CvEventManager: Difference between revisions

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(Started file, added a few functions- from my BTS event manager)
 
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The '''CvEventManager''' file controls what happens during events that occur in the game. These aren't events like Beyond the Sword random events but rather events like a unit moving, a turn beginning, or a nuclear explosion occuring.
The '''CvEventManager''' file controls what happens during events that occur in the game. These aren't events like Beyond the Sword random events but rather events like a unit moving, a turn beginning, or a nuclear explosion occuring. Some of the functions in this file are disabled in Beyond the Sword with [[PythonCallbackDefines]].xml- for a list of which functions, see that page.


The Python files are written in the python programming language.  They can be edited in a text editor such as notepad or in a programming editor like Python's IDLE.
The Python files are written in the python programming language.  They can be edited in a text editor such as notepad or in a programming editor like Python's IDLE.


<font color=red>This page is missing information.
<font color=red>This page is missing information. Do not remove this notice until it is complete.</font>
Do not remove this notice until it is complete.</font>


==Functions==
==Functions==


Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders.
Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders. All these functions are in the class CvEventManager.
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
Line 14: Line 13:
! style="background:#efefef;" | Parameters
! style="background:#efefef;" | Parameters
! style="background:#efefef;" | Description
! style="background:#efefef;" | Description
|-
!def _init_()
|self
|Initializes variables in file
|-
!def handleEvent()
|self, argsList
|Event Manager entry point
|-
!def beginEvent()
|self, context, argsList=-1
|Begins an event
|-
!def applyEvent()
|self, argsList (context, playerID, netUserData, popupReturn)
|Applies the effects of an event
|-
!def reportEvent()
|self, entry, context, argsList
|Records an event to Events.log
|-
!def onKdbEvent()
|self, argsList (eventType, key, mx, my, px, py)
|Handles the pressing of a key
|-
!def onModNetMessage()
|self, argsList (iData1, iData2, iData3, iData4, iData5)
|Called whenever CyMessageControl().sendModNetMessage is called
|-
!def onInit()
|self, argsList
|Called whenever Civilization starts up
|-
|-
!def onUpdate()
!def onUpdate()
|self, argsList (fDeltaTime)
|self, argsList (fDeltaTime)
|Called every frame (disabled in BTS with PythonCallbackDefines.xml)
|Called every frame
|-
|-
!def onWindowActivation()
!def onWindowActivation()
Line 74: Line 105:
|self, argsList (iWinner, iLoser)
|self, argsList (iWinner, iLoser)
|Called after combat
|Called after combat
|-
!def onCombatLogCalc()
|self, argsList (genericArgs)
|Not sure
|-
!def onCombatLogHit()
|self, argsList (genericArgs)
|Not sure
|-
!def onImprovementBuilt()
|self, argsList (iImprovement, iX, iY)
|Called when an improvement is built
|-
!def onImprovementDestroyed()
|self, argsList (iImprovement, iOwner, iX, iY)
|Called when an improvement is destroyed
|-
!def onRouteBuilt()
|self, argsList (iRoute, iX, iY)
|Called when a route is built
|-
!def onPlotRevealed()
|self, argsList (pPlot, iTeam)
|Called when a plot is revealed to a team
|-
!def onPlotFeatureRemoved()
|self, argsList (pPlot, iFeatureType, pCity)
|Called when a feature is removed on a plot
|-
!def onPlotPicked()
|self, argsList (pPlot)
|Called when a plot is picked
|-
!def onNukeExplosion()
|self, argsList (pPlot, pNukeUnit)
|Called when a nuke explodes or a meltdown occurs
|-
!def onGotoPlotSet()
|self, argsList (pPlot, iPlayer)
|Not sure
|-
!def onBuildingBuilt()
|self, argsList (pCity, iBuildingType)
|Called when a building is built
|-
!def onProjectBuilt()
|self, argsList (pCity, iProjectType)
|Called when a project is completed
|-
!def onSelectionGroupPushMission()
|self, argsList (eOwner, eMission, iNumUnits, listUnitIDs)
|Called when a mission is pushed for a unit or group of units
|-
!def onUnitMove()
|self, argsList (pPlot, pUnit, pOldPlot)
|Called when a unit moves onto a new plot
|-
!def onUnitSetXY()
|self, argsList (pPlot, pUnit)
|Called when a unit's coords are set manually
|-
!def onUnitCreated()
|self, argsList (unit)
|Called when a unit is created
|-
!def onUnitBuilt()
|self, argsList (city, unit, player)
|Called when a unit is built in a city
|-
!def onUnitKilled()
|self, argsList (unit, iAttacker)
|Called when a unit is killed by another unit
|-
!def onUnitLost()
|self, argsList (unit)
|Called when a unit dies
|-
!def onUnitPromoted()
|self, argsList (pUnit, iPromotion)
|Called when a unit is promoted
|-
!def onUnitSelected()
|self, argsList (unit)
|Called when a unit is selected
|-
!def onUnitRename()
|self, argsList (unit)
|Called when a unit is renamed
|-
!def onUnitPillage()
|self, argsList(pUnit, iImprovement, iRoute, iOwner)
|Called when a unit pillages an improvement or route
|-
!def onUnitSpreadReligionAttempt()
|self, argsList(pUnit, iReligion, bSuccess)
|Called when a unit attempts to spread a religion to a city
|-
!def onUnitGifted()
|self, argsList(pUnit, iGiftingPlayer, pPlotLocation)
|Called when a unit is gifted from a player to another
|-
!def onUnitBuildImprovement()
|self, argsList(pUnit, iBuild, bFinished)
|Called when a unit begins to build an improvement
