Advertisement
Guest User

Untitled

a guest
Mar 20th, 2018
146
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
PHP 126.76 KB | None | 0 0
  1. ###################################################
  2. # header_operations.py
  3. # This file cfontains opcode declarations
  4. # DO NOT EDIT THIS FILE!
  5. ###################################################
  6.  
  7. #--------------------------------------------------------------------------
  8. # CONTROL OPERATIONS
  9. #--------------------------------------------------------------------------
  10. call_script       = 1 # (call_script,<script_id>),
  11. end_try           = 3 # deprecated, use try_end instead
  12. try_end           = 3 # (try_end),
  13. try_begin         = 4 # (try_begin),
  14. else_try_begin    = 5 # deprecated, use else_try instead
  15. else_try          = 5 # (else_try),
  16.  
  17. try_for_range     = 6 # Works like a for loop from lower-bound up to (upper-bound - 1)
  18.               # (try_for_range,<destination>,<lower_bound>,<upper_bound>),
  19.  
  20. try_for_range_backwards = 7 # Same as above but starts from (upper-bound - 1) down-to lower bound.
  21.                 # (try_for_range_backwards,<destination>,<lower_bound>,<upper_bound>),
  22. try_for_parties   = 11          # (try_for_parties,<destination>),
  23. try_for_agents    = 12      # (try_for_agents,<destination>),
  24.  
  25. store_script_param_1 = 21       # (store_script_param_1,<destination>),  --(Within a script) stores the first script parameter.
  26. store_script_param_2 = 22       # (store_script_param_2,<destination>),  --(Within a script) stores the second script parameter.
  27. store_script_param   = 23       # (store_script_param,<destination>,<script_param_no>), --(Within a script) stores <script_param_no>th script parameter.
  28.  
  29. #--------------------------------------------------------------------------
  30. # CONDITION OPERATIONS
  31. #--------------------------------------------------------------------------
  32.  
  33. ge           = 30  # greater than or equal to -- (ge,<value>,<value>),
  34. eq           = 31  # equal to             -- (eq,<value>,<value>),
  35. gt           = 32  # greater than         -- (gt,<value>,<value>),
  36.  
  37. is_between   = 33  # (is_between,<value>,<lower_bound>,<upper_bound>), #greater than or equal to lower bound and less than upper bound
  38.  
  39. entering_town   = 36 # (entering_town,<town_id>),
  40. map_free        = 37  # (map_free),
  41. encountered_party_is_attacker     = 39  # (encountered_party_is_attacker),
  42. conversation_screen_is_active     = 42  # (conversation_screen_active), #used in mission template triggers only
  43.  
  44. in_meta_mission = 44 # deprecated, do not use.
  45.  
  46. set_player_troop                = 47 # (set_player_troop,<troop_id>),
  47.  
  48. store_repeat_object             = 50  # stores the index of a repeated dialog option for repeat_for_factions, etc...
  49.  
  50. set_result_string               = 60  # sets the result string for game scripts that need one (set_result_string, <string_id>),
  51.  
  52. key_is_down                     = 70  # fails if the key is not currently down (key_is_down, <key_id>),
  53. key_clicked                     = 71  # fails if the key is not clicked on the specific frame (key_clicked, <key_id>),
  54. game_key_is_down                = 72  # fails if the game key is not currently down (key_is_down, <game_key_id>),
  55. game_key_clicked                = 73  # fails if the game key is not clicked on the specific frame (key_clicked, <game_key_id>),
  56. mouse_get_position               = 75  # (mouse_get_position, <position_no>), #x and y values of position are filled
  57. omit_key_once                   = 77  # game omits any bound action for the key once (omit_key_once, <key_id>),
  58. clear_omitted_keys              = 78  # (clear_omitted_keys),
  59.  
  60. get_global_cloud_amount         = 90  # (get_global_cloud_amount, <destination>), #returns a value between 0-100
  61. set_global_cloud_amount         = 91  # (set_global_cloud_amount, <value>), #value is clamped to 0-100
  62. get_global_haze_amount          = 92  # (get_global_haze_amount, <destination>), #returns a value between 0-100
  63. set_global_haze_amount          = 93  # (set_global_haze_amount, <value>), #value is clamped to 0-100
  64.  
  65. hero_can_join                   = 101 # (hero_can_join, [party_id]),
  66. hero_can_join_as_prisoner       = 102 # (hero_can_join_as_prisoner, [party_id]),
  67. party_can_join                  = 103 # (party_can_join),
  68. party_can_join_as_prisoner      = 104 # (party_can_join_as_prisoner),
  69. troops_can_join                 = 105 # (troops_can_join,<value>),
  70. troops_can_join_as_prisoner     = 106 # (troops_can_join_as_prisoner,<value>),
  71. party_can_join_party            = 107 # (party_can_join_party, <joiner_party_id>, <host_party_id>,[flip_prisoners]),
  72. party_end_battle                = 108 # (party_end_battle,<party_no>),
  73. main_party_has_troop            = 110 # (main_party_has_troop,<troop_id>),
  74. party_is_in_town                = 130 # (party_is_in_town,<party_id_1>,<party_id_2>),
  75. party_is_in_any_town            = 131 # (party_is_in_any_town,<party_id>),
  76. party_is_active                 = 132 # (party_is_active,<party_id>),
  77. player_has_item                 = 150 # (player_has_item,<item_id>),
  78. troop_has_item_equipped         = 151 # (troop_has_item_equipped,<troop_id>,<item_id>),
  79. troop_is_mounted                = 152 # (troop_is_mounted,<troop_id>),
  80. troop_is_guarantee_ranged       = 153 # (troop_is_guarantee_ranged, <troop_id>),
  81. troop_is_guarantee_horse        = 154 # (troop_is_guarantee_horse, <troop_id>),
  82.  
  83. check_quest_active              = 200 # (check_quest_active,<quest_id>),
  84. check_quest_finished            = 201 # (check_quest_finished,<quest_id>),
  85. check_quest_succeeded           = 202 # (check_quest_succeeded,<quest_id>),
  86. check_quest_failed              = 203 # (check_quest_failed,<quest_id>),
  87. check_quest_concluded           = 204 # (check_quest_concluded,<quest_id>),
  88.  
  89. is_trial_version                = 250 # (is_trial_version),
  90.  
  91. profile_get_banner_id                = 350 # (profile_get_banner_id, <destination>),
  92. profile_set_banner_id                = 351 # (profile_set_banner_id, <value>),
  93.  
  94. get_achievement_stat                 = 370 # (get_achievement_stat, <destination>, <achievement_id>, <stat_index>),
  95. set_achievement_stat                 = 371 # (set_achievement_stat, <achievement_id>, <stat_index>, <value>),
  96. unlock_achievement                   = 372 # (unlock_achievement, <achievement_id>),
  97.  
  98. send_message_to_url                  = 380 # (send_message_to_url, <string_id>, <encode_url>), #result will be returned to script_game_receive_url_response
  99.  
  100. # multiplayer
  101. multiplayer_send_message_to_server   = 388 # (multiplayer_send_int_to_server, <message_type>),
  102. multiplayer_send_int_to_server       = 389 # (multiplayer_send_int_to_server, <message_type>, <value>),
  103. multiplayer_send_2_int_to_server     = 390 # (multiplayer_send_2_int_to_server, <message_type>, <value>, <value>),
  104. multiplayer_send_3_int_to_server     = 391 # (multiplayer_send_3_int_to_server, <message_type>, <value>, <value>, <value>),
  105. multiplayer_send_4_int_to_server     = 392 # (multiplayer_send_4_int_to_server, <message_type>, <value>, <value>, <value>, <value>),
  106. multiplayer_send_string_to_server    = 393 # (multiplayer_send_string_to_server, <message_type>, <string_id>),
  107. multiplayer_send_message_to_player   = 394 # (multiplayer_send_message_to_player, <player_id>, <message_type>),
  108. multiplayer_send_int_to_player       = 395 # (multiplayer_send_int_to_player, <player_id>, <message_type>, <value>),
  109. multiplayer_send_2_int_to_player     = 396 # (multiplayer_send_2_int_to_player, <player_id>, <message_type>, <value>, <value>),
  110. multiplayer_send_3_int_to_player     = 397 # (multiplayer_send_3_int_to_player, <player_id>, <message_type>, <value>, <value>, <value>),
  111. multiplayer_send_4_int_to_player     = 398 # (multiplayer_send_4_int_to_player, <player_id>, <message_type>, <value>, <value>, <value>, <value>),
  112. multiplayer_send_string_to_player    = 399 # (multiplayer_send_string_to_player, <player_id>, <message_type>, <string_id>),
  113. get_max_players                      = 400 # (get_max_players, <destination>),
  114. player_is_active                     = 401 # (player_is_active, <player_id>),
  115. player_get_team_no                   = 402 # (player_get_team_no,  <destination>, <player_id>),
  116. player_set_team_no                   = 403 # (player_get_team_no,  <destination>, <player_id>),
  117. player_get_troop_id                  = 404 # (player_get_troop_id, <destination>, <player_id>),
  118. player_set_troop_id                  = 405 # (player_get_troop_id, <destination>, <player_id>),
  119. player_get_agent_id                  = 406 # (player_get_agent_id, <destination>, <player_id>),
  120. player_get_gold                      = 407 # (player_get_gold, <destination>, <player_id>),
  121. player_set_gold                      = 408 # (player_set_gold, <player_id>, <value>, <max_value>), #set max_value to 0 if no limit is wanted
  122. player_spawn_new_agent               = 409 # (player_spawn_new_agent, <player_id>),
  123. player_add_spawn_item                = 410 # (player_add_spawn_item, <player_id>, <item_slot_no>, <item_id>),
  124. multiplayer_get_my_team              = 411 # (multiplayer_get_my_team, <destination>),
  125. multiplayer_get_my_troop             = 412 # (multiplayer_get_my_troop, <destination>),
  126. multiplayer_set_my_troop             = 413 # (multiplayer_get_my_troop, <destination>),
  127. multiplayer_get_my_gold              = 414 # (multiplayer_get_my_gold, <destination>),
  128. multiplayer_get_my_player            = 415 # (multiplayer_get_my_player, <destination>),
  129. multiplayer_clear_scene              = 416 # (multiplayer_clear_scene),
  130. multiplayer_is_server                = 417 # (multiplayer_is_server),
  131. multiplayer_is_dedicated_server      = 418 # (multiplayer_is_dedicated_server),
  132. game_in_multiplayer_mode             = 419 # (game_in_multiplayer_mode),
  133. multiplayer_make_everyone_enemy      = 420 # (multiplayer_make_everyone_enemy),
  134. player_control_agent                 = 421 # (player_control_agent, <player_id>, <agent_id>),
  135. player_get_item_id                   = 422 # (player_get_item_id, <destination>, <player_id>, <item_slot_no>) #only for server
  136. player_get_banner_id                 = 423 # (player_get_banner_id, <destination>, <player_id>),
  137. game_get_reduce_campaign_ai          = 424 # (game_get_reduce_campaign_ai, <destination>),
  138. multiplayer_find_spawn_point         = 425 # (multiplayer_find_spawn_point, <destination>, <team_no>, <examine_all_spawn_points>, <is_horseman>),
  139. set_spawn_effector_scene_prop_kind   = 426 # (set_spawn_effector_scene_prop_kind <team_no> <scene_prop_kind_no>)
  140. set_spawn_effector_scene_prop_id     = 427 # (set_spawn_effector_scene_prop_id <scene_prop_id>)
  141.  
  142. player_set_is_admin                  = 429 # (player_set_is_admin, <player_id>, <value>), #value is 0 or 1
  143. player_is_admin                      = 430 # (player_is_admin, <player_id>),
  144. player_get_score                     = 431 # (player_get_score, <destination>, <player_id>),
  145. player_set_score                     = 432 # (player_set_score,<player_id>, <value>),
  146. player_get_kill_count                = 433 # (player_get_kill_count, <destination>, <player_id>),
  147. player_set_kill_count                = 434 # (player_set_kill_count,<player_id>, <value>),
  148. player_get_death_count               = 435 # (player_get_death_count, <destination>, <player_id>),
  149. player_set_death_count               = 436 # (player_set_death_count, <player_id>, <value>),
  150. player_get_ping                      = 437 # (player_get_ping, <destination>, <player_id>),
  151. player_is_busy_with_menus            = 438 # (player_is_busy_with_menus, <player_id>),
  152. player_get_is_muted                  = 439 # (player_get_is_muted, <destination>, <player_id>),
  153. player_set_is_muted                  = 440 # (player_set_is_muted, <player_id>, <value>, [mute_for_everyone]), #mute_for_everyone optional parameter should be set to 1 if player is muted for everyone (this works only on server).
  154. player_get_unique_id                 = 441 # (player_get_unique_id, <destination>, <player_id>), #can only bew used on server side
  155. player_get_gender                    = 442 # (player_get_gender, <destination>, <player_id>),
  156.  
  157. team_get_bot_kill_count              = 450 # (team_get_bot_kill_count, <destination>, <team_id>),
  158. team_set_bot_kill_count              = 451 # (team_get_bot_kill_count, <destination>, <team_id>),
  159. team_get_bot_death_count             = 452 # (team_get_bot_death_count, <destination>, <team_id>),
  160. team_set_bot_death_count             = 453 # (team_get_bot_death_count, <destination>, <team_id>),
  161. team_get_kill_count                  = 454 # (team_get_kill_count, <destination>, <team_id>),
  162. team_get_score                       = 455 # (team_get_score, <destination>, <team_id>),
  163. team_set_score                       = 456 # (team_set_score, <team_id>, <value>),
  164. team_set_faction                     = 457 # (team_set_faction, <team_id>, <faction_id>),
  165. team_get_faction                     = 458 # (team_get_faction, <destination>, <team_id>),
  166. player_save_picked_up_items_for_next_spawn  = 459 # (player_save_picked_up_items_for_next_spawn, <player_id>),
  167. player_get_value_of_original_items   = 460 # (player_get_value_of_original_items, <player_id>), #this operation returns values of the items, but default troop items will be counted as zero (except horse)
  168. player_item_slot_is_picked_up        = 461 # (player_item_slot_is_picked_up, <player_id>, <item_slot_no>), #item slots are overriden when player picks up an item and stays alive until the next round
  169.  
  170. kick_player                          = 465 # (kick_player, <player_id>),
  171. ban_player                           = 466 # (ban_player, <player_id>, <value>, <player_id>), #set value = 1 for banning temporarily, assign 2nd player id as the administrator player id if banning is permanent
  172. save_ban_info_of_player              = 467 # (save_ban_info_of_player, <player_id>),
  173. ban_player_using_saved_ban_info      = 468 # (ban_player_using_saved_ban_info),
  174.  
  175. start_multiplayer_mission            = 470 # (start_multiplayer_mission, <mission_template_id>, <scene_id>, <started_manually>),
  176.  
  177. server_add_message_to_log            = 473 # (server_add_message_to_log, <string_id>),
  178.  
  179. server_get_renaming_server_allowed   = 475 # (server_get_renaming_server_allowed, <destination>), #0-1
  180. server_get_changing_game_type_allowed= 476 # (server_get_changing_game_type_allowed, <destination>), #0-1
  181. ##477 used for: server_set_anti_cheat                = 477 # (server_set_anti_cheat, <value>), #0 = off, 1 = on
  182. server_get_combat_speed              = 478 # (server_get_combat_speed, <destination>), #0-2
  183. server_set_combat_speed              = 479 # (server_set_combat_speed, <value>), #0-2
  184. server_get_friendly_fire             = 480 # (server_get_friendly_fire, <destination>),
  185. server_set_friendly_fire             = 481 # (server_set_friendly_fire, <value>), #0 = off, 1 = on
  186. server_get_control_block_dir         = 482 # (server_get_control_block_dir, <destination>),
  187. server_set_control_block_dir         = 483 # (server_set_control_block_dir, <value>), #0 = automatic, 1 = by mouse movement
  188. server_set_password                  = 484 # (server_set_password, <string_id>),
  189. server_get_add_to_game_servers_list  = 485 # (server_get_add_to_game_servers_list, <destination>),
  190. server_set_add_to_game_servers_list  = 486 # (server_set_add_to_game_servers_list, <value>),
  191. server_get_ghost_mode                = 487 # (server_get_ghost_mode, <destination>),
  192. server_set_ghost_mode                = 488 # (server_set_ghost_mode, <value>),
  193. server_set_name                      = 489 # (server_set_name, <string_id>),
  194. server_get_max_num_players           = 490 # (server_get_max_num_players, <destination>),
  195. server_set_max_num_players           = 491 # (server_set_max_num_players, <value>),
  196. server_set_welcome_message           = 492 # (server_set_welcome_message, <string_id>),
  197. server_get_melee_friendly_fire       = 493 # (server_get_melee_friendly_fire, <destination>),
  198. server_set_melee_friendly_fire       = 494 # (server_set_melee_friendly_fire, <value>), #0 = off, 1 = on
  199. server_get_friendly_fire_damage_self_ratio   = 495 # (server_get_friendly_fire_damage_self_ratio, <destination>),
  200. server_set_friendly_fire_damage_self_ratio   = 496 # (server_set_friendly_fire_damage_self_ratio, <value>), #0-100
  201. server_get_friendly_fire_damage_friend_ratio = 497 # (server_get_friendly_fire_damage_friend_ratio, <destination>),
  202. server_set_friendly_fire_damage_friend_ratio = 498 # (server_set_friendly_fire_damage_friend_ratio, <value>), #0-100
  203. server_get_anti_cheat                = 499 # (server_get_anti_cheat, <destination>),
  204. server_set_anti_cheat                = 477 # (server_set_anti_cheat, <value>), #0 = off, 1 = on
  205.  
