troops. I don't know if this includes scripted invasions.
Recruit Archers: Happens if you recruit x number of archers. (In mission 3 of the Path of Peace?)
Your Lord Dies: Well this one is quite obvious.
Lord Damaged
All the Enemy Lords are Dead
Enemy Lord Dead
Rescue Lord
Multiple Lords Dead
Player Kills Lord X
Other Lord Kills Lord Y
Destroy Outlaw Camp: Despite that fact that it's singular, this happens if the player destroys ALL outlaw camps on the map.
Breach Enemy's Castle Walls
Get Some Troops Close to Enemy Land
Get Many Troops Close to Enemy Land
Lift Siege
Enemies are Near a Marker: Happens if any enemy troops are near the specified marker (and specified radius).
Current Quest Status: Happens if the specified quests (A B and/or C) have been completed
Quest Not Complete: Happens if the specified quest is not complete. (Also includes failed quests)
Single Quest Complete: Happens if the specified quest was successful.
Number of Quests Complete: Happens if the specified number of quests is complete (0-3?)
Quest Failed: Happens if the specified quest has failed (excluding "Not Complete").
After Briefing
No Messages Playing
Building Site Complete
Building Site Percent Complete
Control a Number of Estates: Happens if you control the specified number of estates (or more)
No Bears Left on Map: Happens if there are no bears left on map, durrr......
No Wolves Left on Map: Happens if there are no wolves left on map.
Events
Win: You Win the Map. YA! Callooh! Callay!
Lose: You lose the map. Loser.
Invasion: Allows you to create a custom invasion. You can specify the near-exact numbers of troops you want, which player owns it, where it begins and attacks, who it is attaching/reinforcing, and whether or not the invasion repeats.
Stop Invasion: This stops all specified invasions. (Which player, and repeating or not). I do not believe it prevents any future invasions from occurring (if triggered)
Bear Attack
Create Criminals
Wolf Invasion: The specified number of wolves appear at the specified marker, and attack the other specified marker.
Set Wolves to Defensive: This makes all the wolves pacify. They will not move around unless an intruder is very close to them, only then will they attack (or if they're shot with arrows).
Bad Weather
Wheat Disease
Apple Blight
Hop Weevil
Vine Rot
Swine Fever
Mad Cow Disease
Lost Sheep
Maintain Minimum Food Level: This keeps the granary in the specified estate at the indicated minimum level. This is useful in invasion/battle maps so that during the battle you don't hear "no food distributed this month" and such.
Plague of Rats
Gong Infestation
Start Fires
Set all Buildings on Fire
Witchcraft
Peasants Revolt!
Bumper Harvest
Redirect Village Output
Cap Resources
Give Resources
Set Allies: This allows you to set who your friends, enemies, and neutral characters are. I don't know what neutral exactly does. Normally, any characters grouped in "enemies" together will not be hostile towards each other. But, if you right-click on a portrait, it will send them to a 'second' enemies list (right hand of screen in Enemies Row). Enemies in the first list will be hostile towards the second list (and vice-versa)
Move Lord
Take Enemy's Castle: You will now be in control of the enemy's castle estate. Actually, this will essentially switch player and the specified character's places. You will now be in control of the character's estates, castles, and troops, and they will now be in control of yours.
Convert Estate to Village: This takes the estate specified by the marker and turns into a normal 'neutral' estate. At least I think it's neutral. Furthermore, I think this only affects castle estates.
Quest (Complete): This causes the specified quest to be considered successful/complete.
Quest Failed: This causes the specified quest to be failed.
Enter Briefing: This is the same as hitting the objectives button in-game. Doesn't allow you to enter in instructions. Sadly.
Set Available Troop Types: Here, you can specify which troops you want the player to be able to recruit. If the player gains them through other means, this has no effect on them.
Gong Production: Here you can set gong production from very high to off. Off is for making the player not have to deal with gong.
Rat Production: This works the same as gong production.
Frequency of Disease
Crime Rate: This works the same as gong production, but instead it's in percentages.
Outlaw Production: This specifies how fast outlaws are created from "Outlaw Camp" buildings.
Wolf Spawn Rate: This specifies how fast wolves breed. NOTE: If this is set to OFF, then DON'T attack Wolves. Wolves with spawn rate of OFF will spawn EXPLOSIVELY when attacked. I don't know if this is a bug or a feature.
Limit Weapon Production: This is useful for limiting which weapons the player can Produce (i.e. the player can only create spearmen, so you don't want them wasting time by having pole turners producing halberds).
Set Number of Campfire Peasants: You can use this set the maximum number of peasants that can gather around a campfire. Several people have noticed, however, that setting this to "Zero" doesn't work. Peasants will continue to gather, so you cannot use this to disable population.
Building Sites
Give Lord Full Peasants
Kill Off all Wolves
Kill Off all Lords Troops
Control Lord's AI: I'm not sure of all this can do. I know you can use it to disable AI. Normally, if you give "Sir Matthew" a castle estate, he'll be aggressive. He'll be recruiting troops, buying land, and probably invading his enemies. However, if you use 'Control Lords AI' and disable "Sir Matthew", he will now act like no more than a neutral village estate. He probably won't even build any more buildings.
Control Gatehouses
AI Troops Charge if Aggressive
AI Troops Retreat
Pause Sieges
Set Rank: Obviously this sets the player's rank during the mission/campaign. However, since you (the designer) can specify which building the player can build, it seems rather unnecessary.
Set Honor: Sets the players honor to a specific amount.
Give Honor: Gives the player a specific amount of honor (in addition to what he already has).
Give Gold: Same as previous, but with gold.
Move Ship Moves a ship across the map, instructions can be found here.
Time until Final Invasion
*) denotes a former staff member.
