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header_common.py
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header_common.py
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###################################################
# header_common.py
# This file contains common declarations.
# DO NOT EDIT THIS FILE!
###################################################
#client events
multiplayer_event_set_item_selection = 0
multiplayer_event_set_bot_selection = 1
multiplayer_event_admin_start_map = 2
multiplayer_event_admin_set_max_num_players = 3
multiplayer_event_admin_set_num_bots_in_team = 4
multiplayer_event_admin_set_friendly_fire = 5
multiplayer_event_admin_set_ghost_mode = 6
multiplayer_event_admin_set_control_block_dir = 7
multiplayer_event_admin_set_add_to_servers_list = 8
multiplayer_event_admin_set_respawn_period = 9
multiplayer_event_admin_set_game_max_minutes = 10
multiplayer_event_admin_set_round_max_seconds = 11
multiplayer_event_admin_set_game_max_points = 12
multiplayer_event_admin_set_point_gained_from_flags = 13
multiplayer_event_admin_set_point_gained_from_capturing_flag = 14
multiplayer_event_admin_set_server_name = 15
multiplayer_event_admin_set_game_password = 16
multiplayer_event_admin_set_team_faction = 17
multiplayer_event_open_admin_panel = 18
multiplayer_event_change_team_no = 19
multiplayer_event_change_troop_id = 20
multiplayer_event_start_new_poll = 21
multiplayer_event_answer_to_poll = 22
multiplayer_event_admin_kick_player = 23
multiplayer_event_admin_ban_player = 24
multiplayer_event_admin_set_num_bots_voteable = 25
multiplayer_event_admin_set_factions_voteable = 26
multiplayer_event_admin_set_maps_voteable = 27
multiplayer_event_admin_set_player_respawn_as_bot = 28
multiplayer_event_admin_set_combat_speed = 29
multiplayer_event_admin_set_respawn_count = 30
multiplayer_event_admin_set_kick_voteable = 31
multiplayer_event_admin_set_ban_voteable = 32
multiplayer_event_admin_set_valid_vote_ratio = 33
multiplayer_event_admin_set_auto_team_balance_limit = 34
multiplayer_event_admin_set_welcome_message = 35
multiplayer_event_admin_set_initial_gold_multiplier = 36
multiplayer_event_admin_set_battle_earnings_multiplier = 37
multiplayer_event_admin_set_round_earnings_multiplier = 38
multiplayer_event_admin_set_melee_friendly_fire = 39
multiplayer_event_admin_set_friendly_fire_damage_self_ratio = 40
multiplayer_event_admin_set_friendly_fire_damage_friend_ratio = 41
multiplayer_event_admin_set_allow_player_banners = 42
multiplayer_event_admin_set_force_default_armor = 43
multiplayer_event_admin_set_anti_cheat = 44
multiplayer_event_open_game_rules = 45
multiplayer_event_offer_duel = 46
multiplayer_event_admin_set_disallow_ranged_weapons = 47
#server events
multiplayer_event_return_max_num_players = 50
multiplayer_event_return_num_bots_in_team = 51
multiplayer_event_return_friendly_fire = 52
multiplayer_event_return_ghost_mode = 53
multiplayer_event_return_control_block_dir = 54
multiplayer_event_return_combat_speed = 55
multiplayer_event_return_add_to_servers_list = 56
multiplayer_event_return_respawn_period = 57
multiplayer_event_return_game_max_minutes = 58
multiplayer_event_return_round_max_seconds = 59
multiplayer_event_return_game_max_points = 60
multiplayer_event_return_point_gained_from_flags = 61
multiplayer_event_return_point_gained_from_capturing_flag = 62
multiplayer_event_return_server_name = 63
multiplayer_event_return_game_password = 64
multiplayer_event_return_game_type = 65
multiplayer_event_return_confirmation = 66
multiplayer_event_return_rejection = 67
multiplayer_event_show_multiplayer_message = 68
multiplayer_event_draw_this_round = 69