  206. ## Set_slot operations. These assign a value to a slot.
  207. troop_set_slot                  = 500 # (troop_set_slot,<troop_id>,<slot_no>,<value>),
  208. party_set_slot                  = 501 # (party_set_slot,<party_id>,<slot_no>,<value>),
  209. faction_set_slot                = 502 # (faction_set_slot,<faction_id>,<slot_no>,<value>),
  210. scene_set_slot                  = 503 # (scene_set_slot,<scene_id>,<slot_no>,<value>),
  211. party_template_set_slot         = 504 # (party_template_set_slot,<party_template_id>,<slot_no>,<value>),
  212. agent_set_slot                  = 505 # (agent_set_slot,<agent_id>,<slot_no>,<value>),
  213. quest_set_slot                  = 506 # (quest_set_slot,<quest_id>,<slot_no>,<value>),
  214. item_set_slot                   = 507 # (item_set_slot,<item_id>,<slot_no>,<value>),
  215. player_set_slot                 = 508 # (player_set_slot,<player_id>,<slot_no>,<value>),
  216. team_set_slot                   = 509 # (team_set_slot,<team_id>,<slot_no>,<value>),
  217. scene_prop_set_slot             = 510 # (scene_prop_set_slot,<scene_prop_instance_id>,<slot_no>,<value>),
  218.  
  219. ## Get_slot operations. These retrieve the value of a slot.
  220. troop_get_slot                  = 520 # (troop_get_slot,<destination>,<troop_id>,<slot_no>),
  221. party_get_slot                  = 521 # (party_get_slot,<destination>,<party_id>,<slot_no>),
  222. faction_get_slot                = 522 # (faction_get_slot,<destination>,<faction_id>,<slot_no>),
  223. scene_get_slot                  = 523 # (scene_get_slot,<destination>,<scene_id>,<slot_no>),
  224. party_template_get_slot         = 524 # (party_template_get_slot,<destination>,<party_template_id>,<slot_no>),
  225. agent_get_slot                  = 525 # (agent_get_slot,<destination>,<agent_id>,<slot_no>),
  226. quest_get_slot                  = 526 # (quest_get_slot,<destination>,<quest_id>,<slot_no>),
  227. item_get_slot                   = 527 # (item_get_slot,<destination>,<item_id>,<slot_no>),
  228. player_get_slot                 = 528 # (player_get_slot,<destination>,<player_id>,<slot_no>),
  229. team_get_slot                   = 529 # (team_get_slot,<destination>,<player_id>,<slot_no>),
  230. scene_prop_get_slot             = 530 # (scene_prop_get_slot,<destination>,<scene_prop_instance_id>,<slot_no>),
  231.  
  232. ## slot_eq operations. These check whether the value of a slot is equal to a given value.
  233. troop_slot_eq                   = 540 # (troop_slot_eq,<troop_id>,<slot_no>,<value>),
  234. party_slot_eq                   = 541 # (party_slot_eq,<party_id>,<slot_no>,<value>),
  235. faction_slot_eq                 = 542 # (faction_slot_eq,<faction_id>,<slot_no>,<value>),
  236. scene_slot_eq                   = 543 # (scene_slot_eq,<scene_id>,<slot_no>,<value>),
  237. party_template_slot_eq          = 544 # (party_template_slot_eq,<party_template_id>,<slot_no>,<value>),
  238. agent_slot_eq                   = 545 # (agent_slot_eq,<agent_id>,<slot_no>,<value>),
  239. quest_slot_eq                   = 546 # (quest_slot_eq,<quest_id>,<slot_no>,<value>),
  240. item_slot_eq                    = 547 # (item_slot_eq,<item_id>,<slot_no>,<value>),
  241. player_slot_eq                  = 548 # (player_slot_eq,<player_id>,<slot_no>,<value>),
  242. team_slot_eq                    = 549 # (team_slot_eq,<team_id>,<slot_no>,<value>),
  243. scene_prop_slot_eq              = 550 # (scene_prop_slot_eq,<scene_prop_instance_id>,<slot_no>,<value>),
  244.  
  245. ## slot_ge operations. These check whether the value of a slot is greater than or equal to a given value.
  246. troop_slot_ge                   = 560 # (troop_slot_ge,<troop_id>,<slot_no>,<value>),
  247. party_slot_ge                   = 561 # (party_slot_ge,<party_id>,<slot_no>,<value>),
  248. faction_slot_ge                 = 562 # (faction_slot_ge,<faction_id>,<slot_no>,<value>),
  249. scene_slot_ge                   = 563 # (scene_slot_ge,<scene_id>,<slot_no>,<value>),
  250. party_template_slot_ge          = 564 # (party_template_slot_ge,<party_template_id>,<slot_no>,<value>),
  251. agent_slot_ge                   = 565 # (agent_slot_ge,<agent_id>,<slot_no>,<value>),
  252. quest_slot_ge                   = 566 # (quest_slot_ge,<quest_id>,<slot_no>,<value>),
  253. item_slot_ge                    = 567 # (item_slot_ge,<item_id>,<slot_no>,<value>),
  254. player_slot_ge                  = 568 # (player_slot_ge,<player_id>,<slot_no>,<value>),
  255. team_slot_ge                    = 569 # (team_slot_ge,<team_id>,<slot_no>,<value>),
  256. scene_prop_slot_ge              = 570 # (scene_prop_slot_ge,<scene_prop_instance_id>,<slot_no>,<value>),
  257.  
  258. play_sound_at_position          = 599 # (play_sound_at_position, <sound_id>, <position_no>, [options]),
  259. play_sound                      = 600 # (play_sound,<sound_id>,[options]),
  260. play_track                      = 601 # (play_track,<track_id>, [options]), # 0 = default, 1 = fade out current track, 2 = stop current track
  261. play_cue_track                  = 602 # (play_cue_track,<track_id>), #starts immediately
  262. music_set_situation             = 603 # (music_set_situation, <situation_type>),
  263. music_set_culture               = 604 # (music_set_culture, <culture_type>),
  264. stop_all_sounds                 = 609 # (stop_all_sounds, [options]), # 0 = default, 1 = fade out current track, 2 = stop current track
  265. store_last_sound_channel        = 615 # (store_last_sound_channel, <destination>),
  266. stop_sound_channel              = 616 # (stop_sound_channel, <sound_channel_no>),
  267.  
  268. copy_position                   = 700 # copies position_no_2 to position_no_1
  269.                       # (copy_position,<position_no_1>,<position_no_2>),
  270. init_position                   = 701 # (init_position,<position_no>),
  271. get_trigger_object_position     = 702 # (get_trigger_object_position,<position_no>),
  272.  
  273. get_angle_between_positions     = 705 # (get_angle_between_positions, <destination_fixed_point>, <position_no_1>, <position_no_2>),
  274. position_has_line_of_sight_to_position = 707 # (position_has_line_of_sight_to_position, <position_no_1>, <position_no_2>),
  275. get_distance_between_positions  = 710 # gets distance in centimeters. # (get_distance_between_positions,<destination>,<position_no_1>,<position_no_2>),
  276. get_distance_between_positions_in_meters  = 711 # gets distance in meters. # (get_distance_between_positions_in_meters,<destination>,<position_no_1>,<position_no_2>),
  277. get_sq_distance_between_positions = 712 # gets squared distance in centimeters # (get_sq_distance_between_positions,<destination>,<position_no_1>,<position_no_2>),
  278. get_sq_distance_between_positions_in_meters = 713 # gets squared distance in meters # (get_sq_distance_between_positions_in_meters,<destination>,<position_no_1>,<position_no_2>),
  279. position_is_behind_position     = 714 # (position_is_behind_position,<position_no_1>,<position_no_2>),
  280. get_sq_distance_between_position_heights = 715 # gets squared distance in centimeters # (get_sq_distance_between_position_heights,<destination>,<position_no_1>,<position_no_2>),
  281.  
  282. position_transform_position_to_parent = 716 # (position_transform_position_to_parent,<dest_position_no>,<position_no>,<position_no_to_be_transformed>),
  283. position_transform_position_to_local  = 717 # (position_transform_position_to_local, <dest_position_no>,<position_no>,<position_no_to_be_transformed>),
  284.  
  285. position_copy_rotation          = 718 # (position_copy_rotation,<position_no_1>,<position_no_2>), copies rotation of position_no_2 to position_no_1
  286. position_copy_origin            = 719 # (position_copy_origin,<position_no_1>,<position_no_2>), copies origin of position_no_2 to position_no_1
  287. position_move_x                 = 720 # movement is in cms, [0 = local; 1=global]
  288.                       # (position_move_x,<position_no>,<movement>,[value]),
  289. position_move_y                 = 721 # (position_move_y,<position_no>,<movement>,[value]),
  290. position_move_z                 = 722 # (position_move_z,<position_no>,<movement>,[value]),
  291.  
  292. position_rotate_x               = 723 # (position_rotate_x,<position_no>,<angle>),
  293. position_rotate_y               = 724 # (position_rotate_y,<position_no>,<angle>),
  294. position_rotate_z               = 725 # (position_rotate_z,<position_no>,<angle>,[use_global_z_axis]), # set use_global_z_axis as 1 if needed, otherwise you don't have to give that.
  295.  
  296. position_get_x                  = 726 # (position_get_x,<destination_fixed_point>,<position_no>), #x position in meters * fixed point multiplier is returned
  297. position_get_y                  = 727 # (position_get_y,<destination_fixed_point>,<position_no>), #y position in meters * fixed point multiplier is returned
  298. position_get_z                  = 728 # (position_get_z,<destination_fixed_point>,<position_no>), #z position in meters * fixed point multiplier is returned
  299.  
  300. position_set_x                  = 729 # (position_set_x,<position_no>,<value_fixed_point>), #meters / fixed point multiplier is set
  301. position_set_y                  = 730 # (position_set_y,<position_no>,<value_fixed_point>), #meters / fixed point multiplier is set
  302. position_set_z                  = 731 # (position_set_z,<position_no>,<value_fixed_point>), #meters / fixed point multiplier is set
  303.  
  304. position_get_scale_x            = 735 # (position_get_scale_x,<destination_fixed_point>,<position_no>), #x scale in meters * fixed point multiplier is returned
  305. position_get_scale_y            = 736 # (position_get_scale_y,<destination_fixed_point>,<position_no>), #y scale in meters * fixed point multiplier is returned
  306. position_get_scale_z            = 737 # (position_get_scale_z,<destination_fixed_point>,<position_no>), #z scale in meters * fixed point multiplier is returned
  307.  
  308. position_rotate_x_floating      = 738 # (position_rotate_x_floating,<position_no>,<angle>), #angle in degree * fixed point multiplier
  309. position_rotate_y_floating      = 739 # (position_rotate_y_floating,<position_no>,<angle>), #angle in degree * fixed point multiplier
  310.  
  311. position_get_rotation_around_z  = 740 # (position_get_rotation_around_z,<destination>,<position_no>), #rotation around z axis is returned as angle
  312. position_normalize_origin       = 741 # (position_normalize_origin,<destination_fixed_point>,<position_no>),
  313.                                                                      # destination = convert_to_fixed_point(length(position.origin))
  314.                                                                      # position.origin *= 1/length(position.origin) #so it normalizes the origin vector
  315.  
  316. position_get_rotation_around_x  = 742 # (position_get_rotation_around_x, <destination>, <position_no>), #rotation around x axis is returned as angle
  317. position_get_rotation_around_y  = 743 # (position_get_rotation_around_y, <destination>, <position_no>), #rotation around y axis is returned as angle
  318.  
  319. position_set_scale_x            = 744 # (position_set_scale_x, <position_no>, <value_fixed_point>), #x scale in meters / fixed point multiplier is set
  320. position_set_scale_y            = 745 # (position_set_scale_y, <position_no>, <value_fixed_point>), #y scale in meters / fixed point multiplier is set
  321. position_set_scale_z            = 746 # (position_set_scale_z, <position_no>, <value_fixed_point>), #z scale in meters / fixed point multiplier is set
  322.  
  323. position_get_screen_projection  = 750 # (position_get_screen_projection, <position_no_1>, <position_no_2>), returns screen projection of position_no_2 to position_no_1
  324.  
  325. position_set_z_to_ground_level  = 791 # (position_set_z_to_ground_level, <position_no>), #only works during a mission
  326. position_get_distance_to_terrain= 792 # (position_get_distance_to_terrain, <destination>, <position_no>), #only works during a mission
  327. position_get_distance_to_ground_level = 793 # (position_get_distance_to_ground_level, <position_no>), #only works during a mission
  328.  
  329. start_presentation                            = 900 # (start_presentation, <presentation_id>),
  330. start_background_presentation               = 901 # (start_background_presentation, <presentation_id>), #can only be used in game menus
  331. presentation_set_duration                   = 902 # (presentation_set_duration, <duration-in-1/100-seconds>), #there must be an active presentation
  332. is_presentation_active                    = 903 # (is_presentation_active, <presentation_id),
  333. create_text_overlay                       = 910 # (create_text_overlay, <destination>, <string_id>), #returns overlay id
  334. create_mesh_overlay                          = 911 # (create_mesh_overlay, <destination>, <mesh_id>), #returns overlay id
  335. create_button_overlay                     = 912 # (create_button_overlay, <destination>, <string_id>), #returns overlay id
  336. create_image_button_overlay               = 913 # (create_image_button_overlay, <destination>, <mesh_id>, <mesh_id>), #returns overlay id. second mesh is the pressed button mesh
  337. create_slider_overlay                     = 914 # (create_slider_overlay, <destination>, <min_value>, <max_value>), #returns overlay id
  338. create_progress_overlay                      = 915 # (create_progress_overlay, <destination>, <min_value>, <max_value>), #returns overlay id
  339. create_combo_button_overlay                 = 916 # (create_combo_button_overlay, <destination>), #returns overlay id
  340. create_text_box_overlay                   = 917 # (create_text_box_overlay, <destination>), #returns overlay id
  341. create_check_box_overlay                  = 918 # (create_check_box_overlay, <destination>), #returns overlay id
  342. create_simple_text_box_overlay            = 919 # (create_simple_text_box_overlay, <destination>), #returns overlay id
  343. overlay_set_text                                = 920 # (overlay_set_text, <overlay_id>, <string_id>),
  344. overlay_set_color                           = 921 # (overlay_set_color, <overlay_id>, <color>), #color in RGB format like 0xRRGGBB (put hexadecimal values for RR GG and BB parts)
  345. overlay_set_alpha                         = 922 # (overlay_set_alpha, <overlay_id>, <alpha>), #alpha in A format like 0xAA (put hexadecimal values for AA part)
  346. overlay_set_hilight_color                   = 923 # (overlay_set_hilight_color, <overlay_id>, <color>), #color in RGB format like 0xRRGGBB (put hexadecimal values for RR GG and BB parts)
  347. overlay_set_hilight_alpha                 = 924 # (overlay_set_hilight_alpha, <overlay_id>, <alpha>), #alpha in A format like 0xAA (put hexadecimal values for AA part)
  348. overlay_set_size                                = 925 # (overlay_set_size, <overlay_id>, <position_no>), #position's x and y values are used
  349. overlay_set_position                        = 926 # (overlay_set_position, <overlay_id>, <position_no>), #position's x and y values are used
  350. overlay_set_val                             = 927 # (overlay_set_val, <overlay_id>, <value>), #can be used for sliders, combo buttons and check boxes
  351. overlay_set_boundaries                      = 928 # (overlay_set_boundaries, <overlay_id>, <min_value>, <max_value>),
  352. overlay_set_area_size                           = 929 # (overlay_set_area_size, <overlay_id>, <position_no>), #position's x and y values are used
  353. overlay_set_mesh_rotation                 = 930 # (overlay_set_mesh_rotation, <overlay_id>, <position_no>), #position's rotation values are used for rotations around x, y and z axis
  354. overlay_add_item                             = 931 # (overlay_add_item, <overlay_id>, <string_id>), # adds an item to the combo box
  355. overlay_animate_to_color                  = 932 # (overlay_animate_to_color, <overlay_id>, <duration-in-1/1000-seconds>, <color>), #alpha value will not be used
  356. overlay_animate_to_alpha                     = 933 # (overlay_animate_to_alpha, <overlay_id>, <duration-in-1/1000-seconds>, <color>), #only alpha value will be used
  357. overlay_animate_to_highlight_color        = 934 # (overlay_animate_to_highlight_color, <overlay_id>, <duration-in-1/1000-seconds>, <color>), #alpha value will not be used
  358. overlay_animate_to_highlight_alpha        = 935 # (overlay_animate_to_highlight_alpha, <overlay_id>, <duration-in-1/1000-seconds>, <color>), #only alpha value will be used
  359. overlay_animate_to_size                      = 936 # (overlay_animate_to_size, <overlay_id>, <duration-in-1/1000-seconds>, <position_no>), #position's x and y values are used as
  360. overlay_animate_to_position                 = 937 # (overlay_animate_to_position, <overlay_id>, <duration-in-1/1000-seconds>, <position_no>), #position's x and y values are used as
  361. create_image_button_overlay_with_tableau_material = 938 # (create_image_button_overlay_with_tableau_material, <destination>, <mesh_id>, <tableau_material_id>, <value>), #returns overlay id. value is passed to tableau_material
  362.                                                        # when mesh_id is -1, a default mesh is generated automatically
  363. create_mesh_overlay_with_tableau_material         = 939 # (create_mesh_overlay_with_tableau_material, <destination>, <mesh_id>, <tableau_material_id>, <value>), #returns overlay id. value is passed to tableau_material
  364.                                                        # when mesh_id is -1, a default mesh is generated automatically
  365. create_game_button_overlay                = 940 # (create_game_button_overlay, <destination>, <string_id>), #returns overlay id
  366. create_in_game_button_overlay             = 941 # (create_in_game_button_overlay, <destination>, <string_id>), #returns overlay id
  367. create_number_box_overlay                 = 942 # (create_number_box_overlay, <destination>, <min_value>, <max_value>), #returns overlay id
  368. create_listbox_overlay                    = 943 # (create_list_box_overlay, <destination> #returns overlay id
  369. create_mesh_overlay_with_item_id          = 944 # (create_mesh_overlay_with_item_id, <destination>, <item_id>), #returns overlay id.
