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	<updated>2026-04-09T13:47:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.warzone.com/wiki/index.php?title=Mega_Games&amp;diff=7578</id>
		<title>Mega Games</title>
		<link rel="alternate" type="text/html" href="https://www.warzone.com/wiki/index.php?title=Mega_Games&amp;diff=7578"/>
		<updated>2026-02-17T19:01:02Z</updated>

		<summary type="html">&lt;p&gt;StereoTunic9039: Details about the cost, also, the option shows with less than 300 coins, I have 188 and the game shows it to me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mega Games&#039;&#039;&#039; are Warzone Classic multi-player games that can involve more than 40 players.&lt;br /&gt;
&lt;br /&gt;
Mega Games work just like normal games with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
* In order to ensure every player’s territories look different on the map, new colors have been added that have patterns on them, such as horizontal lines, vertical lines, squares, circles, triangles, etc.&lt;br /&gt;
* Mega Games automatically use open seats for filling all seats. Therefore, you can’t create a private one&lt;br /&gt;
* Open seats never expire on Mega Games, so the game won’t ever expire from the Open Games list until it fills. The creator of a Mega Game can always start it early by using the Start Game button if they don’t want to wait for it to fill&lt;br /&gt;
* Mega Games are automatically advertised on the Multi-Player Dashboard page, so they should get a lot of visibility to help them fill quickly&lt;br /&gt;
* No fixed teams: they must either be an FFA or use random teams&lt;br /&gt;
* If a custom scenario is used, it must use &amp;quot;randomized slots&amp;quot; feature to ensure that the game creator does not get any advantage over others.&lt;br /&gt;
* Only mods approved for mega games may be included.  Unlike a normal game, if mods are used, anyone may join, even non-members.&lt;br /&gt;
* No coin entry fees. Can still have a coin prize&lt;br /&gt;
* No real-time: They must be multi-day.&lt;br /&gt;
* They cost 200 coins plus 5 per every player over 40 to create, &lt;br /&gt;
&lt;br /&gt;
The option for creating a Mega Game is listed on the normal Create Multi-Player Game page, directly below “Invite via code”. This option only appears if you have at least 100 coins.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Settings]]&lt;/div&gt;</summary>
		<author><name>StereoTunic9039</name></author>
	</entry>
	<entry>
		<id>https://www.warzone.com/wiki/index.php?title=Mod_API_Reference:ClientGame&amp;diff=7568</id>
		<title>Mod API Reference:ClientGame</title>
		<link rel="alternate" type="text/html" href="https://www.warzone.com/wiki/index.php?title=Mod_API_Reference:ClientGame&amp;diff=7568"/>
		<updated>2026-01-03T00:59:31Z</updated>

		<summary type="html">&lt;p&gt;StereoTunic9039: &amp;#039;Map&amp;#039; was present twice, identical, for no apparent reason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ClientGame&#039;&#039;&#039;:  Provides information about a game in Client_ hooks.  Also lets mods view and alter the orders list.&lt;br /&gt;
* &#039;&#039;&#039;Map&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:MapDetails|MapDetails]]&#039;&#039;: Details about the map for this game.&lt;br /&gt;
* &#039;&#039;&#039;Us&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GamePlayer|GamePlayer]]&#039;&#039;: Details about the player who is playing.  Note that this will be &#039;&#039;&#039;nil&#039;&#039;&#039; when a spectator views this game, so be sure to test your mod as spectators if you use this field.&lt;br /&gt;
* &#039;&#039;&#039;Game&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameWL|GameWL]]&#039;&#039;: Details about the game.&lt;br /&gt;
* &#039;&#039;&#039;Settings&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameSettings|GameSettings]]&#039;&#039;: The settings this game uses.&lt;br /&gt;
* &#039;&#039;&#039;LatestStanding&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:GameStanding|GameStanding]]&#039;&#039;: The latest state of the game.&lt;br /&gt;