multiplayer_event_set_attached_scene_prop = 70
multiplayer_event_set_team_flag_situation = 71
multiplayer_event_set_team_score = 72
multiplayer_event_set_num_agents_around_flag = 73
multiplayer_event_ask_for_poll = 74
multiplayer_event_change_flag_owner = 75
multiplayer_event_use_item = 76
multiplayer_event_set_scene_prop_open_or_close = 77
multiplayer_event_set_round_start_time = 78
multiplayer_event_force_start_team_selection = 79
multiplayer_event_start_death_mode = 80
multiplayer_event_return_num_bots_voteable = 81
multiplayer_event_return_factions_voteable = 82
multiplayer_event_return_maps_voteable = 83
multiplayer_event_return_next_team_faction = 84
multiplayer_event_return_player_respawn_as_bot = 85
multiplayer_event_set_player_score_kill_death = 86
multiplayer_event_set_day_time = 87
multiplayer_event_return_respawn_count = 88
multiplayer_event_return_player_respawn_spent = 89
multiplayer_event_return_kick_voteable = 90
multiplayer_event_return_ban_voteable = 91
multiplayer_event_return_valid_vote_ratio = 92
multiplayer_event_return_auto_team_balance_limit = 93
multiplayer_event_return_initial_gold_multiplier = 94
multiplayer_event_return_battle_earnings_multiplier = 95
multiplayer_event_return_round_earnings_multiplier = 96
multiplayer_event_return_renaming_server_allowed = 97
multiplayer_event_return_changing_game_type_allowed = 98
multiplayer_event_return_melee_friendly_fire = 99
multiplayer_event_return_friendly_fire_damage_self_ratio = 100
multiplayer_event_return_friendly_fire_damage_friend_ratio = 101
multiplayer_event_return_allow_player_banners = 102
multiplayer_event_return_force_default_armor = 103
multiplayer_event_return_anti_cheat = 104
multiplayer_event_return_open_game_rules = 105
multiplayer_event_return_max_num_bots = 106
multiplayer_event_return_server_mission_timer_while_player_joined = 107
multiplayer_event_show_duel_request = 108
multiplayer_event_start_duel = 109
multiplayer_event_cancel_duel = 110
multiplayer_event_show_server_message = 111
multiplayer_event_return_disallow_ranged_weapons = 112
#multiplayer message types
multiplayer_message_type_auto_team_balance_done = 2
multiplayer_message_type_auto_team_balance_next = 3
multiplayer_message_type_capture_the_flag_score = 4
multiplayer_message_type_flag_returned_home = 5
multiplayer_message_type_capture_the_flag_stole = 6
multiplayer_message_type_poll_result = 7
multiplayer_message_type_flag_neutralized = 8
multiplayer_message_type_flag_captured = 9
multiplayer_message_type_flag_is_pulling = 10
multiplayer_message_type_auto_team_balance_no_need = 11
multiplayer_message_type_round_result_in_battle_mode = 12
multiplayer_message_type_round_result_in_siege_mode = 13
multiplayer_message_type_round_draw = 14
multiplayer_message_type_target_destroyed = 15
multiplayer_message_type_defenders_saved_n_targets = 16
multiplayer_message_type_attackers_won_the_round = 17
multiplayer_message_type_start_death_mode = 18
#multiplayer game type indices
multiplayer_game_type_deathmatch = 0
multiplayer_game_type_team_deathmatch = 1
multiplayer_game_type_battle = 2
multiplayer_game_type_destroy = 3
multiplayer_game_type_capture_the_flag = 4
multiplayer_game_type_headquarters = 5
multiplayer_game_type_siege = 6
multiplayer_game_type_duel = 7
multiplayer_num_game_types = 8
#admin panel value ranges
multiplayer_round_max_seconds_min = 60
multiplayer_round_max_seconds_max = 901
multiplayer_respawn_period_min = 3
multiplayer_respawn_period_max = 31 #can only be 30 seconds max (due to agent deletion after that period)
multiplayer_siege_mod_defender_team_extra_respawn_time = 27 #It was 20 in 1.113 but it is increased it to 25 in 1.121 because defenders were mostly defeating enemy.