|-
!def onGoodyReceived()
|self, argsList(iPlayer, pPlot, pUnit, iGoodyType)
|Called when a unit gets something at a goody hut
|-
!def onGreatPersonBorn()
|self, argsList(pUnit, iPlayer, pCity)
|Called when a Great Person is born in a city
|-
!def onTechAcquired()
|self, argsList(iTechType, iTeam, iPlayer, bAnnounce)
|Called when a player acquires a tech
|-
!def onTechSelected()
|self, argsList(iTechType, iPlayer)
|Called when a player selects a tech to research
|-
!def onReligionFounded()
|self, argsList(iReligion, iFounder)
|Called when a player founds a religion
|-
!def onReligionSpread()
|self, argsList(iReligion, iOwner, pSpreadCity)
|Called when a religion spreads to a city
|-
!def onReligionRemove()
|self, argsList(iReligion, iOwner, pRemoveCity)
|Called when a religion is removed from a city
|-
!def onCorporationFounded()
|self, argsList(iCorporation, iFounder)
|Called when a player founds a corporation
|-
!def onCorporatationSpread()
|self, argsList(iCorporation, iOwner, pSpreadCity)
|Called when a corporation spreads to a city
|-
!def onCorporationRemove()
|self, argsList(iCorporation, iOwner, pRemoveCity)
|Called when a corporation is removed from a city
|-
!def onGoldenAge()
|self, argsList(iPlayer)
|Called when a player begins a golden age
|-
!def onEndGoldenAge()
|self, argsList(iPlayer)
|Called when a player ends a golden age
|-
!def onChangeWar()
|self, argsList(bIsWar, iTeam, iRivalTeam)
|Called when either war or peace is declared between two teams
|-
!def onChat()
|self, argsList(chatMessage)
|Called when a chat message is sent
|-
!def onSetPlayerAlive()
|self, argsList(iPlayerID, bNewValue)
|Called when a player's status is set to "alive"
|-
!def onPlayerChangeStateReligion
|self, argsList(iPlayer, iNewReligion, iOldReligion)
|Called when a player changes the state religion
|-
!def onPlayerGoldTrade
|self, argsList(iFromPlayer, iToPlayer, iGoldAmount)
|Called when a player trades gold with another player
|-
!def onCityBuilt
|self, argsList(city)
|Called when a player builds a city
|-
!def onCityRazed
|self, argsList(city, iPlayer)
|Called when a player razes a city
|-
!def onCityAcquired
|self, argsList(iPreviousOwner, iNewOwner, pCity, bConquest, bTrade)
|Called when a player acquires a city through any means
|-
!def onCityAcquiredAndKept
|self, argsList(iOwner, pCity)
|Called when a player acquires a city and keeps it
|-
!def onCityLost
|self, argsList(city, player)
|Called when a player loses a city
|-
!def onCultureExpansion
|self, argsList(pCity, iPlayer)
|Called when a city's culture expands
|-
!def onCityGrowth
|self, argsList(pCity, iPlayer)
|Called when a city grows
|-
!def onCityDoTurn
|self, argsList(pCity, iPlayer)
|Called every turn for every city
|-
!def onCityBuildingUnit
|self, argsList(pCity, iUnitType)
|Called when a city begins building a unit
|-
!def onCityBuildingBuilding
|self, argsList(pCity, iBuildingType)
|Called when a city begins building a building
|-
!def onCityRename
|self, argsList(pCity)
|Called when a city is renamed
|-
!def onCityHurry
|self, argsList(pCity, iHurryType)
|Called when a city hurries production
|-
!def onVictory
|self, argsList(iTeam, iVictory)
|Called when a team wins the game
|-
!def onVassalState
|self, argsList(iMaster, iVassal, bVassal)
|Called when a team is vassalized or gains independence
|-
!def onGameUpdate
|self, argsList(genericArgs[turnSlice])
|Called on every "game turn slice"
|-
!def onMouseEvent
|self, argsList(eventType, mx, my, px, py, interfaceConsumed, screens)
|Not sure
|-
!def _eventEventCityNameBegin
|self, city, bRename
|Creates a popup to name or rename a city
|-
!def _eventEventCityNameApply
|self, playerID, userData(iCityID, bRename), popupReturn
|Changes the name of a city
|-
!def _eventEditCityBegin
|self, argsList(px, py)
|Begins the editing of a city in Worldbuilder
|-
!def _eventEditCityApply
|self, playerID, userData, popupReturn
|The edit city event in Worldbuilder
|-
!def _eventPlaceObjectBegin
|self, argsList
|Begins the place object function in Worldbuilder
|-
!def _eventPlaceObjectApply
|self, playerID, userData, popupReturn
|The place object event in Worldbuilder
|-
!def _eventAwardTechsAndGoldBegin
|self, argsList
|An event that awards gold and technologies
|-
!def _eventAwardTechsAndGoldApply
|self, playerId, netUserData, popupReturn
|An event that awards gold and technologies
|-
!def _eventShowWonderBegin
|self, argsList
|Shows the wonder movie after building a wonder
|-
!def _eventShowWonderApply
|self, playerID, netUserData, popupReturn)
|Shows the wonder movie after building a wonder
|-
!def _eventEditUnitNameBegin
|self, argsList(pUnit)
|Creates a popup to rename a unit
|-
!def _eventEditUnitNameApply
|self, playerID, userData, popupReturn
|The event to let you rename a unit
|-
!def _eventWBAllPlotsPopupBegin
|self, argsList
|An event that reveals all plots in Worldbuilder
|-
!def _eventWBAllPlotsPopupApply
|self, playerID, userData, popupReturn
|An event that reveals all plots in Worldbuilder
|-
!def _eventWBLandmarkPopupBegin
|self, argsList
|Creates a popup to label a plot with a landmark tag
|-
!def _eventWBLandmarkPopupApply
|self, playerID, userData, popupReturn
|Labels a plot with a landmark tag
|-
!def _eventWBScriptPopupBegin
|self, argsList
|Not sure
|-
!def _eventWBScriptPopupApply
|self, playerID, userData, popupReturn
|Not sure
|-
!def _eventWBStartYearPopupBegin
|self, argsList
|Not sure
|-
!def _eventWBStartYearPopupApply
|self, playerID, userData, popupReturn
|Not sure
|-
|}
|}