  370. set_container_overlay                     = 945 # (set_container_overlay, <overlay_id>), #sets the container overlay that new overlays will attach to. give -1 to reset
  371. overlay_get_position                      = 946 # (overlay_get_position, <destination>, <overlay_id>)
  372. overlay_set_display                       = 947 # (overlay_set_display, <overlay_id>, <value>), #shows/hides overlay (1 = show, 0 = hide)
  373. create_combo_label_overlay                = 948 # (create_combo_label_overlay, <destination>), #returns overlay id
  374. overlay_obtain_focus                      = 949 # (overlay_obtain_focus, <overlay_id>), #works for textboxes only
  375.  
  376. overlay_set_tooltip                       = 950 # (overlay_set_tooltip, <overlay_id>, <string_id>),
  377. overlay_set_additional_render_height      = 952 # (overlay_set_additional_render_height, <overlay_id>, <height_adder>),
  378.  
  379. show_object_details_overlay               = 960 # (show_object_details_overlay, <value>), #0 = hide, 1 = show
  380.  
  381. show_item_details      = 970 # (show_item_details, <item_id>, <position_no>, <show_default_text_or_not>) #show_default_text_or_not should be 1 for showing "default" for default item costs
  382. close_item_details     = 971 # (close_item_details)
  383.  
  384. context_menu_add_item       = 980 # (right_mouse_menu_add_item, <string_id>, <value>), #must be called only inside script_game_right_mouse_menu_get_buttons
  385.  
  386. get_average_game_difficulty = 990 # (get_average_game_difficulty, <destination>),
  387. get_level_boundary = 991 # (get_level_boundary, <destination>, <level_no>),
  388.  
  389.  
  390. #-------------------------
  391. # Mission Condition types
  392. #-------------------------
  393. all_enemies_defeated      = 1003 # (all_enemies_defeated),
  394. race_completed_by_player  = 1004 # (race_completed_by_player),
  395. num_active_teams_le       = 1005 # (num_active_teams_le,<value>),
  396. main_hero_fallen          = 1006 # (main_hero_fallen),
  397.  
  398.  
  399. #----------------------------
  400. # NEGATIONS
  401. #----------------------------
  402. neg          = 0x80000000    # (neg|<operation>),
  403. this_or_next = 0x40000000    # (this_or_next|<operation>),
  404.  
  405.  
  406. lt           = neg | ge # less than     -- (lt,<value>,<value>),
  407. neq          = neg | eq # not equal to      -- (neq,<value>,<value>),
  408. le           = neg | gt # less or equal to  -- (le,<value>,<value>),
  409.  
  410. #-------------------------------------------------------------------------------------------
  411. # CONSEQUENCE OPERATIONS                                                                   -
  412. #-------------------------------------------------------------------------------------------
  413. finish_party_battle_mode        = 1019 # (finish_party_battle_mode),
  414. set_party_battle_mode           = 1020 # (set_party_battle_mode),
  415.  
  416. set_camera_follow_party         = 1021 # (set_camera_follow_party,<party_id>), #Works on map only.
  417. start_map_conversation          = 1025 # (start_map_conversation,<troop_id>),
  418. rest_for_hours                  = 1030 # (rest_for_hours,<rest_period>,[time_speed],[remain_attackable]),
  419. rest_for_hours_interactive      = 1031 # (rest_for_hours_interactive,<rest_period>,[time_speed],[remain_attackable]),
  420.  
  421. add_xp_to_troop                 = 1062 # (add_xp_to_troop,<value>,[troop_id]),
  422. add_gold_as_xp                  = 1063 # (add_gold_as_xp,<value>,[troop_id]),
  423. add_xp_as_reward                = 1064 # (add_xp_as_reward,<value>),
  424.  
  425. add_gold_to_party               = 1070 # party_id should be different from 0
  426.                    # (add_gold_to_party,<value>,<party_id>),
  427.  
  428. set_party_creation_random_limits= 1080 # (set_party_creation_random_limits, <min_value>, <max_value>), (values should be between 0, 100)
  429.  
  430. troop_set_note_available        = 1095 # (troop_set_note_available, <troop_id>, <value>), #1 = available, 0 = not available
  431. faction_set_note_available      = 1096 # (faction_set_note_available, <faction_id>, <value>), #1 = available, 0 = not available
  432. party_set_note_available        = 1097 # (party_set_note_available, <party_id>, <value>), #1 = available, 0 = not available
  433. quest_set_note_available        = 1098 # (quest_set_note_available, <quest_id>, <value>), #1 = available, 0 = not available
  434.  
  435.  
  436.  
  437. #1090-1091-1092 is taken, see below (info_page)
  438. spawn_around_party              = 1100 # ID of spawned party is put into reg(0)
  439.                    # (spawn_around_party,<party_id>,<party_template_id>),
  440. set_spawn_radius                = 1103 # (set_spawn_radius,<value>),
  441.  
  442. display_debug_message           = 1104 # (display_debug_message,<string_id>,[hex_colour_code]), #displays message only in debug mode, but writes to rgl_log.txt in both release and debug modes when edit mode is enabled
  443. display_log_message             = 1105 # (display_log_message,<string_id>,[hex_colour_code]),
  444. display_message                 = 1106 # (display_message,<string_id>,[hex_colour_code]),
  445. set_show_messages               = 1107 # (set_show_messages,<value>), #0 disables window messages 1 re-enables them.
  446.  
  447. add_troop_note_tableau_mesh     = 1108 # (add_troop_note_tableau_mesh,<troop_id>,<tableau_material_id>),
  448. add_faction_note_tableau_mesh   = 1109 # (add_faction_note_tableau_mesh,<faction_id>,<tableau_material_id>),
  449. add_party_note_tableau_mesh     = 1110 # (add_party_note_tableau_mesh,<party_id>,<tableau_material_id>),
  450. add_quest_note_tableau_mesh     = 1111 # (add_quest_note_tableau_mesh,<quest_id>,<tableau_material_id>),
  451. add_info_page_note_tableau_mesh = 1090 # (add_info_page_note_tableau_mesh,<info_page_id>,<tableau_material_id>),
  452. add_troop_note_from_dialog      = 1114 # (add_troop_note_from_dialog,<troop_id>,<note_slot_no>, <value>), #There are maximum of 8 slots. value = 1 -> shows when the note is added
  453. add_faction_note_from_dialog    = 1115 # (add_faction_note_from_dialog,<faction_id>,<note_slot_no>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  454. add_party_note_from_dialog      = 1116 # (add_party_note_from_dialog,<party_id>,<note_slot_no>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  455. add_quest_note_from_dialog      = 1112 # (add_quest_note_from_dialog,<quest_id>,<note_slot_no>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  456. add_info_page_note_from_dialog  = 1091 # (add_info_page_note_from_dialog,<info_page_id>,<note_slot_no>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  457. add_troop_note_from_sreg        = 1117 # (add_troop_note_from_sreg,<troop_id>,<note_slot_no>,<string_id>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  458. add_faction_note_from_sreg      = 1118 # (add_faction_note_from_sreg,<faction_id>,<note_slot_no>,<string_id>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  459. add_party_note_from_sreg        = 1119 # (add_party_note_from_sreg,<party_id>,<note_slot_no>,<string_id>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  460. add_quest_note_from_sreg        = 1113 # (add_quest_note_from_sreg,<quest_id>,<note_slot_no>,<string_id>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  461. add_info_page_note_from_sreg    = 1092 # (add_info_page_note_from_sreg,<info_page_id>,<note_slot_no>,<string_id>, <value>), #There are maximum of 8 slots value = 1 -> shows when the note is added
  462.  
  463. tutorial_box                    = 1120 # (tutorial_box,<string_id>,<string_id>), #deprecated use dialog_box instead.
  464. dialog_box                      = 1120 # (tutorial_box,<text_string_id>,<title_string_id>),
  465. question_box                    = 1121 # (question_box,<string_id>, [<yes_string_id>], [<no_string_id>]),
  466. tutorial_message                = 1122 # (tutorial_message,<string_id>, <color>, <auto_close_time>), #set string_id = -1 for hiding the message
  467. tutorial_message_set_position   = 1123 # (tutorial_message_set_position, <position_x>, <position_y>),
  468. tutorial_message_set_size       = 1124 # (tutorial_message_set_size, <size_x>, <size_y>),
  469. tutorial_message_set_center_justify = 1125 # (tutorial_message_set_center_justify, <val>), #set not 0 for center justify, 0 for not center justify
  470. tutorial_message_set_background = 1126 # (tutorial_message_set_background, <value>), #1 = on, 0 = off, default is off
  471.  
  472. set_tooltip_text                = 1130 #  (set_tooltip_text, <string_id>),
  473.  
  474.  
  475. reset_price_rates               = 1170 # (reset_price_rates),
  476. set_price_rate_for_item         = 1171 # (set_price_rate_for_item,<item_id>,<value_percentage>),
  477. set_price_rate_for_item_type    = 1172 # (set_price_rate_for_item_type,<item_type_id>,<value_percentage>),
  478.  
  479. party_join                      = 1201 # (party_join),
  480. party_join_as_prisoner          = 1202 # (party_join_as_prisoner),
  481. troop_join                      = 1203 # (troop_join,<troop_id>),
  482. troop_join_as_prisoner          = 1204 # (troop_join_as_prisoner,<troop_id>),
  483.  
  484. remove_member_from_party        = 1210 # (remove_member_from_party,<troop_id>,[party_id]),
  485. remove_regular_prisoners        = 1211 # (remove_regular_prisoners,<party_id>),
  486. remove_troops_from_companions   = 1215 # (remove_troops_from_companions,<troop_id>,<value>),
  487. remove_troops_from_prisoners    = 1216 # (remove_troops_from_prisoners,<troop_id>,<value>),
  488.  
  489. heal_party                      = 1225 # (heal_party,<party_id>),
  490.  
  491. disable_party                   = 1230 # (disable_party,<party_id>),
  492. enable_party                    = 1231 # (enable_party,<party_id>),
  493. remove_party                    = 1232 # (remove_party,<party_id>),
  494. add_companion_party             = 1233 # (add_companion_party,<troop_id_hero>),
  495.  
  496. add_troop_to_site               = 1250 # (add_troop_to_site,<troop_id>,<scene_id>,<entry_no>),
  497. remove_troop_from_site          = 1251 # (remove_troop_from_site,<troop_id>,<scene_id>),
  498. modify_visitors_at_site         = 1261 # (modify_visitors_at_site,<scene_id>),
  499. reset_visitors                  = 1262 # (reset_visitors),
  500. set_visitor                     = 1263 # (set_visitor,<entry_no>,<troop_id>,[<dna>]),
  501. set_visitors                    = 1264 # (set_visitors,<entry_no>,<troop_id>,<number_of_troops>),
  502. add_visitors_to_current_scene   = 1265 # (add_visitors_to_current_scene,<entry_no>,<troop_id>,<number_of_troops>, <team_no>, <group_no>), #team no and group no are used in multiplayer mode only. default team in entry is used in single player mode
  503. scene_set_day_time              = 1266 # (scene_set_day_time, <value>), #value in hours (0-23), must be called within ti_before_mission_start triggers
  504.  
  505. set_relation                    = 1270 # (set_relation,<faction_id>,<faction_id>,<value>),
  506. faction_set_name                = 1275 # (faction_set_name, <faction_id>, <string_id>),
  507. faction_set_color               = 1276 # (faction_set_color, <faction_id>, <value>),
  508. faction_get_color               = 1277 # (faction_get_color, <color>, <faction_id>)
  509.  
  510. #Quest stuff
  511. start_quest              = 1280 # (start_quest,<quest_id>),
  512. complete_quest           = 1281 # (complete_quest,<quest_id>),
  513. succeed_quest            = 1282 # (succeed_quest,<quest_id>), #also concludes the quest
  514. fail_quest               = 1283 # (fail_quest,<quest_id>), #also concludes the quest
  515. cancel_quest             = 1284 # (cancel_quest,<quest_id>),
  516.  
  517. set_quest_progression    = 1285 # (set_quest_progression,<quest_id>,<value>),
  518.  
  519. conclude_quest           = 1286 # (conclude_quest,<quest_id>),
  520.  
  521. setup_quest_text         = 1290 # (setup_quest_text,<quest_id>),
  522. setup_quest_giver        = 1291 # (setup_quest_giver,<quest_id>, <string_id>),
  523.  
  524.  
  525. #encounter outcomes.
  526. start_encounter            = 1300 # (start_encounter,<party_id>),
  527. leave_encounter            = 1301 # (leave_encounter),
  528. encounter_attack           = 1302 # (encounter_attack),
  529. select_enemy               = 1303 # (select_enemy,<value>),
  530. set_passage_menu           = 1304 # (set_passage_menu,<value>),
  531. auto_set_meta_mission_at_end_commited = 1305 # (auto_set_meta_mission_at_end_commited),
  532.  
  533. #simulate_battle            = 1305 # (simulate_battle,<value>),
  534. end_current_battle         = 1307 # (end_current_battle),
  535.  
  536.  
  537.  
  538. set_mercenary_source_party = 1320 # selects party from which to buy mercenaries
  539.                    # (set_mercenary_source_party,<party_id>),
  540.  
  541.  
  542. set_merchandise_modifier_quality = 1490         # Quality rate in percentage (average quality = 100),
  543.                         # (set_merchandise_modifier_quality,<value>),
  544. set_merchandise_max_value = 1491        # (set_merchandise_max_value,<value>),
  545. reset_item_probabilities = 1492             # (reset_item_probabilities),
  546. set_item_probability_in_merchandise = 1493  # (set_item_probability_in_merchandise,<itm_id>,<value>),
  547.  
  548. #active Troop
  549. #set_active_troop                       = 1050
  550. troop_set_name                         = 1501   # (troop_set_name, <troop_id>, <string_no>),
  551. troop_set_plural_name                  = 1502   # (troop_set_plural_name, <troop_id>, <string_no>),
  552. troop_set_face_key_from_current_profile= 1503   # (troop_set_face_key_from_current_profile, <troop_id>),
  553. troop_set_type                         = 1505   # (troop_set_type,<troop_id>,<gender>),
  554. troop_get_type                         = 1506   # (troop_get_type,<destination>,<troop_id>),
  555. troop_is_hero                          = 1507   # (troop_is_hero,<troop_id>),
  556. troop_is_wounded                       = 1508   # (troop_is_wounded,<troop_id>), #only for heroes!
  557. troop_set_auto_equip                   = 1509   # (troop_set_auto_equip,<troop_id>,<value>),#disables otr enables auto-equipping
  558. troop_ensure_inventory_space           = 1510   # (troop_ensure_inventory_space,<troop_id>,<value>),
  559. troop_sort_inventory                   = 1511   # (troop_sort_inventory,<troop_id>),
  560. troop_add_merchandise                  = 1512   # (troop_add_merchandise,<troop_id>,<item_type_id>,<value>),
  561. troop_add_merchandise_with_faction     = 1513   # (troop_add_merchandise_with_faction,<troop_id>,<faction_id>,<item_type_id>,<value>), #faction_id is given to check if troop is eligible to produce that item
  562. troop_get_xp                           = 1515   # (troop_get_xp, <destination>, <troop_id>),
  563. troop_get_class                        = 1516   # (troop_get_class, <destination>, <troop_id>),
  564. troop_set_class                        = 1517 # (troop_set_class, <troop_id>, <value>),
  565.  