multiplayer_new_agents_finish_spawning_time = 30
multiplayer_max_possible_player_id = 1000
#team 1 and team 2 are 0 and 1 respectively
multi_team_spectator = 2
multi_team_unassigned = multi_team_spectator + 1
multi_data_maps_for_game_type_begin = 0
multi_data_maps_for_game_type_end = multi_data_maps_for_game_type_begin + 30
multi_data_troop_button_indices_begin = multi_data_maps_for_game_type_end
multi_data_troop_button_indices_end = multi_data_troop_button_indices_begin + 16 #maximum 16 troops per faction
multi_data_item_button_indices_begin = multi_data_troop_button_indices_end
multi_data_item_button_indices_end = multi_data_item_button_indices_begin + 100 #maximum 100 items per troop
multi_data_flag_owner_begin = multi_data_item_button_indices_end
multi_data_flag_owner_end = multi_data_flag_owner_begin + 10 #maximum of 10 flags per scene
multi_data_flag_players_around_begin = multi_data_flag_owner_end
multi_data_flag_players_around_end = multi_data_flag_players_around_begin + 10 #maximum of 10 flags per scene
multi_data_flag_owned_seconds_begin = multi_data_flag_players_around_end
multi_data_flag_owned_seconds_end = multi_data_flag_owned_seconds_begin + 10 #maximum of 10 flags per scene
multi_data_flag_pull_code_begin = multi_data_flag_owned_seconds_end
multi_data_flag_pull_code_end = multi_data_flag_pull_code_begin + 10 #maximum of 10 flags per scene
multi_data_player_index_list_begin = multi_data_flag_pull_code_end
#Entry points 100..109 is used for showing initial points for moveable and usable scene props like siege ladder.
multi_entry_points_for_usable_items_start = 100
multi_entry_points_for_usable_items_end = multi_entry_points_for_usable_items_start + 10
#multi_item_class_type_other = 0
multi_item_class_type_sword = 1
multi_item_class_type_axe = 2
multi_item_class_type_blunt = 3
multi_item_class_type_war_picks = 4
multi_item_class_type_cleavers = 5
multi_item_class_type_two_handed_sword = 6
multi_item_class_type_two_handed_axe = 7
multi_item_class_type_spear = 8
multi_item_class_type_lance = 9
multi_item_class_type_small_shield = 10
multi_item_class_type_large_shield = 11
multi_item_class_type_bow = 12
multi_item_class_type_crossbow = 13
multi_item_class_type_arrow = 14
multi_item_class_type_bolt = 15
multi_item_class_type_throwing = 16
multi_item_class_type_throwing_axe = 17
multi_item_class_type_horse = 18
multi_item_class_type_light_armor = 19
multi_item_class_type_medium_armor = 20
multi_item_class_type_heavy_armor = 21
multi_item_class_type_light_helm = 22
multi_item_class_type_heavy_helm = 23
multi_item_class_type_light_foot = 24
multi_item_class_type_heavy_foot = 25
multi_item_class_type_glove = 26
multi_item_class_type_melee_weapons_begin = multi_item_class_type_sword
multi_item_class_type_melee_weapons_end = multi_item_class_type_small_shield
multi_item_class_type_ranged_weapons_begin = multi_item_class_type_bow
multi_item_class_type_ranged_weapons_end = multi_item_class_type_horse
multi_item_class_type_shields_begin = multi_item_class_type_melee_weapons_end
multi_item_class_type_shields_end = multi_item_class_type_bow
multi_item_class_type_weapons_begin = multi_item_class_type_sword