* &#039;&#039;&#039;GetDistributionStanding&#039;&#039;&#039;: A function used to get the [[Mod API Reference:GameStanding|GameStanding]] during the picking phase of this game.  Pass this function your own callback function which takes a [[Mod API Reference:GameStanding|GameStanding]] as an argument.  For example:   &amp;lt;code&amp;gt;game.GetDistributionStanding(function(standing) print(&#039;got &#039; .. standing) end)&amp;lt;/code&amp;gt;.   Your function will be called with nil if the distribution standing is not available, for example if it&#039;s an automatic distribution game.  In the event of an error, such as lack of an internet connection, your callback will not be called and instead the player will get a &amp;quot;Could not connect&amp;quot; message.&lt;br /&gt;
* &#039;&#039;&#039;GetStanding&#039;&#039;&#039;: A function used to get the [[Mod API Reference:GameStanding|GameStanding]] for any turn of the game.  Pass this function three arguments:  The first argument is an integer representing what turn to get (0 for the start of the game, 1 for the second turn, 2 for the third turn, etc.)   The second argument is how many orders you want from that turn applied into the standing (specify 0 to get the start of the turn).  Third, pass a callback function that will get called with the [[Mod API Reference:GameStanding|GameStanding]].  In the event of an error, such as lack of an internet connection, your callback will not be called and instead the player will get a &amp;quot;Could not connect&amp;quot; message.&lt;br /&gt;
* &#039;&#039;&#039;GetTurn&#039;&#039;&#039;: A function used to get the [[Mod API Reference:GameTurn|GameTurn]] for any turn of the game.  Identical to GetStanding in every way, except that it calls back your function with a [[Mod API Reference:GameTurn|GameTurn]].&lt;br /&gt;
* &#039;&#039;&#039;Orders&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:GameOrder|GameOrder]]&amp;gt;&#039;&#039;: Allows you to read and write the orders that the player is building up in the orders list for the current turn.  You can call this property to see the orders, or assign a list of orders to it to replace the player&#039;s orders with your list.&lt;br /&gt;
* &#039;&#039;&#039;CreateDialog&#039;&#039;&#039;: A function used to create a new dialog on the screen for players to interact with.  Pass a single function callback as a argument to CreateDialog.  Your function callback will be passed the same arguments as the the Client_PresentMenuUI hook, documented at [[Mod Hooks]]&lt;br /&gt;
* &#039;&#039;&#039;SendGameCustomMessage&#039;&#039;&#039;: A function used to send a message to the server, which will be handled by the Server_GameCustomMessage hook as documented at [[Mod Hooks]].  Note that this message is rate-limited to 5 calls every 5 seconds per client to avoid extra tax on the server.    Arguments:&lt;br /&gt;
# &#039;&#039;&#039;waitText&#039;&#039;&#039;: A string identifying what wait message will be displayed to the player as they&#039;re waiting for the server to reply.&lt;br /&gt;
# &#039;&#039;&#039;payload&#039;&#039;&#039;: Data that will be delivered to the Server_GameCustomMessage hook.  Must be a lua table.&lt;br /&gt;
# &#039;&#039;&#039;callback&#039;&#039;&#039;: A function you provide which will be called back when the message is complete.  If the message fails, such as due to a disconnected internet connection or an error in the server hook, this callback will not be invoked.  If it is invoked, it will be passed a single argument of a lua table that the Server_GameCustomMessage hook provided as a return value.&lt;br /&gt;
* &#039;&#039;&#039;HighlightTerritories&#039;&#039;&#039;: A function that will highlight territories on the map, to alert the player about them.  Arguments:&lt;br /&gt;
# &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]]&amp;gt;&amp;gt;&#039;&#039;: The IDs of the territories you wish to highlight.&lt;br /&gt;
* &#039;&#039;&#039;CreateLocatorCircle&#039;&#039;&#039;: A function that will highlight an area of the map, to alert the player to it.   Pass an X,Y argument to determine the location.  You can get the coordinates of territories by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object. Arguments:&lt;br /&gt;
# &#039;&#039;Number&#039;&#039;: The X coordinate.&lt;br /&gt;
# &#039;&#039;Number&#039;&#039;: The Y coordinate.&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>StereoTunic9039</name></author>
	</entry>
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