; "UpgradeComplete" (Upgrade with no other voice completed)
; "CastleBreached" (A castle went from walls-all-the-way-around to wall-is-rubble)
; "AllyDefeated" (MP: Ally defeated)
; "EnemyDefeated" (MP: Enemy defeated)
; "EnemyCampDestroyed" (An enemy camp was destroyed by local player [Default: Can be overriden in the keep's CastleMemberBehavior module])
; "CampDestroyed" (Local player's camp was destroyed [Default: Can be overriden in the keep's CastleMemberBehavior module])
; "AllyCampDestroyed" (Ally's camp was destroyed [Default: Can be overriden in the keep's CastleMemberBehavior module])
; "BuildQueuePausedDueToCPLimit" (The player is out of command points, but still had units in the queue. The units have stopped building until s/he gets more command points)
; "CannotBuildDueToCPLimit" (User clicked on a button which is disabled because they don't have command points to build the object.)
; "BuildQueuePausedDueToFunds" (OBSOLETE SINCE WE CUT AMORTIZATION Was: The player is out of money, but still had units in the queue. The units have stopped building until s/he gets more money)
; "CannotBuildDueToFunds" (User clicked on a button which is disabled because they don't have enough money to build the object.)
; "BuildingBeingStolen" (The enemy is in the process of capturing one of our buildings)
; "BuildingStolen" (The enemy has taken control of one of our buildings)
; "WorldMustBattle" (War of the Ring: User attempted to push the end phase button, but must resolve battles first)
; "WorldMustRetreat" (War of the Ring: User attempted to push the end phase button, but must choose where to retreat an army first)
; "WorldMustChooseOwner" (War of the Ring: User attempted to push the end phase button, but must choose which player gets ownership of a region first)
; "WorldRegionLostUncontested" (War of the Ring: User lost a region without a fight)
; These events are given parameters and sounds by use of the PredefinedEvaEvent block
; In addition, you can define new Eva events. These are referenced by other INIs. For
; instance, you can define a new Eva event "AragornDie", and then add a line
; to Aragorn's Object definition like "EvaEventDieOwner = AragornDie" to make the Eva event
; play when Aragorn dies. New Eva events are created with the NewEvaEvent block.
; Most sounds are played from the position of the event. You can set AlwaysPlayFromHomeBase = Yes
; to force the sound to come from the home fortress (home region for WotR)
; Default times & priority for both kinds of events are defined by the default event
; in Default\Eva.ini
#define EVA_UNIT_CREATED_PRIORITY 5 ; Params for non-hero created event
#define EVA_UNIT_CREATED_TIME_BETWEEN_EVENTS 10000 ; Params for non-hero created event
#define EVA_UNIT_CREATED_EXPIRATION_TIME 10000 ; Params for non-hero created event
#define EVA_HERO_CREATED_PRIORITY 6 ; Params for hero created event
#define EVA_HERO_CREATED_TIME_BETWEEN_EVENTS 10000 ; Params for hero created event
#define EVA_HERO_CREATED_EXPIRATION_TIME 10000 ; Params for hero created event
#define EVA_RING_HERO_CREATED_PRIORITY 8 ; Params for ring hero created event
#define EVA_RING_HERO_CREATED_TIME_BETWEEN_EVENTS 10000 ; Params for ring hero created event
#define EVA_RING_HERO_CREATED_EXPIRATION_TIME 20000 ; Params for ring hero created event
#define EVA_HERO_HELP_ME_PRIORITY 7 ; Params for hero "Help me" event
#define EVA_HERO_HELP_ME_TIME_BETWEEN_EVENTS 30000 ; Params for hero "Help me" event
#define EVA_HERO_HELP_ME_EXPIRATION_TIME 10000 ; Params for hero "Help me" event
#define EVA_RING_HERO_HELP_ME_PRIORITY 8 ; Params for ring hero "Help me" event
#define EVA_RING_HERO_HELP_ME_TIME_BETWEEN_EVENTS 30000 ; Params for ring hero "Help me" event
#define EVA_RING_HERO_HELP_ME_EXPIRATION_TIME 20000 ; Params for ring hero "Help me" event
#define EVA_BUILDING_COMPLETE_PRIORITY 6 ; Params for building finished construction event
#define EVA_BUILDING_COMPLETE_TIME_BETWEEN_EVENTS 1000 ; Params for building finished construction event. Short because we want 2 buildings to announce twice
#define EVA_BUILDING_COMPLETE_EXPIRATION_TIME 10000 ; Params for building finished construction event
TimeBetweenEventsMS = 60000 ;1 minute. Don't play more often than this
ExpirationTimeMS = 15000 ;15 seconds. If Eva is busy, hold the event this long before giving up
QuietTimeMS = 10000 ;Event must not be reported to Eva for 10 seconds before it can play. E.g. we must be below our CP limit for 10 seconds before re-announcing
AlwaysPlayFromHomeBase = Yes ; Global event
CountAsJumpToLocation = No ; This is basically a global event
; List the sound each side should hear when this event occurs
TimeBetweenEventsMS = 60000 ;1 minute. Don't play more often than this
ExpirationTimeMS = 15000 ;15 seconds. If Eva is busy, hold the event this long before giving up
QuietTimeMS = 10000 ;Event must not be reported to Eva for 10 seconds before it can play. E.g. we must be in the money for 10 seconds before re-announcing
AlwaysPlayFromHomeBase = Yes ; Global event
CountAsJumpToLocation = No ; This is basically a global event
; List the sound each side should hear when this event occurs
EnemySightedMaxVoicePositionScanRange = 1100 ; Maximum distance to look for an object to play EnemyUnitSighted/EnemyCampSighted from
EnemyCampDestroyedDamageTimeoutMS = 3000 ; I must have damaged the enemy camp within the last 3 seconds to get a EnemyCampDestroyed event
FriendlyCampDestroyedDamageTimeoutMS = 6000 ; If my camp was not damaged (by anyone else) within the last 6 seconds, I don't get a CampDestroyed (and my allies don't get AllyCampDestroyed). To avoid CampDestroyed when selling econ plots.
; Jump-to control. These control the behavior of the spacebar.
MaxMillisecondsToKeepJumpToEvents = 60000 ; How long to keep around a jump-to event
MaxMillisecondsBeforeResettingLastJumpTo = 2000 ; How close together spacebar presses must be to count as "cycling through the events" After this much time, the spacebar just goes to the most recent event.
MinDistanceBetweenJumpToEvents = 400 ; If two consecutive events are closer than this distance, the earlier one is killed when the later one becomes a jump-to event