multi_item_class_type_weapons_end = multi_item_class_type_horse
multi_item_class_type_horses_begin = multi_item_class_type_weapons_end
multi_item_class_type_horses_end = multi_item_class_type_light_armor
multi_item_class_type_bodies_begin = multi_item_class_type_horses_end
multi_item_class_type_bodies_end = multi_item_class_type_light_helm
multi_item_class_type_heads_begin = multi_item_class_type_bodies_end
multi_item_class_type_heads_end = multi_item_class_type_light_foot
multi_item_class_type_feet_begin = multi_item_class_type_heads_end
multi_item_class_type_feet_end = multi_item_class_type_glove
multi_item_class_type_gloves_begin = multi_item_class_type_feet_end
multi_item_class_type_gloves_end = multi_item_class_type_glove + 1
multi_troop_class_other = 0
multi_troop_class_infantry = 1
multi_troop_class_spearman = 2
multi_troop_class_cavalry = 3
multi_troop_class_archer = 4
multi_troop_class_crossbowman = 5
multi_troop_class_mounted_archer = 6
multi_troop_class_mounted_crossbowman = 7
multi_num_valid_entry_points = 64
multi_num_valid_entry_points_div_2 = 32
#normal money management system
multi_battle_round_team_money_add = 500
multi_destroy_save_or_destroy_target_money_add = 100
multi_destroy_target_money_add = 1500
multi_initial_gold_value = 1000
multi_max_gold_that_can_be_stored = 15000
multi_killer_agent_standard_money_add = 150 #(2/3 = 100 for battle & destroy, 3/3 = 150 for siege, 4/3 = 200 for deathmatch/team deathmatch/capture the flag/headquarters)
multi_killer_agent_loot_percentage_share = 12 #(2/3 = 8% for battle & destroy, 3/3 = 12% for siege, 4/3 = 16% for deathmatch/team deathmatch/capture the flag/headquarters)
multi_dead_agent_loot_percentage_share = 48 #(2/3 = 32% for battle & destroy, 3/3 = 48% for siege, 4/3 = 64% for deathmatch/team deathmatch/capture the flag/headquarters)
multi_minimum_gold = 1000 #(same in all modes)
multi_minimum_target_health = 1200
multi_max_seconds_flag_can_stay_in_ground = 60
multi_capture_the_flag_score_flag_returning = 1
multi_initial_spawn_point_team_1 = 0
multi_initial_spawn_point_team_2 = 32
multi_base_point_team_1 = 64
multi_base_point_team_2 = 65
multi_siege_flag_point = 66
multi_death_mode_point = 67
multi_headquarters_pole_height = 900
multi_headquarters_flag_height_to_win = 800 #used in sd death mode
multi_headquarters_flag_initial_height = 100 #used in sd death mode
multi_headquarters_max_distance_sq_to_raise_flags = 1600 #4m * 4m * 100 = 1600
multi_headquarters_distance_sq_to_set_flag = 8100 #9m * 9m * 100 = 8100
multi_headquarters_distance_sq_to_change_flag = 400 #2m * 2m * 100 = 400
multi_headquarters_distance_to_change_flag = 200 #2m * 100 = 200
multi_distance_sq_to_use_belfry = 36 #6m * 6m = 36 (there is no * 100 for this one because it uses get_sq_distance_between_positions_in_meters instead of get_sq_distance_between_positions)
multi_max_sq_dist_between_agents_to_longer_mof_time = 49 #7m * 7m = 49m
min_allowed_flag_height_difference_to_make_score = 50
#these two values are about when master of field will be kicked
multiplayer_battle_formula_value_a = 15
multiplayer_battle_formula_value_b = 18000 #think about 18000-20000 if death mod very much happens.