  566. troop_raise_attribute                  = 1520   # (troop_raise_attribute,<troop_id>,<attribute_id>,<value>),
  567. troop_raise_skill                      = 1521   # (troop_raise_skill,<troop_id>,<skill_id>,<value>),
  568. troop_raise_proficiency                = 1522   # (troop_raise_proficiency,<troop_id>,<proficiency_no>,<value>),
  569. troop_raise_proficiency_linear         = 1523   # raises weapon proficiencies linearly without being limited by weapon master skill
  570.                         # (troop_raise_proficiency,<troop_id>,<proficiency_no>,<value>),
  571.  
  572. troop_add_proficiency_points           = 1525   # (troop_add_proficiency_points,<troop_id>,<value>),                   
  573. troop_add_gold                         = 1528   # (troop_add_gold,<troop_id>,<value>),
  574. troop_remove_gold                      = 1529   # (troop_remove_gold,<troop_id>,<value>),
  575. troop_add_item                         = 1530   # (troop_add_item,<troop_id>,<item_id>,[modifier]),
  576. troop_remove_item                      = 1531   # (troop_remove_item,<troop_id>,<item_id>),
  577. troop_clear_inventory                  = 1532   # (troop_clear_inventory,<troop_id>),
  578. troop_equip_items              = 1533   # (troop_equip_items,<troop_id>), #equips the items in the inventory automatically
  579. troop_inventory_slot_set_item_amount   = 1534   # (troop_inventory_slot_set_item_amount,<troop_id>,<inventory_slot_no>,<value>),
  580. troop_inventory_slot_get_item_amount   = 1537   # (troop_inventory_slot_get_item_amount,<destination>,<troop_id>,<inventory_slot_no>),
  581. troop_inventory_slot_get_item_max_amount= 1538  # (troop_inventory_slot_get_item_max_amount,<destination>,<troop_id>,<inventory_slot_no>),
  582.  
  583. troop_add_items                        = 1535   # (troop_add_items,<troop_id>,<item_id>,<number>),
  584. troop_remove_items                     = 1536   # puts cost of items to reg0
  585.                                                # (troop_remove_items,<troop_id>,<item_id>,<number>),
  586. troop_loot_troop                       = 1539   # (troop_loot_troop,<target_troop>,<source_troop_id>,<probability>),
  587.  
  588. troop_get_inventory_capacity           = 1540   # (troop_get_inventory_capacity,<destination>,<troop_id>),
  589. troop_get_inventory_slot               = 1541   # (troop_get_inventory_slot,<destination>,<troop_id>,<inventory_slot_no>),
  590. troop_get_inventory_slot_modifier      = 1542   # (troop_get_inventory_slot_modifier,<destination>,<troop_id>,<inventory_slot_no>),
  591. troop_set_inventory_slot               = 1543   # (troop_set_inventory_slot,<troop_id>,<inventory_slot_no>,<value>),
  592. troop_set_inventory_slot_modifier      = 1544   # (troop_set_inventory_slot_modifier,<troop_id>,<inventory_slot_no>,<value>),
  593. troop_set_faction                      = 1550 # (troop_set_faction,<troop_id>,<faction_id>),
  594. troop_set_age                          = 1555 # (troop_set_age, <troop_id>, <age_slider_pos>),  #Enter a value between 0..100
  595. troop_set_health                       = 1560   # (troop_set_health,<troop_id>,<relative health (0-100)>),
  596.  
  597. troop_get_upgrade_troop                = 1561   # (troop_get_upgrade_troop,<destination>,<troop_id>,<upgrade_path>), #upgrade_path can be: 0 = get first node, 1 = get second node (returns -1 if not available)
  598.  
  599. #Items...
  600. item_get_type                          = 1570   # (item_get_type, <destination>, <item_id>), #returned values are listed at header_items.py (values starting with itp_type_)
  601.  
  602. #Parties...
  603. party_get_num_companions               = 1601   # (party_get_num_companions,<destination>,<party_id>),
  604. party_get_num_prisoners                = 1602   # (party_get_num_prisoners,<destination>,<party_id>),
  605. party_set_flags                        = 1603   # (party_set_flag, <party_id>, <flag>, <clear_or_set>), #sets flags like pf_default_behavior. see header_parties.py for flags.
  606. party_set_marshall                     = 1604   # (party_set_marshall, <party_id>, <value>)
  607. party_set_extra_text                   = 1605   # (party_set_extra_text,<party_id>, <string>)
  608. party_set_aggressiveness               = 1606   # (party_set_aggressiveness, <party_id>, <number>),
  609. party_set_courage                      = 1607   # (party_set_courage, <party_id>, <number>),
  610. party_get_current_terrain              = 1608   # (party_get_current_terrain,<destination>,<party_id>),
  611. party_get_template_id                  = 1609   # (party_get_template_id,<destination>,<party_id>),
  612.  
  613. party_add_members                      = 1610   # (party_add_members,<party_id>,<troop_id>,<number>), #returns number added in reg0
  614. party_add_prisoners                    = 1611   # (party_add_prisoners,<party_id>,<troop_id>,<number>),#returns number added in reg0
  615. party_add_leader                       = 1612   # (party_add_leader,<party_id>,<troop_id>,[<number>]),
  616. party_force_add_members                = 1613   # (party_force_add_members,<party_id>,<troop_id>,<number>),
  617. party_force_add_prisoners              = 1614   # (party_force_add_prisoners,<party_id>,<troop_id>,<number>),
  618.  
  619. party_remove_members                   = 1615   # stores number removed to reg0
  620.                         # (party_remove_members,<party_id>,<troop_id>,<number>),
  621. party_remove_prisoners                 = 1616   # stores number removed to reg0
  622.                         # (party_remove_members,<party_id>,<troop_id>,<number>),
  623. party_clear                            = 1617   # (party_clear,<party_id>),
  624. party_wound_members                    = 1618   # (party_wound_members,<party_id>,<troop_id>,<number>),
  625. party_remove_members_wounded_first     = 1619   # stores number removed to reg0
  626.                         # (party_remove_members_wounded_first,<party_id>,<troop_id>,<number>),
  627.  
  628. party_set_faction                      = 1620   # (party_set_faction,<party_id>,<faction_id>),
  629. party_relocate_near_party              = 1623   # (party_relocate_near_party,<party_id>,<target_party_id>,<value_spawn_radius>),
  630.  
  631. party_get_position                     = 1625   # (party_get_position,<position_no>,<party_id>),
  632. party_set_position                     = 1626   # (party_set_position,<party_id>,<position_no>),
  633. map_get_random_position_around_position= 1627   # (map_get_random_position_around_position,<dest_position_no>,<source_position_no>,<radius>),
  634. map_get_land_position_around_position  = 1628   # (map_get_land_position_around_position,<dest_position_no>,<source_position_no>,<radius>),
  635. map_get_water_position_around_position = 1629   # (map_get_water_position_around_position,<dest_position_no>,<source_position_no>,<radius>),
  636.  
  637.  
  638. party_count_members_of_type            = 1630   # (party_count_members_of_type,<destination>,<party_id>,<troop_id>),
  639. party_count_companions_of_type         = 1631   # (party_count_companions_of_type,<destination>,<party_id>,<troop_id>),
  640. party_count_prisoners_of_type          = 1632   # (party_count_prisoners_of_type,<destination>,<party_id>,<troop_id>),
  641.  
  642. party_get_free_companions_capacity     = 1633   # (party_get_free_companions_capacity,<destination>,<party_id>),
  643. party_get_free_prisoners_capacity      = 1634   # (party_get_free_prisoners_capacity,<destination>,<party_id>),
  644.  
  645. party_get_ai_initiative                = 1638   # (party_get_ai_initiative,<destination>,<party_id>), #result is between 0-100
  646. party_set_ai_initiative                = 1639   # (party_set_ai_initiative,<party_id>,<value>), #value is between 0-100
  647. party_set_ai_behavior                  = 1640   # (party_set_ai_behavior,<party_id>,<ai_bhvr>),
  648. party_set_ai_object                    = 1641   # (party_set_ai_object,<party_id>,<party_id>),
  649. party_set_ai_target_position           = 1642   # (party_set_ai_target_position,<party_id>,<position_no>),
  650. party_set_ai_patrol_radius             = 1643   # (party_set_ai_patrol_radius,<party_id>,<radius_in_km>),
  651. party_ignore_player                    = 1644   # (party_ignore_player, <party_id>,<duration_in_hours>), #don't pursue player party for this duration
  652. party_set_bandit_attraction            = 1645   # (party_set_bandit_attraction, <party_id>,<attaraction>), #set how attractive a target the party is for bandits (0..100)
  653. party_get_helpfulness                  = 1646   # (party_get_helpfulness,<destination>,<party_id>),
  654. party_set_helpfulness                  = 1647   # (party_set_helpfulness, <party_id>, <number>), #tendency to help friendly parties under attack. (0-10000, 100 default.)
  655. party_set_ignore_with_player_party     = 1648   # (party_set_ignore_with_player_party, <party_id>, <value>),
  656. party_get_ignore_with_player_party     = 1649   # (party_get_ignore_with_player_party, <destination>, <party_id>),
  657.  
  658.  
  659. party_get_num_companion_stacks         = 1650   # (party_get_num_companion_stacks,<destination>,<party_id>),
  660. party_get_num_prisoner_stacks          = 1651   # (party_get_num_prisoner_stacks, <destination>,<party_id>),
  661. party_stack_get_troop_id               = 1652   # (party_stack_get_troop_id,      <destination>,<party_id>,<stack_no>),
  662. party_stack_get_size                   = 1653   # (party_stack_get_size,          <destination>,<party_id>,<stack_no>),
  663. party_stack_get_num_wounded            = 1654   # (party_stack_get_num_wounded,   <destination>,<party_id>,<stack_no>),
  664. party_stack_get_troop_dna              = 1655   # (party_stack_get_troop_dna,     <destination>,<party_id>,<stack_no>),
  665. party_prisoner_stack_get_troop_id      = 1656   # (party_get_prisoner_stack_troop,<destination>,<party_id>,<stack_no>),
  666. party_prisoner_stack_get_size          = 1657   # (party_get_prisoner_stack_size, <destination>,<party_id>,<stack_no>),
  667. party_prisoner_stack_get_troop_dna     = 1658   # (party_prisoner_stack_get_troop_dna, <destination>,<party_id>,<stack_no>),
  668.  
  669. party_attach_to_party                  = 1660   # (party_attach_to_party, <party_id>, <party_id to attach to>),
  670. party_detach                           = 1661   # (party_detach, <party_id>),
  671. party_collect_attachments_to_party     = 1662   # (party_collect_attachments_to_party, <party_id>, <destination party_id>),
  672. party_quick_attach_to_current_battle   = 1663   # (party_quick_attach_to_current_battle, <party_id>, <side (0:players side, 1:enemy side)>),
  673.  
  674. party_get_cur_town                     = 1665   # (party_get_cur_town, <destination>, <party_id>),
  675.  
  676. party_leave_cur_battle                 = 1666   # (party_leave_cur_battle, <party_id>),
  677. party_set_next_battle_simulation_time  = 1667   # (party_set_next_battle_simulation_time,<party_id>,<next_simulation_time_in_hours>),
  678.  
  679. party_set_name                         = 1669   # (party_set_name, <party_id>, <string_no>),
  680.  
  681. party_add_xp_to_stack                  = 1670   # (party_add_xp_to_stack, <party_id>, <stack_no>, <xp_amount>),
  682.  
  683. party_get_morale                       = 1671   # (party_get_morale, <destination>,<party_id>),
  684. party_set_morale                       = 1672   # (party_set_morale, <party_id>, <value>), #value is clamped to range [0...100].
  685.  
  686. party_upgrade_with_xp                  = 1673   # (party_upgrade_with_xp, <party_id>, <xp_amount>, <upgrade_path>), #upgrade_path can be:
  687.                                                                                                                    #0 = choose random, 1 = choose first, 2 = choose second
  688. party_add_xp                           = 1674   # (party_add_xp, <party_id>, <xp_amount>),
  689.  
  690. party_add_template                     = 1675   # (party_add_template, <party_id>, <party_template_id>, [reverse_prisoner_status]),
  691.  
  692. party_set_icon                         = 1676   # (party_set_icon, <party_id>, <map_icon_id>),
  693. party_set_banner_icon                  = 1677   # (party_set_banner_icon, <party_id>, <map_icon_id>),
  694. party_add_particle_system              = 1678   # (party_add_particle_system, <party_id>, <particle_system_id>),
  695. party_clear_particle_systems           = 1679   # (party_clear_particle_systems, <party_id>),
  696.  
  697. party_get_battle_opponent              = 1680   # (party_get_battle_opponent, <destination>, <party_id>)
  698. party_get_icon                         = 1681   # (party_get_icon, <destination>, <party_id>),
  699.  
  700. party_get_skill_level                  = 1685   # (party_get_skill_level, <destination>, <party_id>, <skill_no>),
  701. agent_get_speed                        = 1689   # (agent_get_speed, <position_no>, <agent_id>), #will return speed in x and y
  702. get_battle_advantage                   = 1690   # (get_battle_advantage, <destination>),
  703. set_battle_advantage                   = 1691   # (set_battle_advantage, <value>),
  704.  
  705. agent_refill_wielded_shield_hit_points = 1692   # (agent_refill_wielded_shield_hit_points, <agent_id>),
  706. agent_is_in_special_mode               = 1693   # (agent_is_in_special_mode,<agent_id>),
  707. party_get_attached_to                  = 1694   # (party_get_attached_to, <destination>, <party_id>),
  708. party_get_num_attached_parties         = 1695   # (party_get_num_attached_parties, <destination>, <party_id>),
  709. party_get_attached_party_with_rank     = 1696   # (party_get_attached_party_with_rank, <destination>, <party_id>, <attached_party_no>),
  710. inflict_casualties_to_party_group      = 1697   # (inflict_casualties_to_party, <parent_party_id>, <attack_rounds>, <party_id_to_add_causalties_to>),
  711. distribute_party_among_party_group     = 1698   # (distribute_party_among_party_group, <party_to_be_distributed>, <group_root_party>),
  712. agent_is_routed                        = 1699   # (agent_is_routed,<agent_id>),
  713.  
  714. #Agents
  715.  
  716. #store_distance_between_positions,
  717. #position_is_behind_poisiton,
  718. get_player_agent_no                    = 1700   # (get_player_agent_no,<destination>),
  719. get_player_agent_kill_count            = 1701   # (get_player_agent_kill_count,<destination>,[get_wounded]), #Set second value to non-zero to get wounded count. returns lifetime kill counts
  720. agent_is_alive                         = 1702   # (agent_is_alive,<agent_id>),
  721. agent_is_wounded                       = 1703   # (agent_is_wounded,<agent_id>),
  722. agent_is_human                         = 1704   # (agent_is_human,<agent_id>),
  723. get_player_agent_own_troop_kill_count  = 1705   # (get_player_agent_own_troop_kill_count,<destination>,[get_wounded]), #Set second value to non-zero to get wounded count
  724. agent_is_ally                          = 1706   # (agent_is_ally,<agent_id>),
  725. agent_is_non_player                    = 1707   # (agent_is_non_player, <agent_id>),
  726. agent_is_defender                      = 1708   # (agent_is_defender,<agent_id>),
  727. agent_is_active                        = 1712   # (agent_is_active,<agent_id>),
  728. #agent_is_routed                        = 1699   # (agent_is_routed,<agent_id>),
  729. #agent_is_in_special_mode               = 1693   # (agent_is_in_special_mode,<agent_id>),
  730.  
  731. agent_get_look_position                = 1709   # (agent_get_look_position, <position_no>, <agent_id>),
  732. agent_get_position                     = 1710   # (agent_get_position,<position_no>,<agent_id>),
  733. agent_set_position                     = 1711   # (agent_set_position,<agent_id>,<position_no>),
  734. #agent_get_speed                        = 1689   # (agent_get_speed, <position_no>, <agent_id>), #will return speed in x and y
  735. #agent_is_active                        = 1712   # (agent_is_active,<agent_id>),
  736. agent_set_look_target_agent            = 1713 # (agent_set_look_target_agent, <agent_id>, <agent_id>), #second agent_id is the target
  737. agent_get_horse                        = 1714   # (agent_get_horse,<destination>,<agent_id>),
  738. agent_get_rider                        = 1715   # (agent_get_rider,<destination>,<agent_id>),
  739. agent_get_party_id                     = 1716   # (agent_get_party_id,<destination>,<agent_id>),
  740. agent_get_entry_no                     = 1717   # (agent_get_entry_no,<destination>,<agent_id>),
  741. agent_get_troop_id                     = 1718   # (agent_get_troop_id,<destination>, <agent_id>),
  742. agent_get_item_id                      = 1719   # (agent_get_item_id,<destination>, <agent_id>), (works only for horses, returns -1 otherwise)
  743.  