==Example==
==Example==


This example is a quick idea of what you can do with functions in this file.  
This example is a quick idea of what you can do with functions in this file. It causes the "Do you want to change civics" popup to occur.


  <insert code example from actual Python file>
def onEndPlayerTurn(self, argsList):
'Called at the end of a players turn'
iGameTurn, iPlayer = argsList
if (gc.getGame().getElapsedGameTurns() == 1):
if (gc.getPlayer(iPlayer).isHuman()):
if (gc.getPlayer(iPlayer).canRevolution(0)):
popupInfo = CyPopupInfo()
popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_CHANGECIVIC)
popupInfo.addPopup(iPlayer)


{{Civ4_Python_Files}}
{{Civ4_Python_Files}}

Latest revision as of 21:22, 9 December 2009

The CvEventManager file controls what happens during events that occur in the game. These aren't events like Beyond the Sword random events but rather events like a unit moving, a turn beginning, or a nuclear explosion occuring. Some of the functions in this file are disabled in Beyond the Sword with PythonCallbackDefines.xml- for a list of which functions, see that page.

The Python files are written in the python programming language. They can be edited in a text editor such as notepad or in a programming editor like Python's IDLE.

This page is missing information. Do not remove this notice until it is complete.

Functions

Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders. All these functions are in the class CvEventManager.