multiplayer_spawn_above_opt_enemy_dist_point = 32 #while finding most suitable spawn point if nearest enemy is further than 32 meters give negative points to that spawn point
multiplayer_spawn_min_enemy_dist_limit = 45 #while finding most suitable spawn point if nearest enemy is closer than 45 meters give negative points to that spawn point, (squared increase)
multiplayer_poll_disable_period = 900 #15 minutes
#menu variables
escape_menu_item_height = 40
bignum = 0x40000000000000000000000000000000
op_num_value_bits = 24 + 32
tag_register = 1
tag_variable = 2
tag_string = 3
tag_item = 4
tag_troop = 5
tag_faction = 6
tag_quest = 7
tag_party_tpl = 8
tag_party = 9
tag_scene = 10
tag_mission_tpl = 11
tag_menu = 12
tag_script = 13
tag_particle_sys = 14
tag_scene_prop = 15
tag_sound = 16
tag_local_variable = 17
tag_map_icon = 18
tag_skill = 19
tag_mesh = 20
tag_presentation = 21
tag_quick_string = 22
tag_track = 23
tag_tableau = 24
tag_animation = 25
tags_end = 26
opmask_register = tag_register << op_num_value_bits
opmask_variable = tag_variable << op_num_value_bits
##opmask_string = tag_string << op_num_value_bits
##opmask_item_index = tag_item << op_num_value_bits
##opmask_troop_index = tag_troop << op_num_value_bits
##opmask_faction_index = tag_faction << op_num_value_bits
opmask_quest_index = tag_quest << op_num_value_bits
##opmask_p_template_index = tag_party_tpl << op_num_value_bits
##opmask_party_index = tag_party << op_num_value_bits
##opmask_scene_index = tag_scene << op_num_value_bits
##opmask_mission_tpl_index = tag_mission_tpl << op_num_value_bits
##opmask_menu_index = tag_menu << op_num_value_bits
##opmask_script = tag_script << op_num_value_bits
##opmask_particle_sys = tag_particle_sys << op_num_value_bits
##opmask_scene_prop = tag_scene_prop << op_num_value_bits
##opmask_sound = tag_sound << op_num_value_bits
##opmask_map_icon = tag_map_icon << op_num_value_bits
opmask_local_variable = tag_local_variable << op_num_value_bits
opmask_quick_string = tag_quick_string << op_num_value_bits
def reg(reg_no):
if (reg_no < 0):
print ("Error register_no negative")
cause_error()
return opmask_register | reg_no
def find_object(objects,object_id):
result = -1
num_objects = len(objects)
i_object = 0
object_id_lowercase = object_id.lower()
while (i_object < num_objects) and (result == -1):
object = objects[i_object]
if (object[0].lower() == object_id_lowercase):
result = i_object
i_object += 1
return result
s0 = 0
s1 = 1
s2 = 2
s3 = 3
s4 = 4
s5 = 5
s6 = 6
s7 = 7
s8 = 8
s9 = 9
s10 = 10
s11 = 11
s12 = 12
s13 = 13
s14 = 14
s15 = 15
s16 = 16
s17 = 17
s18 = 18
s19 = 19
s20 = 20
s21 = 21
s22 = 22
s23 = 23
s24 = 24
s25 = 25
s26 = 26
s27 = 27
s28 = 28
s29 = 29
s30 = 30
s31 = 31
s32 = 32
s33 = 33
s34 = 34
s35 = 35
s36 = 36
s37 = 37
s38 = 38
s39 = 39
s40 = 40
s41 = 41
s42 = 42
s43 = 43
s44 = 44
s45 = 45
s46 = 46
s47 = 47
s48 = 48
s49 = 49
s50 = 50
s51 = 51
s52 = 52