  744. store_agent_hit_points                 = 1720   # set absolute to 1 to retrieve actual hps, otherwise will return relative hp in range [0..100]
  745.                         # (store_agent_hit_points,<destination>,<agent_id>,[absolute]),
  746. agent_set_hit_points                   = 1721   # set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100]
  747.                         # (agent_set_hit_points,<agent_id>,<value>,[absolute]),
  748. agent_deliver_damage_to_agent          = 1722   # (agent_deliver_damage_to_agent,<agent_id_deliverer>,<agent_id>,<value>), #if value <= 0, then damage will be calculated using the weapon item
  749. agent_get_kill_count                   = 1723   # (agent_get_kill_count,<destination>,<agent_id>,[get_wounded]), #Set second value to non-zero to get wounded count
  750. agent_get_player_id                    = 1724   # (agent_get_player_id,<destination>,<agent_id>),
  751. agent_set_invulnerable_shield          = 1725 # (agent_set_invulnerable_shield, <agent_id>),
  752. agent_get_wielded_item                 = 1726   # (agent_get_wielded_item,<destination>,<agent_id>,<hand_no>),
  753. agent_get_ammo                         = 1727   # (agent_get_ammo,<destination>,<agent_id>, <value>), #value = 1 gets ammo for wielded item, value = 0 gets ammo for all items
  754. agent_refill_ammo                      = 1728   # (agent_refill_ammo,<agent_id>),
  755. #agent_refill_wielded_shield_hit_points = 1692   # (agent_refill_wielded_shield_hit_points, <agent_id>),
  756. agent_has_item_equipped                = 1729   # (agent_has_item_equipped,<agent_id>,<item_id>),
  757.  
  758. agent_set_scripted_destination         = 1730   # (agent_set_scripted_destination,<agent_id>,<position_no>,<auto_set_z_to_ground_level>), #auto_set_z_to_ground_level can be 0 (false) or 1 (true)
  759. agent_get_scripted_destination         = 1731   # (agent_get_scripted_destination,<position_no>,<agent_id>),
  760. agent_force_rethink                    = 1732 # (agent_force_rethink, <agent_id>),
  761. agent_set_no_death_knock_down_only     = 1733 # (agent_set_no_death_knock_down_only, <agent_id>, <value>), #0 for disable, 1 for enable
  762. agent_set_horse_speed_factor           = 1734 # (agent_set_horse_speed_factor, <agent_id>, <speed_multiplier-in-1/100>),
  763. agent_clear_scripted_mode              = 1735   # (agent_clear_scripted_mode,<agent_id>),
  764. agent_set_speed_limit                  = 1736   # (agent_set_speed_limit,<agent_id>,<speed_limit(kilometers/hour)>), #Affects AI only
  765. agent_ai_set_always_attack_in_melee    = 1737   # (agent_ai_set_always_attack_in_melee, <agent_id>,<value>), #to be used in sieges so that agents don't wait on the ladder.
  766. agent_get_simple_behavior              = 1738   # (agent_get_simple_behavior, <destination>, <agent_id>), #constants are written in header_mission_templates.py, starting with aisb_
  767. agent_get_combat_state                 = 1739   # (agent_get_combat_state, <destination>, <agent_id>),
  768.  
  769. agent_set_animation                    = 1740   # (agent_set_animation, <agent_id>, <anim_id>, [channel_no]), #channel_no default is 0. Top body only animations should have channel_no value as 1.
  770. agent_set_stand_animation              = 1741   # (agent_set_stand_action, <agent_id>, <anim_id>),
  771. agent_set_walk_forward_animation       = 1742   # (agent_set_walk_forward_action, <agent_id>, <anim_id>),
  772. agent_set_animation_progress           = 1743   # (agent_set_animation_progress, <agent_id>, <value_fixed_point>), #value should be between 0-1 (as fixed point)
  773. agent_set_look_target_position         = 1744   # (agent_set_look_target_position, <agent_id>, <position_no>),
  774. agent_set_attack_action                = 1745   # (agent_set_attack_action, <agent_id>, <value>, <value>), #value: 0 = thrust, 1 = slashright, 2 = slashleft, 3 = overswing - second value 0 = ready and release, 1 = ready and hold
  775. agent_set_defend_action                = 1746   # (agent_set_defend_action, <agent_id>, <value>, <duration-in-1/1000-seconds>), #value_1: 0 = defend_down, 1 = defend_right, 2 = defend_left, 3 = defend_up
  776. agent_set_wielded_item                 = 1747   # (agent_set_wielded_item, <agent_id>, <item_id>),
  777. agent_set_scripted_destination_no_attack = 1748 # (agent_set_scripted_destination_no_attack,<agent_id>,<position_no>,<auto_set_z_to_ground_level>), #auto_set_z_to_ground_level can be 0 (false) or 1 (true)
  778. agent_fade_out                         = 1749   # (agent_fade_out, <agent_id>),
  779. agent_play_sound                       = 1750   # (agent_play_sound, <agent_id>, <sound_id>),
  780. agent_start_running_away               = 1751   # (agent_start_running_away, <agent_id>),
  781. agent_stop_running_away                = 1752   # (agent_stop_run_away, <agent_id>),
  782. agent_ai_set_aggressiveness            = 1753   # (agent_ai_set_aggressiveness, <agent_id>, <value>), #100 is the default aggressiveness. higher the value, less likely to run back
  783. agent_set_kick_allowed                 = 1754   # (agent_set_kick_allowed, <agent_id>, <value>), #0 for disable, 1 for allow
  784.  
  785. remove_agent                           = 1755   # (remove_agent, <agent_id>),
  786.  
  787. agent_get_attached_scene_prop          = 1756   # (agent_get_attached_scene_prop, <destination>, <agent_id>)
  788. agent_set_attached_scene_prop          = 1757   # (agent_set_attached_scene_prop, <agent_id>, <scene_prop_id>)
  789. agent_set_attached_scene_prop_x        = 1758   # (agent_set_attached_scene_prop_x, <agent_id>, <value>)
  790. #agent_set_attached_scene_prop_y        = 1809   # (agent_set_attached_scene_prop_y, <agent_id>, <value>)
  791. agent_set_attached_scene_prop_z        = 1759   # (agent_set_attached_scene_prop_z, <agent_id>, <value>)
  792.  
  793. agent_get_time_elapsed_since_removed   = 1760   # (agent_get_time_elapsed_since_dead, <destination>, <agent_id>),
  794. agent_get_number_of_enemies_following  = 1761   # (agent_get_number_of_enemies_following, <destination>, <agent_id>),
  795.  
  796. agent_set_no_dynamics                  = 1762   # (agent_set_no_dynamics, <agent_id>, <value>), #0 = turn dynamics off, 1 = turn dynamics on (required for cut-scenes)
  797.  
  798. agent_get_attack_action                = 1763   # (agent_get_attack_action, <destination>, <agent_id>), #returned values: free = 0, readying_attack = 1, releasing_attack = 2, completing_attack_after_hit = 3, attack_parried = 4, reloading = 5, after_release = 6, cancelling_attack = 7
  799. agent_get_defend_action                = 1764   # (agent_get_defend_action, <destination>, <agent_id>), #returned values: free = 0, parrying = 1, blocking = 2
  800.  
  801. agent_get_group                        = 1765   # (agent_get_group, <destination>, <agent_id>),
  802. agent_set_group                        = 1766   # (agent_set_group, <agent_id>, <value>),
  803.  
  804. agent_get_action_dir                   = 1767   # (agent_get_action_dir, <destination>, <agent_id>), #invalid = -1, down = 0, right = 1, left = 2, up = 3
  805. agent_get_animation                    = 1768   # (agent_get_animation, <destination>, <agent_id>, <body_part), #0 = lower body part, 1 = upper body part
  806. agent_is_in_parried_animation          = 1769   # (agent_is_in_parried_animation, <agent_id>),
  807.  
  808. agent_get_team                         = 1770   # (agent_get_team  ,<destination>, <agent_id>),
  809. agent_set_team                         = 1771   # (agent_set_team  , <agent_id>, <value>),
  810.  
  811. agent_get_class                        = 1772   # (agent_get_class ,<destination>, <agent_id>),
  812. agent_get_division                     = 1773   # (agent_get_division ,<destination>, <agent_id>),
  813. agent_unequip_item                     = 1774     # (agent_unequip_item,<agent_id>,<item_id>),
  814.  
  815. class_is_listening_order               = 1775   # (class_is_listening_order, <team_no>, <sub_class>),
  816. agent_set_ammo                         = 1776   # (agent_set_ammo,<agent_id>,<item_id>,<value>), #value = a number between 0 and maximum ammo
  817.  
  818. agent_add_offer_with_timeout           = 1777   # (agent_add_offer_with_timeout, <agent_id>, <agent_id>, <duration-in-1/1000-seconds>), #second agent_id is offerer, 0 value for duration is an infinite offer
  819. agent_check_offer_from_agent           = 1778   # (agent_check_offer_from_agent, <agent_id>, <agent_id>), #second agent_id is offerer
  820.  
  821. agent_equip_item                       = 1779     # (agent_equip_item,<agent_id>,<item_id>), #for weapons, agent needs to have an empty weapon slot
  822.  
  823. entry_point_get_position               = 1780   # (entry_point_get_position, <position_no>, <entry_no>),
  824. entry_point_set_position               = 1781   # (entry_point_set_position, <entry_no>, <position_no>),
  825. entry_point_is_auto_generated          = 1782   # (entry_point_is_auto_generated, <entry_no>),
  826.  
  827. agent_set_division                     = 1783   # (agent_set_division, <agent_id>, <value>),
  828.  
  829. team_get_hold_fire_order               = 1784   # (team_get_hold_fire_order, <destination>, <team_no>, <sub_class>),
  830. team_get_movement_order                = 1785   # (team_get_movement_order, <destination>, <team_no>, <sub_class>),
  831. team_get_riding_order                  = 1786   # (team_get_riding_order, <destination>, <team_no>, <sub_class>),
  832. team_get_weapon_usage_order            = 1787   # (team_get_weapon_usage_order, <destination>, <team_no>, <sub_class>),
  833. teams_are_enemies                      = 1788   # (teams_are_enemies, <team_no>, <team_no_2>),
  834. team_give_order                        = 1790   # (team_give_order, <team_no>, <sub_class>, <order_id>),
  835. team_set_order_position                = 1791   # (team_set_order_position, <team_no>, <sub_class>, <position_no>),
  836. team_get_leader                        = 1792   # (team_get_leader, <destination>, <team_no>),
  837. team_set_leader                        = 1793   # (team_set_leader, <team_no>, <new_leader_agent_id>),
  838. team_get_order_position                = 1794   # (team_get_order_position, <position_no>, <team_no>, <sub_class>),
  839. team_set_order_listener                = 1795   # (team_set_order_listener, <team_no>, <sub_class>, <value>), #merge with old listeners if value is non-zero #clear listeners if sub_class is less than zero
  840. team_set_relation                      = 1796   # (team_set_relation, <team_no>, <team_no_2>, <value>), # -1 for enemy, 1 for friend, 0 for neutral
  841.  
  842. set_rain                               = 1797   # (set_rain,<rain-type>,<strength>), (rain_type: 1= rain, 2=snow ; strength: 0 - 100)
  843. set_fog_distance                       = 1798   # (set_fog_distance, <distance_in_meters>, [fog_color]),
  844. get_scene_boundaries                   = 1799   # (get_scene_boundaries, <position_min>, <position_max>),
  845.  
  846. scene_prop_enable_after_time           = 1800   # (scene_prop_enable_after_time, <scene_prop_id>, <value>)
  847. scene_prop_has_agent_on_it             = 1801   # (scene_prop_has_agent_on_it, <scene_prop_id>, <agent_id>)
  848.  
  849. agent_clear_relations_with_agents      = 1802   # (agent_clear_relations_with_agents, <agent_id>),
  850. agent_add_relation_with_agent          = 1803   # (agent_add_relation_with_agent, <agent_id>, <agent_id>, <value>), #-1 = enemy, 0 = neutral (no friendly fire at all), 1 = ally
  851.  
  852. agent_get_item_slot                    = 1804   # (agent_get_item_slot, <destination>, <agent_id>, <value>), value between 0-7, order is weapon1, weapon2, weapon3, weapon4, head_armor, body_armor, leg_armor, hand_armor
  853. ai_mesh_face_group_show_hide           = 1805   # (ai_mesh_face_group_show_hide, <group_no>, <value>), # 1 for enable, 0 for disable
  854.  
  855. agent_is_alarmed                       = 1806   # (agent_is_alarmed, <agent_id>),
  856. agent_set_is_alarmed                   = 1807   # (agent_set_is_alarmed, <agent_id>, <value>), # 1 for enable, 0 for disable
  857. agent_stop_sound                       = 1808   # (agent_stop_sound, <agent_id>),
  858. agent_set_attached_scene_prop_y        = 1809   # (agent_set_attached_scene_prop_y, <agent_id>, <value>)
  859.  
  860. scene_prop_get_num_instances           = 1810   # (scene_prop_get_num_instances, <destination>, <scene_prop_id>),
  861. scene_prop_get_instance                = 1811   # (scene_prop_get_instance, <destination>, <scene_prop_id>, <instance_no>),
  862. scene_prop_get_visibility              = 1812   # (scene_prop_get_visibility, <destination>, <scene_prop_id>),
  863. scene_prop_set_visibility              = 1813   # (scene_prop_set_visibility, <scene_prop_id>, <value>),
  864. scene_prop_set_hit_points              = 1814   # (scene_prop_set_hit_points, <scene_prop_id>, <value>),
  865. scene_prop_get_hit_points              = 1815   # (scene_prop_get_hit_points, <destination>, <scene_prop_id>),
  866. scene_prop_get_max_hit_points          = 1816   # (scene_prop_get_max_hit_points, <destination>, <scene_prop_id>),
  867. scene_prop_get_team                    = 1817   # (scene_prop_get_team, <value>, <scene_prop_id>),
  868. scene_prop_set_team                    = 1818   # (scene_prop_set_team, <scene_prop_id>, <value>),
  869.  
  870. scene_prop_fade_out                    = 1822   # (scene_prop_fade_out, <scene_prop_id>, <fade_out_time>)
  871. scene_prop_fade_in                     = 1823   # (scene_prop_fade_in, <scene_prop_id>, <fade_in_time>)
  872.  
  873. agent_is_in_line_of_sight              = 1826   # (agent_is_in_line_of_sight, <agent_id>, <position_no>), # rotation of the position register is not used.
  874. agent_deliver_damage_to_agent_advanced = 1827   # (agent_deliver_damage_to_agent_advanced, <destination>, <agent_id_deliverer>, <agent_id>, <value>), #if value <= 0, then damage will be calculated using the weapon item
  875. #this advanced mode of agent_deliver_damage_to_agent has 2 differences. 1- the delivered damage is returned. 2- the damage delivery is done after checking the relationship between agents. this might cause no damage, or even damage to the shooter agent because of a friendly fire.
  876. team_get_gap_distance                  = 1828   # (team_get_gap_distance, <destination>, <team_no>, <sub_class>),
  877.  
  878. scene_item_get_num_instances           = 1830   # (scene_item_get_num_instances, <destination>, <item_id>),
  879. scene_item_get_instance                = 1831   # (scene_item_get_instance, <destination>, <item_id>, <instance_no>),
  880. scene_spawned_item_get_num_instances   = 1832   # (scene_spawned_item_get_num_instances, <destination>, <item_id>),
  881. scene_spawned_item_get_instance        = 1833   # (scene_spawned_item_get_instance, <destination>, <item_id>, <instance_no>),
  882. scene_allows_mounted_units             = 1834   # (scene_allows_mounted_units),
  883.  
  884. class_set_name                         = 1837 # (class_set_name, <sub_class>, <string_id>),
  885.  
  886. prop_instance_is_valid                 = 1838 # (prop_instance_is_valid, <scene_prop_id>),
  887. prop_instance_get_variation_id         = 1840   # (prop_instance_get_variation_id, <destination>, <scene_prop_id>),
  888. prop_instance_get_variation_id_2       = 1841   # (prop_instance_get_variation_id_2, <destination>, <scene_prop_id>),
  889.  
  890.  
  891. prop_instance_get_position             = 1850   # (prop_instance_get_position, <position_no>, <scene_prop_id>),
  892. prop_instance_get_starting_position    = 1851   # (prop_instance_get_starting_position, <position_no>, <scene_prop_id>),
  893. prop_instance_get_scale                = 1852   # (prop_instance_get_scale, <position_no>, <scene_prop_id>),
  894. prop_instance_get_scene_prop_kind      = 1853   # (prop_instance_get_scene_prop_type, <destination>, <scene_prop_id>)
  895. prop_instance_set_scale                = 1854 # (prop_instance_set_scale, <scene_prop_id>, <value_x_fixed_point>, <value_y_fixed_point>, <value_z_fixed_point>),
  896. prop_instance_set_position             = 1855   # (prop_instance_set_position, <scene_prop_id>, <position_no>, [dont_send_to_clients]),
  897. #dont_send_to_clients default is 0, therefore it is sent to clients. if you are just doing some physics checks with scene props, then don't send them to clients
  898. prop_instance_animate_to_position      = 1860   # (prop_instance_animate_to_position, <scene_prop_id>, position, <duration-in-1/100-seconds>),
  899. prop_instance_stop_animating           = 1861   # (prop_instance_stop_animating, <scene_prop_id>),
  900. prop_instance_is_animating             = 1862   # (prop_instance_is_animating, <destination>, <scene_prop_id>),
  901. prop_instance_get_animation_target_position = 1863    # (prop_instance_get_animation_target_position, <pos>, <scene_prop_id>)
  902. prop_instance_enable_physics           = 1864   # (prop_instance_enable_physics, <scene_prop_id>, <value>) #0 for disable, 1 for enable
  903. prop_instance_rotate_to_position       = 1865   # (prop_instance_rotate_to_position, <scene_prop_id>, position, <duration-in-1/100-seconds>, <total_rotate_angle>),
  904. prop_instance_initialize_rotation_angles = 1866   # (prop_instance_initialize_rotation_angles, <scene_prop_id>),
  905. prop_instance_refill_hit_points        = 1870 # (prop_instance_refill_hit_points, <scene_prop_id>),
  906.  