Function Parameters Description
def _init_() self Initializes variables in file
def handleEvent() self, argsList Event Manager entry point
def beginEvent() self, context, argsList=-1 Begins an event
def applyEvent() self, argsList (context, playerID, netUserData, popupReturn) Applies the effects of an event
def reportEvent() self, entry, context, argsList Records an event to Events.log
def onKdbEvent() self, argsList (eventType, key, mx, my, px, py) Handles the pressing of a key
def onModNetMessage() self, argsList (iData1, iData2, iData3, iData4, iData5) Called whenever CyMessageControl().sendModNetMessage is called
def onInit() self, argsList Called whenever Civilization starts up
def onUpdate() self, argsList (fDeltaTime) Called every frame
def onWindowActivation() self, argsList (bActive) Called when the game window activates or deactivates
def onUnInit() self, argsList Called before Civ shuts down
def onPreSave() self, argsList Called before the game is saved
def onSaveGame() self, argsList Returns the name of the save game
def onLoadGame() self, argsList Called on the loading of the game
def onGameStart() self, argsList Called on the start of the game
def onGameEnd() self, argsList Called at the end of the game
def onBeginGameTurn() self, argsList (iGameTurn) Called at the beginning of the end of each turn
def onEndGameTurn() self, argsList (iGameTurn) Called at the end of the end of each turn
def onBeginPlayerTurn() self, argsList (iGameTurn, iPlayer) Called at the beginning of a player's turn
def onEndPlayerTurn() self, argsList (iGameTurn, iPlayer) Called at the end of a player's turn
def onEndTurnReady() self, argsList (iGameTurn) Called when the turn is ready to end
def onFirstContact() self, argsList (iTeamX, iHasMetTeamY) Called when one team meets another team
def onCombatResult() self, argsList (iWinner, iLoser) Called after combat
def onCombatLogCalc() self, argsList (genericArgs) Not sure
def onCombatLogHit() self, argsList (genericArgs) Not sure
def onImprovementBuilt() self, argsList (iImprovement, iX, iY) Called when an improvement is built
def onImprovementDestroyed() self, argsList (iImprovement, iOwner, iX, iY) Called when an improvement is destroyed
def onRouteBuilt() self, argsList (iRoute, iX, iY) Called when a route is built
def onPlotRevealed() self, argsList (pPlot, iTeam) Called when a plot is revealed to a team
def onPlotFeatureRemoved() self, argsList (pPlot, iFeatureType, pCity) Called when a feature is removed on a plot
def onPlotPicked() self, argsList (pPlot) Called when a plot is picked
def onNukeExplosion() self, argsList (pPlot, pNukeUnit) Called when a nuke explodes or a meltdown occurs
def onGotoPlotSet() self, argsList (pPlot, iPlayer) Not sure
def onBuildingBuilt() self, argsList (pCity, iBuildingType) Called when a building is built
def onProjectBuilt() self, argsList (pCity, iProjectType) Called when a project is completed
def onSelectionGroupPushMission() self, argsList (eOwner, eMission, iNumUnits, listUnitIDs) Called when a mission is pushed for a unit or group of units
def onUnitMove() self, argsList (pPlot, pUnit, pOldPlot) Called when a unit moves onto a new plot
def onUnitSetXY() self, argsList (pPlot, pUnit) Called when a unit's coords are set manually
def onUnitCreated() self, argsList (unit) Called when a unit is created
def onUnitBuilt() self, argsList (city, unit, player) Called when a unit is built in a city
def onUnitKilled() self, argsList (unit, iAttacker) Called when a unit is killed by another unit
def onUnitLost() self, argsList (unit) Called when a unit dies
def onUnitPromoted() self, argsList (pUnit, iPromotion) Called when a unit is promoted
def onUnitSelected() self, argsList (unit) Called when a unit is selected
def onUnitRename() self, argsList (unit) Called when a unit is renamed
def onUnitPillage() self, argsList(pUnit, iImprovement, iRoute, iOwner) Called when a unit pillages an improvement or route
def onUnitSpreadReligionAttempt() self, argsList(pUnit, iReligion, bSuccess) Called when a unit attempts to spread a religion to a city
def onUnitGifted() self, argsList(pUnit, iGiftingPlayer, pPlotLocation) Called when a unit is gifted from a player to another
def onUnitBuildImprovement() self, argsList(pUnit, iBuild, bFinished) Called when a unit begins to build an improvement
def onGoodyReceived() self, argsList(iPlayer, pPlot, pUnit, iGoodyType) Called when a unit gets something at a goody hut
def onGreatPersonBorn() self, argsList(pUnit, iPlayer, pCity) Called when a Great Person is born in a city
def onTechAcquired() self, argsList(iTechType, iTeam, iPlayer, bAnnounce) Called when a player acquires a tech
def onTechSelected() self, argsList(iTechType, iPlayer) Called when a player selects a tech to research