s53 = 53
s54 = 54
s55 = 55
s56 = 56
s57 = 57
s58 = 58
s59 = 59
s60 = 60
s61 = 61
s62 = 62
s63 = 63
s64 = 64
s65 = 65
s66 = 66
s67 = 67
pos0 = 0
pos1 = 1
pos2 = 2
pos3 = 3
pos4 = 4
pos5 = 5
pos6 = 6
pos7 = 7
pos8 = 8
pos9 = 9
pos10 = 10
pos11 = 11
pos12 = 12
pos13 = 13
pos14 = 14
pos15 = 15
pos16 = 16
pos17 = 17
pos18 = 18
pos19 = 19
pos20 = 20
pos21 = 21
pos22 = 22
pos23 = 23
pos24 = 24
pos25 = 25
pos26 = 26
pos27 = 27
pos28 = 28
pos29 = 29
pos30 = 30
pos31 = 31
pos32 = 32
pos33 = 33
pos34 = 34
pos35 = 35
pos36 = 36
pos37 = 37
pos38 = 38
pos39 = 39
pos40 = 40
pos41 = 41
pos42 = 42
pos43 = 43
pos44 = 44
pos45 = 45
pos46 = 46
pos47 = 47
pos48 = 48
pos49 = 49
pos50 = 50
pos51 = 51
pos52 = 52
pos53 = 53
pos54 = 54
pos55 = 55
pos56 = 56
pos57 = 57
pos58 = 58
pos59 = 59
pos60 = 60
pos61 = 61
pos62 = 62
pos63 = 63
pos_belfry_begin = 64
reg0 = opmask_register| 0
reg1 = opmask_register| 1
reg2 = opmask_register| 2
reg3 = opmask_register| 3
reg4 = opmask_register| 4
reg5 = opmask_register| 5
reg6 = opmask_register| 6
reg7 = opmask_register| 7
reg8 = opmask_register| 8
reg9 = opmask_register| 9
reg10 = opmask_register|10
reg11 = opmask_register|11
reg12 = opmask_register|12
reg13 = opmask_register|13
reg14 = opmask_register|14
reg15 = opmask_register|15
reg16 = opmask_register|16
reg17 = opmask_register|17
reg18 = opmask_register|18
reg19 = opmask_register|19
reg20 = opmask_register|20
reg21 = opmask_register|21
reg22 = opmask_register|22
reg23 = opmask_register|23
reg24 = opmask_register|24
reg25 = opmask_register|25
reg26 = opmask_register|26
reg27 = opmask_register|27
reg28 = opmask_register|28
reg29 = opmask_register|29
reg30 = opmask_register|30
reg31 = opmask_register|31
reg32 = opmask_register|32
reg33 = opmask_register|33
reg34 = opmask_register|34
reg35 = opmask_register|35
reg36 = opmask_register|36
reg37 = opmask_register|37
reg38 = opmask_register|38
reg39 = opmask_register|39
reg40 = opmask_register|40
reg41 = opmask_register|41
reg42 = opmask_register|42
reg43 = opmask_register|43
reg44 = opmask_register|44
reg45 = opmask_register|45
reg46 = opmask_register|46
reg47 = opmask_register|47
reg48 = opmask_register|48
reg49 = opmask_register|49
reg50 = opmask_register|50
reg51 = opmask_register|51
reg52 = opmask_register|52
reg53 = opmask_register|53
reg54 = opmask_register|54
reg55 = opmask_register|55
reg56 = opmask_register|56
reg57 = opmask_register|57
reg58 = opmask_register|58
reg59 = opmask_register|59
reg60 = opmask_register|60
reg61 = opmask_register|61
reg62 = opmask_register|62
reg63 = opmask_register|63
reg65 = opmask_register|65
spf_all_teams_are_enemy = 0x00000001,
spf_is_horseman = 0x00000002,
spf_examine_all_spawn_points = 0x00000004,
spf_team_0_spawn_far_from_entry_32 = 0x00000008,
spf_team_1_spawn_far_from_entry_0 = 0x00000010,
spf_team_1_spawn_far_from_entry_66 = 0x00000020,
spf_team_0_spawn_near_entry_0 = 0x00000040,