  907. prop_instance_dynamics_set_properties  = 1871 # (prop_instance_dynamics_set_properties,<scene_prop_id>,mass_friction),
  908. prop_instance_dynamics_set_velocity    = 1872 # (prop_instance_dynamics_set_velocity,<scene_prop_id>,linear_velocity),
  909. prop_instance_dynamics_set_omega       = 1873 # (prop_instance_dynamics_set_omega,<scene_prop_id>,angular_velocity),
  910. prop_instance_dynamics_apply_impulse   = 1874 # (prop_instance_dynamics_apply_impulse,<scene_prop_id>,impulse_force),
  911.  
  912. prop_instance_receive_damage           = 1877 # (prop_instance_receive_damage, <scene_prop_id>, <agent_id>, <damage_value>),
  913.  
  914. prop_instance_intersects_with_prop_instance = 1880 # (prop_instance_intersects_with_prop_instance, <scene_prop_id>, <scene_prop_id>), #give second scene_prop_id as -1 to check all scene props.
  915. #cannot check polygon-to-polygon physics models, but can check any other combinations between sphere, capsule and polygon physics models.
  916.  
  917.  
  918. replace_prop_instance                  = 1889   # (replace_prop_instance, <scene_prop_id>, <new_scene_prop_id>),
  919. replace_scene_props                    = 1890   # (replace_scene_props, <old_scene_prop_id>,<new_scene_prop_id>),
  920. replace_scene_items_with_scene_props   = 1891   # (replace_scene_items_with_scene_props, <old_item_id>,<new_scene_prop_id>),
  921. #---------------------------
  922. # Mission Consequence types
  923. #---------------------------
  924.  
  925. set_mission_result                     = 1906   # (set_mission_result,<value>),
  926. finish_mission                         = 1907   # (finish_mission),
  927. jump_to_scene                          = 1910   # (jump_to_scene,<scene_id>,<entry_no>),
  928. set_jump_mission                       = 1911   # (set_jump_mission,<mission_template_id>),
  929. set_jump_entry                         = 1912   # (set_jump_entry,<entry_no>),
  930. start_mission_conversation             = 1920   # (start_mission_conversation,<troop_id>),
  931. add_reinforcements_to_entry            = 1930   # (add_reinforcements_to_entry,<mission_template_entry_no>,<value>),
  932.  
  933. mission_enable_talk                    = 1935   # (mission_enable_talk), #can talk with troops during battles
  934. mission_disable_talk                   = 1936   # (mission_disable_talk), #disables talk option for the mission
  935.  
  936. mission_tpl_entry_set_override_flags   = 1940   # (mission_entry_set_override_flags, <mission_template_id>, <entry_no>, <value>),
  937. mission_tpl_entry_clear_override_items = 1941   # (mission_entry_clear_override_items, <mission_template_id>, <entry_no>),
  938. mission_tpl_entry_add_override_item    = 1942   # (mission_entry_add_override_item, <mission_template_id>, <entry_no>, <item_kind_id>),
  939.  
  940. set_current_color                      = 1950   # red, green, blue: a value of 255 means 100%
  941.                               # (set_current_color,<value>,<value>,<value>),
  942. set_position_delta                     = 1955   # x, y, z
  943.                                                  # (set_position_delta,<value>,<value>,<value>),
  944. add_point_light                        = 1960   # (add_point_light,[flicker_magnitude],[flicker_interval]), #flicker_magnitude between 0 and 100, flicker_interval is in 1/100 seconds
  945. add_point_light_to_entity              = 1961   # (add_point_light_to_entity,[flicker_magnitude],[flicker_interval]), #flicker_magnitude between 0 and 100, flicker_interval is in 1/100 seconds
  946. particle_system_add_new                = 1965   # (particle_system_add_new,<par_sys_id>,[position_no]),
  947. particle_system_emit                   = 1968   # (particle_system_emit,<par_sys_id>,<value_num_particles>,<value_period>),
  948. particle_system_burst                  = 1969   # (particle_system_burst,<par_sys_id>,<position_no>,[percentage_burst_strength]),
  949.  
  950. set_spawn_position                     = 1970   # (set_spawn_position, <position_no>)
  951. spawn_item                             = 1971   # (spawn_item, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning = 0 then item never gets pruned
  952. spawn_agent                            = 1972   # (spawn_agent,<troop_id>), (stores agent_id in reg0)
  953. spawn_horse                            = 1973   # (spawn_horse,<item_kind_id>, <item_modifier>)  (stores agent_id in reg0)
  954. spawn_scene_prop                       = 1974   # (spawn_scene_prop, <scene_prop_id>)  (stores prop_instance_id in reg0) not yet.
  955.  
  956. particle_system_burst_no_sync          = 1975   # (particle_system_burst_without_sync,<par_sys_id>,<position_no>,[percentage_burst_strength]),
  957.  
  958. cur_tableau_add_tableau_mesh           = 1980   # (cur_tableau_add_tableau_mesh, <tableau_material_id>, <value>, <position_register_no>), #value is passed to tableau_material
  959. cur_item_set_tableau_material          = 1981   # (cur_item_set_tableu_material, <tableau_material_id>, <instance_code>), #only call inside ti_on_init_item in module_items
  960. cur_scene_prop_set_tableau_material    = 1982   # (cur_scene_prop_set_tableau_material, <tableau_material_id>, <instance_code>), #only call inside ti_on_init_scene_prop in module_scene_props
  961. cur_map_icon_set_tableau_material      = 1983   # (cur_map_icon_set_tableau_material, <tableau_material_id>, <instance_code>), #only call inside ti_on_init_map_icon in module_scene_props
  962. cur_tableau_render_as_alpha_mask       = 1984   # (cur_tableau_render_as_alpha_mask)
  963. cur_tableau_set_background_color       = 1985   # (cur_tableau_set_background_color, <value>),
  964. cur_agent_set_banner_tableau_material  = 1986   # (cur_agent_set_banner_tableau_material, <tableau_material_id>)
  965. cur_tableau_set_ambient_light          = 1987   # (cur_tableau_set_ambient_light, <red_fixed_point>, <green_fixed_point>, <blue_fixed_point>),
  966. cur_tableau_set_camera_position        = 1988   # (cur_tableau_set_camera_position, <position_no>),
  967. cur_tableau_set_camera_parameters      = 1989   # (cur_tableau_set_camera_parameters, <is_perspective>, <camera_width_times_1000>, <camera_height_times_1000>, <camera_near_times_1000>, <camera_far_times_1000>),
  968. cur_tableau_add_point_light            = 1990   # (cur_tableau_add_point_light, <map_icon_id>, <position_no>, <red_fixed_point>, <green_fixed_point>, <blue_fixed_point>),
  969. cur_tableau_add_sun_light              = 1991   # (cur_tableau_add_sun_light, <map_icon_id>, <position_no>, <red_fixed_point>, <green_fixed_point>, <blue_fixed_point>),
  970. cur_tableau_add_mesh                   = 1992   # (cur_tableau_add_mesh, <mesh_id>, <position_no>, <value_fixed_point>, <value_fixed_point>),
  971.                                                # first value fixed point is the scale factor, second value fixed point is alpha. use 0 for default values
  972. cur_tableau_add_mesh_with_vertex_color = 1993   # (cur_tableau_add_mesh_with_vertex_color, <mesh_id>, <position_no>, <value_fixed_point>, <value_fixed_point>, <value>),
  973.                                                # first value fixed point is the scale factor, second value fixed point is alpha. value is vertex color. use 0 for default values. vertex_color has no default value.
  974.  
  975. cur_tableau_add_map_icon               = 1994   # (cur_tableau_add_map_icon, <map_icon_id>, <position_no>, <value_fixed_point>),
  976.                                                # value fixed point is the scale factor
  977.                                                
  978. cur_tableau_add_troop                  = 1995   # (cur_tableau_add_troop, <troop_id>, <position_no>, <animation_id>, <instance_no>), #if instance_no value is 0 or less, then the face is not generated randomly (important for heroes)
  979. cur_tableau_add_horse                  = 1996   # (cur_tableau_add_horse, <item_id>, <position_no>, <animation_id>),
  980. cur_tableau_set_override_flags         = 1997   # (cur_tableau_set_override_flags, <value>),
  981. cur_tableau_clear_override_items       = 1998   # (cur_tableau_clear_override_items),
  982. cur_tableau_add_override_item          = 1999   # (cur_tableau_add_override_item, <item_kind_id>),
  983. cur_tableau_add_mesh_with_scale_and_vertex_color = 2000   # (cur_tableau_add_mesh_with_scale_and_vertex_color, <mesh_id>, <position_no>, <position_no>, <value_fixed_point>, <value>),
  984.                                                # second position_no is x,y,z scale factors (with fixed point values). value fixed point is alpha. value is vertex color. use 0 for default values. scale and vertex_color has no default values.
  985.  
  986. mission_cam_set_mode                   = 2001   # (mission_cam_set_mode, <mission_cam_mode>, <duration-in-1/1000-seconds>, <value>) # when leaving manual mode, duration defines the animation time from the initial position to the new position. set as 0 for instant camera position update
  987.                                                                                                                                    # if value = 0, then camera velocity will be linear. else it will be non-linear
  988. mission_get_time_speed                 = 2002   # (mission_get_time_speed, <destination_fixed_point>),
  989. mission_set_time_speed                 = 2003   # (mission_set_time_speed, <value_fixed_point>) #this works only when cheat mode is enabled
  990. mission_time_speed_move_to_value       = 2004   # (mission_speed_move_to_value, <value_fixed_point>, <duration-in-1/1000-seconds>) #this works only when cheat mode is enabled
  991. mission_set_duel_mode                  = 2006   # (mission_set_duel_mode, <value>), #value: 0 = off, 1 = on
  992.  
  993. mission_cam_set_screen_color           = 2008   #(mission_cam_set_screen_color, <value>), #value is color together with alpha
  994. mission_cam_animate_to_screen_color    = 2009   #(mission_cam_animate_to_screen_color, <value>, <duration-in-1/1000-seconds>), #value is color together with alpha
  995.  
  996. mission_cam_get_position               = 2010   # (mission_cam_get_position, <position_register_no>)
  997. mission_cam_set_position               = 2011   # (mission_cam_set_position, <position_register_no>)
  998. mission_cam_animate_to_position        = 2012   # (mission_cam_animate_to_position, <position_register_no>, <duration-in-1/1000-seconds>, <value>) # if value = 0, then camera velocity will be linear. else it will be non-linear
  999. mission_cam_get_aperture               = 2013   # (mission_cam_get_aperture, <destination>)
  1000. mission_cam_set_aperture               = 2014   # (mission_cam_set_aperture, <value>)
  1001. mission_cam_animate_to_aperture        = 2015   # (mission_cam_animate_to_aperture, <value>, <duration-in-1/1000-seconds>, <value>) # if value = 0, then camera velocity will be linear. else it will be non-linear
  1002. mission_cam_animate_to_position_and_aperture = 2016   # (mission_cam_animate_to_position_and_aperture, <position_register_no>, <value>, <duration-in-1/1000-seconds>, <value>) # if value = 0, then camera velocity will be linear. else it will be non-linear
  1003. mission_cam_set_target_agent           = 2017   # (mission_cam_set_target_agent, <agent_id>, <value>) #if value = 0 then do not use agent's rotation, else use agent's rotation
  1004. mission_cam_clear_target_agent         = 2018   # (mission_cam_clear_target_agent)
  1005. mission_cam_set_animation              = 2019   # (mission_cam_set_animation, <anim_id>),
  1006.  
  1007. talk_info_show                         = 2020   # (talk_info_show, <hide_or_show>) :0=hide 1=show
  1008. talk_info_set_relation_bar             = 2021   # (talk_info_set_relation_bar, <value>) :set relation bar to a value between -100 to 100, enter an invalid value to hide the bar.
  1009. talk_info_set_line                     = 2022   # (talk_info_set_line, <line_no>, <string_no>)
  1010.  
  1011. #mesh related
  1012. set_background_mesh                    = 2031   # (set_background_mesh, <mesh_id>),
  1013. set_game_menu_tableau_mesh             = 2032   # (set_game_menu_tableau_mesh, <tableau_material_id>, <value>, <position_register_no>), #value is passed to tableau_material
  1014.                                                # position contains the following information: x = x position of the mesh, y = y position of the mesh, z = scale of the mesh
  1015.  
  1016. #change_window types.
  1017. change_screen_return                   = 2040   # (change_screen_return),
  1018. change_screen_loot                     = 2041   # (change_screen_loot, <troop_id>),
  1019. change_screen_trade                    = 2042   # (change_screen_trade),
  1020. change_screen_exchange_members         = 2043 # (change_screen_exchange_members, [0,1 = exchange_leader], [party_id]), #if party id is not given, current party will be used
  1021. change_screen_trade_prisoners          = 2044   # (change_screen_trade_prisoners),
  1022. change_screen_buy_mercenaries          = 2045   # (change_screen_buy_mercenaries),
  1023. change_screen_view_character           = 2046   # (change_screen_view_character),
  1024. change_screen_training                 = 2047   # (change_screen_training),
  1025. change_screen_mission                  = 2048   # (change_screen_mission),
  1026. change_screen_map_conversation         = 2049   # (change_screen_map_conversation),
  1027. change_screen_exchange_with_party      = 2050   # (change_screen_exchange_with_party, <party_id>),
  1028. change_screen_equip_other              = 2051   # (change_screen_equip_other, <troop_id>),
  1029. change_screen_map                      = 2052
  1030. change_screen_notes                    = 2053   # (change_screen_notes, <note_type>, <object_id>), #Note type can be 1 = troops, 2 = factions, 3 = parties, 4 = quests, 5 = info_pages
  1031. change_screen_quit                     = 2055   # (change_screen_quit),
  1032. change_screen_give_members             = 2056   # (change_screen_give_members, [party_id]), #if party id is not given, current party will be used
  1033. change_screen_controls                 = 2057   # (change_screen_controls),
  1034. change_screen_options                  = 2058   # (change_screen_options),
  1035.  
  1036.  
  1037. jump_to_menu                           = 2060   # (jump_to_menu,<menu_id>),
  1038. disable_menu_option                    = 2061   # (disable_menu_option),
  1039.  
  1040. store_trigger_param_1  = 2071  # (store_trigger_param_1,<destination>),
  1041. store_trigger_param_2  = 2072  # (store_trigger_param_2,<destination>),
  1042. store_trigger_param_3  = 2073  # (store_trigger_param_3,<destination>),
  1043. set_trigger_result     = 2075  # (set_trigger_result, <value>),
  1044.  
  1045. agent_set_max_hit_points               = 2090   # set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100]
  1046.                         # (agent_set_max_hit_points,<agent_id>,<value>,[absolute]),
  1047. agent_set_damage_modifier              = 2091   # (agent_set_damage_modifier, <agent_id>, <value>), # value is in percentage, 100 is default
  1048.  
  1049. val_lshift             = 2100 # (val_lshift, <destination>, <value>), # shifts the bits of destination to left by value amount.
  1050. val_rshift             = 2101 # (val_rshift, <destination>, <value>), # shifts the bits of destination to right by value amount.
  1051.  
  1052. val_add                = 2105   #dest, operand ::       dest = dest + operand
  1053.                 # (val_add,<destination>,<value>),
  1054. val_sub                = 2106   #dest, operand ::       dest = dest + operand
  1055.                 # (val_sub,<destination>,<value>),
  1056. val_mul                = 2107   #dest, operand ::       dest = dest * operand
  1057.                 # (val_mul,<destination>,<value>),
  1058. val_div                = 2108   #dest, operand ::       dest = dest / operand
  1059.                 # (val_div,<destination>,<value>),
  1060. val_mod                = 2109   #dest, operand ::       dest = dest mod operand
  1061.                 # (val_mod,<destination>,<value>),
  1062. val_min                = 2110   #dest, operand ::       dest = min(dest, operand)
  1063.                 # (val_min,<destination>,<value>),
  1064. val_max                = 2111   #dest, operand ::       dest = max(dest, operand)
  1065.                 # (val_max,<destination>,<value>),
  1066. val_clamp              = 2112   #dest, operand ::       dest = max(min(dest,<upper_bound> - 1),<lower_bound>)
  1067.                 # (val_clamp,<destination>,<lower_bound>, <upper_bound>),
  1068. val_abs                = 2113  #dest          ::       dest = abs(dest)
  1069.                                # (val_abs,<destination>),
  1070. val_or                 = 2114   #dest, operand ::       dest = dest | operand
  1071.                 # (val_or,<destination>,<value>),
  1072. val_and                = 2115   #dest, operand ::       dest = dest & operand
  1073.                 # (val_and,<destination>,<value>),
  1074. store_or               = 2116   #dest, op1, op2 :      dest = op1 | op2
  1075.                                # (store_or,<destination>,<value>,<value>),
  1076. store_and              = 2117   #dest, op1, op2 :      dest = op1 & op2
  1077.                                # (store_or,<destination>,<value>,<value>),
  1078.  