def onReligionFounded() self, argsList(iReligion, iFounder) Called when a player founds a religion
def onReligionSpread() self, argsList(iReligion, iOwner, pSpreadCity) Called when a religion spreads to a city
def onReligionRemove() self, argsList(iReligion, iOwner, pRemoveCity) Called when a religion is removed from a city
def onCorporationFounded() self, argsList(iCorporation, iFounder) Called when a player founds a corporation
def onCorporatationSpread() self, argsList(iCorporation, iOwner, pSpreadCity) Called when a corporation spreads to a city
def onCorporationRemove() self, argsList(iCorporation, iOwner, pRemoveCity) Called when a corporation is removed from a city
def onGoldenAge() self, argsList(iPlayer) Called when a player begins a golden age
def onEndGoldenAge() self, argsList(iPlayer) Called when a player ends a golden age
def onChangeWar() self, argsList(bIsWar, iTeam, iRivalTeam) Called when either war or peace is declared between two teams
def onChat() self, argsList(chatMessage) Called when a chat message is sent
def onSetPlayerAlive() self, argsList(iPlayerID, bNewValue) Called when a player's status is set to "alive"
def onPlayerChangeStateReligion self, argsList(iPlayer, iNewReligion, iOldReligion) Called when a player changes the state religion
def onPlayerGoldTrade self, argsList(iFromPlayer, iToPlayer, iGoldAmount) Called when a player trades gold with another player
def onCityBuilt self, argsList(city) Called when a player builds a city
def onCityRazed self, argsList(city, iPlayer) Called when a player razes a city
def onCityAcquired self, argsList(iPreviousOwner, iNewOwner, pCity, bConquest, bTrade) Called when a player acquires a city through any means
def onCityAcquiredAndKept self, argsList(iOwner, pCity) Called when a player acquires a city and keeps it
def onCityLost self, argsList(city, player) Called when a player loses a city
def onCultureExpansion self, argsList(pCity, iPlayer) Called when a city's culture expands
def onCityGrowth self, argsList(pCity, iPlayer) Called when a city grows
def onCityDoTurn self, argsList(pCity, iPlayer) Called every turn for every city
def onCityBuildingUnit self, argsList(pCity, iUnitType) Called when a city begins building a unit
def onCityBuildingBuilding self, argsList(pCity, iBuildingType) Called when a city begins building a building
def onCityRename self, argsList(pCity) Called when a city is renamed
def onCityHurry self, argsList(pCity, iHurryType) Called when a city hurries production
def onVictory self, argsList(iTeam, iVictory) Called when a team wins the game
def onVassalState self, argsList(iMaster, iVassal, bVassal) Called when a team is vassalized or gains independence
def onGameUpdate self, argsList(genericArgs[turnSlice]) Called on every "game turn slice"
def onMouseEvent self, argsList(eventType, mx, my, px, py, interfaceConsumed, screens) Not sure
def _eventEventCityNameBegin self, city, bRename Creates a popup to name or rename a city
def _eventEventCityNameApply self, playerID, userData(iCityID, bRename), popupReturn Changes the name of a city
def _eventEditCityBegin self, argsList(px, py) Begins the editing of a city in Worldbuilder
def _eventEditCityApply self, playerID, userData, popupReturn The edit city event in Worldbuilder
def _eventPlaceObjectBegin self, argsList Begins the place object function in Worldbuilder
def _eventPlaceObjectApply self, playerID, userData, popupReturn The place object event in Worldbuilder
def _eventAwardTechsAndGoldBegin self, argsList An event that awards gold and technologies
def _eventAwardTechsAndGoldApply self, playerId, netUserData, popupReturn An event that awards gold and technologies
def _eventShowWonderBegin self, argsList Shows the wonder movie after building a wonder
def _eventShowWonderApply self, playerID, netUserData, popupReturn) Shows the wonder movie after building a wonder
def _eventEditUnitNameBegin self, argsList(pUnit) Creates a popup to rename a unit
def _eventEditUnitNameApply self, playerID, userData, popupReturn The event to let you rename a unit
def _eventWBAllPlotsPopupBegin self, argsList An event that reveals all plots in Worldbuilder
def _eventWBAllPlotsPopupApply self, playerID, userData, popupReturn An event that reveals all plots in Worldbuilder
def _eventWBLandmarkPopupBegin self, argsList Creates a popup to label a plot with a landmark tag
def _eventWBLandmarkPopupApply self, playerID, userData, popupReturn Labels a plot with a landmark tag
def _eventWBScriptPopupBegin self, argsList Not sure
def _eventWBScriptPopupApply self, playerID, userData, popupReturn Not sure
def _eventWBStartYearPopupBegin self, argsList Not sure
def _eventWBStartYearPopupApply self, playerID, userData, popupReturn Not sure