spf_team_0_spawn_near_entry_66 = 0x00000080,
spf_team_1_spawn_near_entry_32 = 0x00000100,
spf_team_0_walkers_spawn_at_high_points = 0x00000200,
spf_team_1_walkers_spawn_at_high_points = 0x00000400,
spf_try_to_spawn_close_to_at_least_one_enemy = 0x00000800,
spf_care_agent_to_agent_distances_less = 0x00001000,
###WSE - Warband Script Enhancer 2.4.7 by cmpxchg8b
#Tooltip types
tooltip_agent = 1
tooltip_horse = 2
tooltip_my_horse = 3
tooltip_container = 5
tooltip_door = 6
tooltip_item = 7
tooltip_leave_area = 8
tooltip_prop = 9
tooltip_destructible_prop = 10
#Human bones
hb_abdomen = 0
hb_thigh_l = 1
hb_calf_l = 2
hb_foot_l = 3
hb_thigh_r = 4
hb_calf_r = 5
hb_foot_r = 6
hb_spine = 7
hb_thorax = 8
hb_head = 9
hb_shoulder_l = 10
hb_upperarm_l = 11
hb_forearm_l = 12
hb_hand_l = 13
hb_item_l = 14
hb_shoulder_r = 15
hb_upperarm_r = 16
hb_forearm_r = 17
hb_hand_r = 18
hb_item_r = 19
#Horse bones
hrsb_pelvis = 0
hrsb_spine_1 = 1
hrsb_spine_2 = 2
hrsb_spine_3 = 3
hrsb_neck_1 = 4
hrsb_neck_2 = 5
hrsb_neck_3 = 6
hrsb_head = 7
hrsb_l_clavicle = 8
hrsb_l_upper_arm = 9
hrsb_l_forearm = 10
hrsb_l_hand = 11
hrsb_l_front_hoof = 12
hrsb_r_clavicle = 13
hrsb_r_upper_arm = 14
hrsb_r_forearm = 15
hrsb_r_hand = 16
hrsb_r_front_hoof = 17
hrsb_l_thigh = 18
hrsb_l_calf = 19
hrsb_l_foot = 20
hrsb_l_back_hoof = 21
hrsb_r_thigh = 22
hrsb_r_calf = 23
hrsb_r_foot = 24
hrsb_r_back_hoof = 25
hrsb_tail_1 = 26
hrsb_tail_2 = 27
#Attack directions
atk_thrust = 0
atk_right_swing = 1
atk_left_swing = 2
atk_overhead = 3
#Game windows
window_inventory = 7
window_party = 8
window_character = 11
#Floating point registers
fp0 = 0
fp1 = 1
fp2 = 2
fp3 = 3
fp4 = 4
fp5 = 5
fp6 = 6
fp7 = 7
fp8 = 8
fp9 = 9
fp10 = 10
fp11 = 11
fp12 = 12
fp13 = 13
fp14 = 14
fp15 = 15
fp16 = 16
fp17 = 17
fp18 = 18
fp19 = 19
fp20 = 20
fp21 = 21
fp22 = 22
fp23 = 23
fp24 = 24
fp25 = 25
fp26 = 26
fp27 = 27
fp28 = 28
fp29 = 29
fp30 = 30
fp31 = 31
fp32 = 32
fp33 = 33
fp34 = 34
fp35 = 35
fp36 = 36
fp37 = 37
fp38 = 38
fp39 = 39
fp40 = 40
fp41 = 41
fp42 = 42
fp43 = 43
fp44 = 44
fp45 = 45
fp46 = 46
fp47 = 47
fp48 = 48
fp49 = 49
fp50 = 50
fp51 = 51
fp52 = 52
fp53 = 53
fp54 = 54
fp55 = 55
fp56 = 56
fp57 = 57
fp58 = 58
fp59 = 59
fp60 = 60
fp61 = 61
fp62 = 62
fp63 = 63
fp64 = 64
fp65 = 65
fp66 = 66
fp67 = 67
fp68 = 68
fp69 = 69
fp70 = 70
fp71 = 71
fp72 = 72
fp73 = 73
fp74 = 74
fp75 = 75
fp76 = 76
fp77 = 77
fp78 = 78
fp79 = 79
fp80 = 80
fp81 = 81
fp82 = 82
fp83 = 83
fp84 = 84
fp85 = 85
fp86 = 86
fp87 = 87
fp88 = 88
fp89 = 89
fp90 = 90
fp91 = 91
fp92 = 92
fp93 = 93
fp94 = 94
fp95 = 95
fp96 = 96
fp97 = 97
fp98 = 98
fp99 = 99
fp100 = 100
fp101 = 101
fp102 = 102
fp103 = 103
fp104 = 104
fp105 = 105
fp106 = 106
fp107 = 107
fp108 = 108
fp109 = 109
fp110 = 110
fp111 = 111
fp112 = 112
fp113 = 113
fp114 = 114
fp115 = 115
fp116 = 116
fp117 = 117
fp118 = 118
fp119 = 119
fp120 = 120
fp121 = 121
fp122 = 122
fp123 = 123
fp124 = 124
fp125 = 125
fp126 = 126
fp127 = 127