  1079. store_mod              = 2119   #dest, op1, op2 :      dest = op1 % op2
  1080.                 # (store_mod,<destination>,<value>,<value>),
  1081. store_add              = 2120   #dest, op1, op2 :      dest = op1 + op2
  1082.                 # (store_add,<destination>,<value>,<value>),
  1083. store_sub              = 2121   #dest, op1, op2 :      dest = op1 - op2
  1084.                 # (store_sub,<destination>,<value>,<value>),
  1085. store_mul              = 2122   #dest, op1, op2 :      dest = op1 * op2
  1086.                 # (store_mul,<destination>,<value>,<value>),
  1087. store_div              = 2123   #dest, op1, op2 :      dest = op1 / op2
  1088.                 # (store_div,<destination>,<value>,<value>),
  1089.  
  1090. set_fixed_point_multiplier      = 2124 # (set_fixed_point_multiplier, <value>),
  1091.                                        # sets the precision of the values that are named as value_fixed_point or destination_fixed_point.
  1092.                                        # Default is 1 (every fixed point value will be regarded as an integer)
  1093.  
  1094. store_sqrt             = 2125  # (store_sqrt, <destination_fixed_point>, <value_fixed_point>), takes square root of the value
  1095. store_pow              = 2126  # (store_pow, <destination_fixed_point>, <value_fixed_point>, <value_fixed_point), takes square root of the value
  1096.                                #dest, op1, op2 :      dest = op1 ^ op2
  1097. store_sin              = 2127  # (store_sin, <destination_fixed_point>, <value_fixed_point>), takes sine of the value that is in degrees
  1098. store_cos              = 2128  # (store_cos, <destination_fixed_point>, <value_fixed_point>), takes cosine of the value that is in degrees
  1099. store_tan              = 2129  # (store_tan, <destination_fixed_point>, <value_fixed_point>), takes tangent of the value that is in degrees
  1100.  
  1101. convert_to_fixed_point = 2130  # (convert_to_fixed_point, <destination_fixed_point>), multiplies the value with the fixed point multiplier
  1102. convert_from_fixed_point= 2131 # (convert_from_fixed_point, <destination>), divides the value with the fixed point multiplier
  1103.  
  1104. assign                 = 2133   # had to put this here so that it can be called from conditions.
  1105.                 # (assign,<destination>,<value>),
  1106. shuffle_range          = 2134   # (shuffle_range,<reg_no>,<reg_no>),
  1107.  
  1108. store_random           = 2135   # deprecated, use store_random_in_range instead.
  1109. store_random_in_range  = 2136   # gets random number in range [range_low,range_high] excluding range_high
  1110.                 # (store_random_in_range,<destination>,<range_low>,<range_high>),
  1111.  
  1112. store_asin             = 2140  # (store_asin, <destination_fixed_point>, <value_fixed_point>),
  1113. store_acos             = 2141  # (store_acos, <destination_fixed_point>, <value_fixed_point>),
  1114. store_atan             = 2142  # (store_atan, <destination_fixed_point>, <value_fixed_point>),
  1115. store_atan2            = 2143  # (store_atan2, <destination_fixed_point>, <value_fixed_point>, <value_fixed_point>), #first value is y, second is x
  1116.  
  1117. store_troop_gold       = 2149   # (store_troop_gold,<destination>,<troop_id>),
  1118.  
  1119. store_num_free_stacks           = 2154 # (store_num_free_stacks,<destination>,<party_id>),
  1120. store_num_free_prisoner_stacks  = 2155 # (store_num_free_prisoner_stacks,<destination>,<party_id>),
  1121.  
  1122. store_party_size                = 2156  # (store_party_size,<destination>,[party_id]),
  1123. store_party_size_wo_prisoners   = 2157  # (store_party_size_wo_prisoners,<destination>,[party_id]),
  1124. store_troop_kind_count          = 2158 # deprecated, use party_count_members_of_type instead
  1125. store_num_regular_prisoners     = 2159  # (store_mum_regular_prisoners,<destination>,<party_id>),
  1126.  
  1127. store_troop_count_companions    = 2160  # (store_troop_count_companions,<destination>,<troop_id>,[party_id]),
  1128. store_troop_count_prisoners     = 2161  # (store_troop_count_prisoners,<destination>,<troop_id>,[party_id]),
  1129. store_item_kind_count           = 2165  # (store_item_kind_count,<destination>,<item_id>,[troop_id]),
  1130.  
  1131. store_free_inventory_capacity   = 2167  # (store_free_inventory_capacity,<destination>,[troop_id]),
  1132.  
  1133. store_skill_level               = 2170  # (store_skill_level,<destination>,<skill_id>,[troop_id]),
  1134. store_character_level           = 2171  # (store_character_level,<destination>,[troop_id]),
  1135. store_attribute_level           = 2172  # (store_attribute_level,<destination>,<troop_id>,<attribute_id>),
  1136.  
  1137. store_troop_faction             = 2173  # (store_troop_faction,<destination>,<troop_id>),
  1138. store_faction_of_troop          = 2173  # (store_troop_faction,<destination>,<troop_id>),
  1139. store_troop_health              = 2175  # (store_troop_health,<destination>,<troop_id>,[absolute]),
  1140.                                        # set absolute to 1 to get actual health; otherwise this will return percentage health in range (0-100)
  1141.  
  1142. store_proficiency_level         = 2176  # (store_proficiency_level,<destination>,<troop_id>,<attribute_id>),
  1143.  
  1144.                     # (store_troop_health,<destination>,<troop_id>,[absolute]),
  1145. store_relation                  = 2190  # (store_relation,<destination>,<faction_id_1>,<faction_id_2>),
  1146. set_conversation_speaker_troop  = 2197  # (set_conversation_speaker_troop, <troop_id>),
  1147. set_conversation_speaker_agent  = 2198  # (set_conversation_speaker_troop, <agent_id>),
  1148. store_conversation_agent        = 2199 # (store_conversation_agent,<destination>),
  1149. store_conversation_troop        = 2200 # (store_conversation_troop,<destination>),
  1150. store_partner_faction           = 2201 # (store_partner_faction,<destination>),
  1151. store_encountered_party         = 2202 # (store_encountered_party,<destination>),
  1152. store_encountered_party2        = 2203 # (store_encountered_party2,<destination>),
  1153. store_faction_of_party          = 2204 # (store_faction_of_party, <destination>, <party_id>),
  1154. set_encountered_party           = 2205 # (set_encountered_party,<destination>),
  1155.  
  1156.  
  1157. #store_current_town              = 2210 # deprecated, use store_current_scene instead
  1158. #store_current_site              = 2211 # deprecated, use store_current_scene instead
  1159. store_current_scene             = 2211 # (store_current_scene,<destination>),
  1160.  
  1161. store_item_value                = 2230 # (store_item_value,<destination>,<item_id>),
  1162. store_troop_value               = 2231 # (store_troop_value,<destination>,<troop_id>),
  1163.  
  1164. store_partner_quest             = 2240 # (store_partner_quest,<destination>),
  1165. store_random_quest_in_range     = 2250 # (store_random_quest_in_range,<destination>,<lower_bound>,<upper_bound>),
  1166. store_random_troop_to_raise     = 2251 # (store_random_troop_to_raise,<destination>,<lower_bound>,<upper_bound>),
  1167. store_random_troop_to_capture   = 2252  # (store_random_troop_to_capture,<destination>,<lower_bound>,<upper_bound>),
  1168. store_random_party_in_range     = 2254  # (store_random_party_in_range,<destination>,<lower_bound>,<upper_bound>),
  1169. store01_random_parties_in_range = 2255 # stores two random, different parties in a range to reg0 and reg1.
  1170.                     # (store01_random_parties_in_range,<lower_bound>,<upper_bound>),
  1171. store_random_horse              = 2257  # (store_random_horse,<destination>)
  1172. store_random_equipment          = 2258  # (store_random_equipment,<destination>)
  1173. store_random_armor              = 2259  # (store_random_armor,<destination>)
  1174. store_quest_number              = 2261 # (store_quest_number,<destination>,<quest_id>),
  1175. store_quest_item                = 2262  # (store_quest_item,<destination>,<item_id>),
  1176. store_quest_troop               = 2263  # (store_quest_troop,<destination>,<troop_id>),
  1177.  
  1178. store_current_hours             = 2270 # (store_current_hours,<destination>),
  1179. store_time_of_day               = 2271  # (store_time_of_day,<destination>),
  1180. store_current_day               = 2272  # (store_current_day,<destination>),
  1181. is_currently_night              = 2273  # (is_currently_night),
  1182.  
  1183. store_distance_to_party_from_party = 2281   # (store_distance_to_party_from_party,<destination>,<party_id>,<party_id>),
  1184.  
  1185. get_party_ai_behavior                 = 2290    # (get_party_ai_behavior,<destination>,<party_id>),
  1186. get_party_ai_object                   = 2291    # (get_party_ai_object,<destination>,<party_id>),
  1187. party_get_ai_target_position          = 2292    # (party_get_ai_target_position,<position_no>,<party_id>),
  1188. get_party_ai_current_behavior         = 2293   # (get_party_ai_current_behavior,<destination>,<party_id>),
  1189. get_party_ai_current_object           = 2294    # (get_party_ai_current_object,<destination>,<party_id>),
  1190.  
  1191.  
  1192. store_num_parties_created             = 2300    # (store_num_parties_created,<destination>,<party_template_id>),
  1193. store_num_parties_destroyed           = 2301    # (store_num_parties_destroyed,<destination>,<party_template_id>),
  1194. store_num_parties_destroyed_by_player = 2302    # (store_num_parties_destroyed_by_player,<destination>,<party_template_id>),
  1195.  
  1196.  
  1197. # Searching operations.
  1198. store_num_parties_of_template   = 2310  # (store_num_parties_of_template,<destination>,<party_template_id>),
  1199. store_random_party_of_template  = 2311  # fails if no party exists with tempolate_id (expensive)
  1200.                     # (store_random_party_of_template,<destination>,<party_template_id>),
  1201.  
  1202. str_is_empty                    = 2318 # (str_is_empty, <string_register>),
  1203. str_clear                       = 2319 # (str_clear, <string_register>)
  1204. str_store_string                = 2320  # (str_store_string,<string_register>,<string_id>),
  1205. str_store_string_reg            = 2321  # (str_store_string,<string_register>,<string_no>), #copies one string register to another.
  1206. str_store_troop_name            = 2322  # (str_store_troop_name,<string_register>,<troop_id>),
  1207. str_store_troop_name_plural     = 2323  # (str_store_troop_name_plural,<string_register>,<troop_id>),
  1208. str_store_troop_name_by_count   = 2324  # (str_store_troop_name_by_count,<string_register>,<troop_id>,<number>),
  1209. str_store_item_name             = 2325  # (str_store_item_name,<string_register>,<item_id>),
  1210. str_store_item_name_plural      = 2326  # (str_store_item_name_plural,<string_register>,<item_id>),
  1211. str_store_item_name_by_count    = 2327  # (str_store_item_name_by_count,<string_register>,<item_id>),
  1212. str_store_party_name            = 2330  # (str_store_party_name,<string_register>,<party_id>),
  1213. str_store_agent_name            = 2332  # (str_store_agent_name,<string_register>,<agent_id>),
  1214. str_store_faction_name          = 2335  # (str_store_faction_name,<string_register>,<faction_id>),
  1215. str_store_quest_name            = 2336  # (str_store_quest_name,<string_register>,<quest_id>),
  1216. str_store_info_page_name        = 2337  # (str_store_info_page_name,<string_register>,<info_page_id>),
  1217. str_store_date                  = 2340 # (str_store_date,<string_register>,<number_of_hours_to_add_to_the_current_date>),
  1218. str_store_troop_name_link       = 2341 # (str_store_troop_name_link,<string_register>,<troop_id>),
  1219. str_store_party_name_link       = 2342 # (str_store_party_name_link,<string_register>,<party_id>),
  1220. str_store_faction_name_link     = 2343 # (str_store_faction_name_link,<string_register>,<faction_id>),
  1221. str_store_quest_name_link       = 2344 # (str_store_quest_name_link,<string_register>,<quest_id>),
  1222. str_store_info_page_name_link   = 2345 # (str_store_info_page_name_link,<string_register>,<info_page_id>),
  1223. str_store_class_name            = 2346 # (str_store_class_name,<stribg_register>,<class_id>)
  1224. str_store_player_username       = 2350 # (str_store_player_username,<string_register>,<player_id>), #used in multiplayer mode only
  1225. str_store_server_password       = 2351 # (str_store_server_password, <string_register>),
  1226. str_store_server_name           = 2352 # (str_store_server_name, <string_register>),
  1227. str_store_welcome_message       = 2353 # (str_store_welcome_message, <string_register>),
  1228.  
  1229. str_encode_url                  = 2355 # (str_encode_url, <string_register>),
  1230.  
  1231. #mission ones:
  1232. store_remaining_team_no         = 2360  # (store_remaining_team_no,<destination>),
  1233.  
  1234. store_mission_timer_a_msec = 2365   # (store_mission_timer_a_msec,<destination>),
  1235. store_mission_timer_b_msec = 2366   # (store_mission_timer_b_msec,<destination>),
  1236. store_mission_timer_c_msec = 2367   # (store_mission_timer_c_msec,<destination>),
  1237.  
  1238. store_mission_timer_a = 2370    # (store_mission_timer_a,<destination>),
  1239. store_mission_timer_b = 2371    # (store_mission_timer_b,<destination>),
  1240. store_mission_timer_c = 2372    # (store_mission_timer_c,<destination>),
  1241.  
  1242. reset_mission_timer_a = 2375    # (reset_mission_timer_a),
  1243. reset_mission_timer_b = 2376    # (reset_mission_timer_b),
  1244. reset_mission_timer_c = 2377    # (reset_mission_timer_c),
  1245.  
  1246. set_cheer_at_no_enemy = 2379    # (set_cheer_at_no_enemy, <value>), # values:0->do not cheer (do as commander says), 1->cheer
  1247.  
  1248. store_enemy_count     = 2380 # (store_enemy_count,<destination>),
  1249. store_friend_count    = 2381 # (store_friend_count,<destination>),
  1250. store_ally_count      = 2382 # (store_ally_count,<destination>),
  1251. store_defender_count  = 2383 # (store_defender_count,<destination>),
  1252. store_attacker_count  = 2384 # (store_attacker_count,<destination>),
  1253. store_normalized_team_count = 2385 #(store_normalized_team_count,<destination>, <team_no>), #Counts the number of agents belonging to a team
  1254.                                                                                            # and normalizes the result regarding battle_size and advantage.
  1255. set_postfx                  = 2386
  1256. set_river_shader_to_mud     = 2387 #changes river material for muddy env
  1257. show_troop_details          = 2388 #(show_troop_details, <troop_id>, <position>, <troop_price>)
  1258. set_skybox                  = 2389 #(set_skybox, <non_hdr_skybox_index>, <hdr_skybox_index>)    #forces selected skybox for a scene, use -1 to disable
  1259. set_startup_sun_light       = 2390 #(set_startup_sun_light, <r>, <g>, <b>)  #changes the sun light color
  1260. set_startup_ambient_light   = 2391 #(set_startup_ambient_light, <r>, <g>, <b>)  #changes the ambient light color
  1261. set_startup_ground_ambient_light = 2392 #(set_startup_ground_ambient_light, <r>, <g>, <b>)  #changes the ground ambient light color
  1262.  
  1263. #New 1.137 oper:
  1264.  
  1265. options_get_damage_to_player    = 260 # (options_get_damage_to_player, <destination>), #0 = 1/4, 1 = 1/2, 2 = 1/1
  1266. options_set_damage_to_player    = 261 # (options_set_damage_to_player, <value>), #0 = 1/4, 1 = 1/2, 2 = 1/1
  1267. options_get_damage_to_friends   = 262 # (options_get_damage_to_friends, <destination>), #0 = 1/2, 1 = 3/4, 2 = 1/1
  1268. options_set_damage_to_friends   = 263 # (options_set_damage_to_friends, <value>), #0 = 1/2, 1 = 3/4, 2 = 1/1
  1269. options_get_combat_ai           = 264 # (options_get_combat_ai, <destination>), #0 = good, 1 = average, 2 = poor
  1270. options_set_combat_ai           = 265 # (options_set_combat_ai, <value>), #0 = good, 1 = average, 2 = poor
  1271. options_get_campaign_ai         = 266 # (options_get_campaign_ai, <destination>), #0 = good, 1 = average, 2 = poor
  1272. options_set_campaign_ai         = 267 # (options_set_campaign_ai, <value>), #0 = good, 1 = average, 2 = poor
  1273. options_get_combat_speed        = 268 # (options_get_combat_speed, <destination>), #0 = slowest, 1 = slower, 2 = normal, 3 = faster, 4 = fastest
  1274. options_set_combat_speed        = 269 # (options_set_combat_speed, <value>), #0 = slowest, 1 = slower, 2 = normal, 3 = faster, 4 = fastest
  1275. party_set_extra_icon            = 1682   # (party_set_extra_icon, <party_id>, <map_icon_id>, <up_down_distance_fixed_point>, <up_down_frequency_fixed_point>, <rotate_frequency_fixed_point>, <fade_in_out_frequency_fixed_point>), #frequencies are in number of revolutions per second
  1276.  