Example

This example is a quick idea of what you can do with functions in this file. It causes the "Do you want to change civics" popup to occur.

	def onEndPlayerTurn(self, argsList):
		'Called at the end of a players turn'
		iGameTurn, iPlayer = argsList
		
		if (gc.getGame().getElapsedGameTurns() == 1):
			if (gc.getPlayer(iPlayer).isHuman()):
				if (gc.getPlayer(iPlayer).canRevolution(0)):
					popupInfo = CyPopupInfo()
					popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_CHANGECIVIC)
					popupInfo.addPopup(iPlayer)


CvAdvisorUtilsCvCameraControlsCvDebugToolsCvDefineEditorCvDiplomacyCvEventManagerCvGameUtilsCvMagGeneratorUtilCvPerfTestCvQuestManagerCvScreenUtilsCvUtilDomPyHelpersPyHelpersScreenImputvector

_DebugTools; PitBoss:

AudioLogParserPbAdminPbWizard

EntryPoints:

CvAppInterfaceCvDebugInterfaceCvDiplomacyInterfaceCvEventInterfaceCvGameInterfaceCvGameInterfaceFileCvMapScriptInterfaceCvOptionScreenCallbackInterfaceCvPopupInterfaceCvRandomEventInterfaceCvScreensInterfaceCvScreenUtilsInterfaceCvTranslatorCvUnitControlInterfaceCvWBInterfacePbMain

pyHelper; pyUnit; pyWB:

PopupUnitUnitEntityCvUnitControllerCvWBDescCvWBPopups

Screens:

CvAdvisorScreenCvCivicsScreenCvCorporationAdvisorCvDanQuayleCvDawnOfManCvDebugInfoScreenCvDomesticAdvisorCvEraMovieScreenCvEspionageAdvisorCvExoticForeignAdvisorCvFinanceAdvisorCvForeignAdvisorCvGFCScreenCvHallOfFameScreenCvInfoScreenCvIntroMovieScreenCvMainInterfaceCvMilitaryAdvisorCvOptionsScreenCvPediaBonusCvPediaBuildingCvPediaCivicCvPediaCivilizationCvPediaCorporationCvPediaFeatureCvPediaHistoryCvPediaImprovementCvPediaLeaderCvPediaMainCvPediaProjectCvPediaPromotionCvPediaReligionCvPediaScreenCvPediaSpecialistCvPediaTechCvPediaTerrainCvPediaUnitCvPediaUnitChartCvReligionScreenCvReplayScreenCvScreenCvScreenEnumsCvSpaceShipScreenCvTechChooserCvTechSplashScreenCvTopCivsCvTutorialQuestScreenCvUNVictoryScreenCvVictoryMovieScreenCvVictoryScreenCvWonderMovieScreenCvWorldBuilderDiplomacyScreenCvWorldBuilderScreenIconGridTechTree

Note: this list is for Beyond the Sword 3.19; other versions may not have all these files.