  1277.  
  1278. #-------------------------------------------
  1279.  
  1280.  
  1281. lhs_operations = [try_for_range,
  1282.                   try_for_range_backwards,
  1283.                   try_for_parties,
  1284.                   try_for_agents,
  1285.                   store_script_param_1,
  1286.                   store_script_param_2,
  1287.                   store_script_param,
  1288.                   store_repeat_object,
  1289.                   get_global_cloud_amount,
  1290.                   get_global_haze_amount,
  1291.                   profile_get_banner_id,
  1292.                   get_achievement_stat,
  1293.                   get_max_players,
  1294.                   player_get_team_no,
  1295.                   player_get_troop_id,
  1296.                   player_get_agent_id,
  1297.                   player_get_gold,
  1298.                   multiplayer_get_my_team,
  1299.                   multiplayer_get_my_troop,
  1300.                   multiplayer_get_my_gold,
  1301.                   multiplayer_get_my_player,
  1302.                   player_get_score,
  1303.                   player_get_kill_count,
  1304.                   player_get_death_count,
  1305.                   player_get_ping,
  1306.                   player_get_is_muted,
  1307.                   player_get_unique_id,
  1308.                   player_get_gender,
  1309.                   player_get_item_id,
  1310.                   player_get_banner_id,
  1311.                   game_get_reduce_campaign_ai,
  1312.                   multiplayer_find_spawn_point,
  1313.                   team_get_bot_kill_count,
  1314.                   team_get_bot_death_count,
  1315.                   team_get_kill_count,
  1316.                   team_get_score,
  1317.                   team_get_faction,
  1318.                   player_get_value_of_original_items,
  1319.                   server_get_renaming_server_allowed,
  1320.                   server_get_changing_game_type_allowed,
  1321.                   server_get_friendly_fire,
  1322.                   server_get_control_block_dir,
  1323.                   server_get_combat_speed,
  1324.                   server_get_add_to_game_servers_list,
  1325.                   server_get_ghost_mode,
  1326.                   server_get_max_num_players,
  1327.                   server_get_melee_friendly_fire,
  1328.                   server_get_friendly_fire_damage_self_ratio,
  1329.                   server_get_friendly_fire_damage_friend_ratio,
  1330.                   server_get_anti_cheat,
  1331.                   troop_get_slot,
  1332.                   party_get_slot,
  1333.                   faction_get_slot,
  1334.                   scene_get_slot,
  1335.                   party_template_get_slot,
  1336.                   agent_get_slot,
  1337.                   quest_get_slot,
  1338.                   item_get_slot,
  1339.                   player_get_slot,
  1340.                   team_get_slot,
  1341.                   scene_prop_get_slot,
  1342.                   store_last_sound_channel,
  1343.                   get_angle_between_positions,
  1344.                   get_distance_between_positions,
  1345.                   get_distance_between_positions_in_meters,
  1346.                   get_sq_distance_between_positions,
  1347.                   get_sq_distance_between_positions_in_meters,
  1348.                   get_sq_distance_between_position_heights,                  
  1349.                   position_get_x,
  1350.                   position_get_y,
  1351.                   position_get_z,
  1352.                   position_get_scale_x,
  1353.                   position_get_scale_y,
  1354.                   position_get_scale_z,
  1355.                   position_get_rotation_around_z,                  
  1356.                   position_normalize_origin,
  1357.                   position_get_rotation_around_x,
  1358.                   position_get_rotation_around_y,
  1359.                   position_get_distance_to_terrain,
  1360.                   position_get_distance_to_ground_level,
  1361.                   create_text_overlay,
  1362.                   create_mesh_overlay,
  1363.                   create_button_overlay,
  1364.                   create_image_button_overlay,
  1365.                   create_slider_overlay,
  1366.                   create_progress_overlay,
  1367.                   create_combo_button_overlay,
  1368.                   create_text_box_overlay,
  1369.                   create_check_box_overlay,
  1370.                   create_simple_text_box_overlay,
  1371.                   create_image_button_overlay_with_tableau_material,
  1372.                   create_mesh_overlay_with_tableau_material,
  1373.                   create_game_button_overlay,
  1374.                   create_in_game_button_overlay,
  1375.                   create_number_box_overlay,
  1376.                   create_listbox_overlay,
  1377.                   create_mesh_overlay_with_item_id,
  1378.                   overlay_get_position,
  1379.                   create_combo_label_overlay,
  1380.                   get_average_game_difficulty,
  1381.                   get_level_boundary,
  1382.                   faction_get_color,
  1383.                   troop_get_type,
  1384.                   troop_get_xp,
  1385.                   troop_get_class,
  1386.                   troop_inventory_slot_get_item_amount,
  1387.                   troop_get_inventory_capacity,
  1388.                   troop_get_inventory_slot,
  1389.                   troop_get_inventory_slot_modifier,
  1390.                   troop_get_upgrade_troop,
  1391.                   item_get_type,
  1392.                   party_get_num_companions,
  1393.                   party_get_num_prisoners,
  1394.                   party_get_current_terrain,
  1395.                   party_get_template_id,
  1396.                   party_count_members_of_type,
  1397.                   party_count_companions_of_type,
  1398.                   party_count_prisoners_of_type,
  1399.                   party_get_free_companions_capacity,
  1400.                   party_get_free_prisoners_capacity,
  1401.                   party_get_ai_initiative,
  1402.                   party_get_helpfulness,
  1403.                   party_get_ignore_with_player_party,
  1404.                   party_get_num_companion_stacks,
  1405.                   party_get_num_prisoner_stacks,
  1406.                   party_stack_get_troop_id,
  1407.                   party_stack_get_size,
  1408.                   party_stack_get_num_wounded,
  1409.                   party_stack_get_troop_dna,
  1410.                   party_prisoner_stack_get_troop_id,
  1411.                   party_prisoner_stack_get_size,
  1412.                   party_prisoner_stack_get_troop_dna,
  1413.                   party_get_cur_town,
  1414.                   party_get_morale,
  1415.                   party_get_battle_opponent,
  1416.                   party_get_icon,
  1417.                   party_get_skill_level,
  1418.                   get_battle_advantage,
  1419.                   party_get_attached_to,
  1420.                   party_get_num_attached_parties,
  1421.                   party_get_attached_party_with_rank,
  1422.                   get_player_agent_no,
  1423.                   get_player_agent_kill_count,
  1424.                   get_player_agent_own_troop_kill_count,
  1425.                   agent_get_horse,
  1426.                   agent_get_rider,
  1427.                   agent_get_party_id,
  1428.                   agent_get_entry_no,
  1429.                   agent_get_troop_id,
  1430.                   agent_get_item_id,
  1431.                   store_agent_hit_points,
  1432.                   agent_get_kill_count,
  1433.                   agent_get_player_id,
  1434.                   agent_get_wielded_item,
  1435.                   agent_get_ammo,
  1436.                   agent_get_simple_behavior,
  1437.                   agent_get_combat_state,
  1438.                   agent_get_attached_scene_prop,
  1439.                   agent_get_time_elapsed_since_removed,
  1440.                   agent_get_number_of_enemies_following,
  1441.                   agent_get_attack_action,
  1442.                   agent_get_defend_action,
  1443.                   agent_get_group,
  1444.                   agent_get_action_dir,
  1445.                   agent_get_animation,
  1446.                   agent_get_team,
  1447.                   agent_get_class,
  1448.                   agent_get_division,                  
  1449.                   team_get_hold_fire_order,
  1450.                   team_get_movement_order,
  1451.                   team_get_riding_order,
  1452.                   team_get_weapon_usage_order,
  1453.                   team_get_leader,
  1454.                   agent_get_item_slot,
  1455.                   scene_prop_get_num_instances,
  1456.                   scene_prop_get_instance,
  1457.                   scene_prop_get_visibility,
  1458.                   scene_prop_get_hit_points,
  1459.                   scene_prop_get_max_hit_points,
  1460.                   scene_prop_get_team,
  1461.                   agent_deliver_damage_to_agent_advanced,
  1462.                   team_get_gap_distance,
  1463.                   scene_item_get_num_instances,
  1464.                   scene_item_get_instance,
  1465.                   scene_spawned_item_get_num_instances,
  1466.                   scene_spawned_item_get_instance,
  1467.                   prop_instance_get_variation_id,
  1468.                   prop_instance_get_variation_id_2,
  1469.                   prop_instance_get_position,
  1470.                   prop_instance_get_starting_position,
  1471.                   prop_instance_get_scale,
  1472.                   prop_instance_get_scene_prop_kind,
  1473.                   prop_instance_is_animating,
  1474.                   prop_instance_get_animation_target_position,
  1475.                   store_trigger_param_1,
  1476.                   store_trigger_param_2,
  1477.                   store_trigger_param_3,
  1478.                   store_or,
  1479.                   store_and,
  1480.                   store_mod,
  1481.                   store_add,
  1482.                   store_sub,
  1483.                   store_mul,
  1484.                   store_div,
  1485.                   store_sqrt,
  1486.                   store_pow,
  1487.                   store_sin,
  1488.                   store_cos,
  1489.                   store_tan,
  1490.                   assign,
  1491.                   store_random,
  1492.                   store_random_in_range,
  1493.                   store_asin,
  1494.                   store_acos,
  1495.                   store_atan,
  1496.                   store_atan2,
  1497.                   store_troop_gold,
  1498.                   store_num_free_stacks,
  1499.                   store_num_free_prisoner_stacks,
  1500.                   store_party_size,
  1501.                   store_party_size_wo_prisoners,
  1502.                   store_troop_kind_count,
  1503.                   store_num_regular_prisoners,
  1504.                   store_troop_count_companions,
  1505.                   store_troop_count_prisoners,
  1506.                   store_item_kind_count,
  1507.                   store_free_inventory_capacity,
  1508.                   store_skill_level,
  1509.                   store_character_level,
  1510.                   store_attribute_level,
  1511.                   store_troop_faction,
  1512.                   store_troop_health,
  1513.                   store_proficiency_level,
  1514.                   store_relation,
  1515.                   store_conversation_agent,
  1516.                   store_conversation_troop,
  1517.                   store_partner_faction,
  1518.                   store_encountered_party,
  1519.                   store_encountered_party2,
  1520.                   store_faction_of_party,
  1521.                   store_current_scene,
  1522.                   store_item_value,
  1523.                   store_troop_value,
  1524.                   store_partner_quest,
  1525.                   store_random_quest_in_range,
  1526.                   store_random_troop_to_raise,
  1527.                   store_random_troop_to_capture,
  1528.                   store_random_party_in_range,
  1529.                   store_random_horse,
  1530.                   store_random_equipment,
  1531.                   store_random_armor,
  1532.                   store_quest_number,
  1533.                   store_quest_item,
  1534.                   store_quest_troop,
  1535.                   store_current_hours,
  1536.                   store_time_of_day,
  1537.                   store_current_day,
  1538.                   store_distance_to_party_from_party,
  1539.                   get_party_ai_behavior,
  1540.                   get_party_ai_object,
  1541.                   get_party_ai_current_behavior,
  1542.                   get_party_ai_current_object,
  1543.                   store_num_parties_created,
  1544.                   store_num_parties_destroyed,
  1545.                   store_num_parties_destroyed_by_player,
  1546.                   store_num_parties_of_template,
  1547.                   store_random_party_of_template,
  1548.                   store_remaining_team_no,
  1549.                   store_mission_timer_a_msec,
  1550.                   store_mission_timer_b_msec,
  1551.                   store_mission_timer_c_msec,
  1552.                   store_mission_timer_a,
  1553.                   store_mission_timer_b,
  1554.                   store_mission_timer_c,
  1555.                   store_enemy_count,
  1556.                   store_friend_count,
  1557.                   store_ally_count,
  1558.                   store_defender_count,
  1559.                   store_attacker_count,
  1560.                   store_normalized_team_count,
  1561.                   options_get_damage_to_player,
  1562.                   options_get_damage_to_friends,
  1563.                   options_get_combat_ai,
  1564.                   options_get_campaign_ai,
  1565.                   options_get_combat_speed,              
  1566.                   ]
  1567. global_lhs_operations = [val_lshift,
  1568.                          val_rshift,
  1569.                          val_add,
  1570.                          val_sub,
  1571.                          val_mul,
  1572.                          val_div,
  1573.                          val_max,
  1574.                          val_min,
  1575.                          val_mod
  1576.                          ]
  1577.  
  1578. can_fail_operations = [ge,
  1579.                        eq,
  1580.                        gt,
  1581.                        is_between,
  1582.                        entering_town,
  1583.                        map_free,
  1584.                        encountered_party_is_attacker,
  1585.                        conversation_screen_is_active,
  1586.                        in_meta_mission,
  1587.                        troop_is_hero,
  1588.                        troop_is_wounded,
  1589.                        key_is_down,
  1590.                        key_clicked,
  1591.                        game_key_is_down,
  1592.                        game_key_clicked,
  1593.                        hero_can_join,
  1594.                        hero_can_join_as_prisoner,
  1595.                        party_can_join,
  1596.                        party_can_join_as_prisoner,
  1597.                        troops_can_join,
  1598.                        troops_can_join_as_prisoner,
  1599.                        party_can_join_party,
  1600.                        main_party_has_troop,
  1601.                        party_is_in_town,
  1602.                        party_is_in_any_town,
  1603.                        party_is_active,
  1604.                        player_has_item,
  1605.                        troop_has_item_equipped,
  1606.                        troop_is_mounted,
  1607.                        troop_is_guarantee_ranged,
  1608.                        troop_is_guarantee_horse,
  1609.                        player_is_active,
  1610.                        multiplayer_is_server,
  1611.                        multiplayer_is_dedicated_server,
  1612.                        game_in_multiplayer_mode,
  1613.                        player_is_admin,
  1614.                        player_is_busy_with_menus,
  1615.                        player_item_slot_is_picked_up,
  1616.                        check_quest_active,
  1617.                        check_quest_finished,
  1618.                        check_quest_succeeded,
  1619.                        check_quest_failed,
  1620.                        check_quest_concluded,
  1621.                        is_trial_version,
  1622.                        troop_slot_eq,
  1623.                        party_slot_eq,
  1624.                        faction_slot_eq,
  1625.                        scene_slot_eq,
  1626.                        party_template_slot_eq,
  1627.                        agent_slot_eq,
  1628.                        quest_slot_eq,
  1629.                        item_slot_eq,
  1630.                        player_slot_eq,
  1631.                        team_slot_eq,
  1632.                        scene_prop_slot_eq,
  1633.                        troop_slot_ge,
  1634.                        party_slot_ge,
  1635.                        faction_slot_ge,
  1636.                        scene_slot_ge,
  1637.                        party_template_slot_ge,
  1638.                        agent_slot_ge,
  1639.                        quest_slot_ge,
  1640.                        item_slot_ge,
  1641.                        player_slot_ge,
  1642.                        team_slot_ge,
  1643.                        scene_prop_slot_ge,
  1644.                        position_has_line_of_sight_to_position,
  1645.                        position_is_behind_position,
  1646.                        is_presentation_active,
  1647.                        all_enemies_defeated,
  1648.                        race_completed_by_player,
  1649.                        num_active_teams_le,
  1650.                        main_hero_fallen,
  1651.                        lt,
  1652.                        neq,
  1653.                        le,
  1654.                        teams_are_enemies,
  1655.                        agent_is_alive,
  1656.                        agent_is_wounded,
  1657.                        agent_is_human,
  1658.                        agent_is_ally,
  1659.                        agent_is_non_player,
  1660.                        agent_is_defender,
  1661.                        agent_is_active,
  1662.                        agent_is_routed,
  1663.                        agent_is_in_special_mode,
  1664.                        agent_is_in_parried_animation,
  1665.                        class_is_listening_order,
  1666.                        agent_check_offer_from_agent,
  1667.                        entry_point_is_auto_generated,
  1668.                        scene_prop_has_agent_on_it,
  1669.                        agent_is_alarmed,
  1670.                        agent_is_in_line_of_sight,
  1671.                        scene_prop_get_instance,
  1672.                        scene_item_get_instance,
  1673.                        scene_allows_mounted_units,
  1674.                        prop_instance_is_valid,
  1675.                        prop_instance_intersects_with_prop_instance,
  1676.                        agent_has_item_equipped,
  1677.                        map_get_land_position_around_position,
  1678.                        map_get_water_position_around_position,
  1679.                        is_currently_night,
  1680.                        store_random_party_of_template,
  1681.                        str_is_empty
  1682.                        ]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement