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header_operations.py
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header_operations.py
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###################################################
# header_operations.py
# This file cfontains opcode declarations
# DO NOT EDIT THIS FILE!
###################################################
#--------------------------------------------------------------------------
# CONTROL OPERATIONS
#--------------------------------------------------------------------------
call_script = 1 # (call_script,<script_id>),
end_try = 3 # deprecated, use try_end instead
try_end = 3 # (try_end),
try_begin = 4 # (try_begin),
else_try_begin = 5 # deprecated, use else_try instead
else_try = 5 # (else_try),
try_for_range = 6 # Works like a for loop from lower-bound up to (upper-bound - 1)
# (try_for_range,<destination>,<lower_bound>,<upper_bound>),
try_for_range_backwards = 7 # Same as above but starts from (upper-bound - 1) down-to lower bound.
# (try_for_range_backwards,<destination>,<lower_bound>,<upper_bound>),
try_for_parties = 11 # (try_for_parties,<destination>),
try_for_agents = 12 # (try_for_agents,<destination>),
store_script_param_1 = 21 # (store_script_param_1,<destination>), --(Within a script) stores the first script parameter.
store_script_param_2 = 22 # (store_script_param_2,<destination>), --(Within a script) stores the second script parameter.
store_script_param = 23 # (store_script_param,<destination>,<script_param_no>), --(Within a script) stores <script_param_no>th script parameter.
#--------------------------------------------------------------------------
# CONDITION OPERATIONS
#--------------------------------------------------------------------------
ge = 30 # greater than or equal to -- (ge,<value>,<value>),
eq = 31 # equal to -- (eq,<value>,<value>),
gt = 32 # greater than -- (gt,<value>,<value>),
is_between = 33 # (is_between,<value>,<lower_bound>,<upper_bound>), #greater than or equal to lower bound and less than upper bound
entering_town = 36 # (entering_town,<town_id>),
map_free = 37 # (map_free),
encountered_party_is_attacker = 39 # (encountered_party_is_attacker),
conversation_screen_is_active = 42 # (conversation_screen_active), #used in mission template triggers only
in_meta_mission = 44 # deprecated, do not use.
set_player_troop = 47 # (set_player_troop,<troop_id>),
store_repeat_object = 50 # stores the index of a repeated dialog option for repeat_for_factions, etc...
set_result_string = 60 # sets the result string for game scripts that need one (set_result_string, <string_id>),
key_is_down = 70 # fails if the key is not currently down (key_is_down, <key_id>),
key_clicked = 71 # fails if the key is not clicked on the specific frame (key_clicked, <key_id>),
game_key_is_down = 72 # fails if the game key is not currently down (key_is_down, <game_key_id>),
game_key_clicked = 73 # fails if the game key is not clicked on the specific frame (key_clicked, <game_key_id>),
mouse_get_position = 75 # (mouse_get_position, <position_no>), #x and y values of position are filled
omit_key_once = 77 # game omits any bound action for the key once (omit_key_once, <key_id>),
clear_omitted_keys = 78 # (clear_omitted_keys),
get_global_cloud_amount = 90 # (get_global_cloud_amount, <destination>), #returns a value between 0-100
set_global_cloud_amount = 91 # (set_global_cloud_amount, <value>), #value is clamped to 0-100
get_global_haze_amount = 92 # (get_global_haze_amount, <destination>), #returns a value between 0-100
set_global_haze_amount = 93 # (set_global_haze_amount, <value>), #value is clamped to 0-100
hero_can_join = 101 # (hero_can_join, [party_id]),
hero_can_join_as_prisoner = 102 # (hero_can_join_as_prisoner, [party_id]),
party_can_join = 103 # (party_can_join),
party_can_join_as_prisoner = 104 # (party_can_join_as_prisoner),
troops_can_join = 105 # (troops_can_join,<value>),
troops_can_join_as_prisoner = 106 # (troops_can_join_as_prisoner,<value>),
party_can_join_party = 107 # (party_can_join_party, <joiner_party_id>, <host_party_id>,[flip_prisoners]),
party_end_battle = 108 # (party_end_battle,<party_no>),
main_party_has_troop = 110 # (main_party_has_troop,<troop_id>),
party_is_in_town = 130 # (party_is_in_town,<party_id_1>,<party_id_2>),
party_is_in_any_town = 131 # (party_is_in_any_town,<party_id>),
party_is_active = 132 # (party_is_active,<party_id>),
player_has_item = 150 # (player_has_item,<item_id>),
troop_has_item_equipped = 151 # (troop_has_item_equipped,<troop_id>,<item_id>),
troop_is_mounted = 152 # (troop_is_mounted,<troop_id>),
troop_is_guarantee_ranged = 153 # (troop_is_guarantee_ranged, <troop_id>),
troop_is_guarantee_horse = 154 # (troop_is_guarantee_horse, <troop_id>),
check_quest_active = 200 # (check_quest_active,<quest_id>),
check_quest_finished = 201 # (check_quest_finished,<quest_id>),
check_quest_succeeded = 202 # (check_quest_succeeded,<quest_id>),
check_quest_failed = 203 # (check_quest_failed,<quest_id>),
check_quest_concluded = 204 # (check_quest_concluded,<quest_id>),
is_trial_version = 250 # (is_trial_version),
is_edit_mode_enabled = 255 # (is_edit_mode_enabled),
options_get_damage_to_player = 260 # (options_get_damage_to_player, <destination>), #0 = 1/4, 1 = 1/2, 2 = 1/1
options_set_damage_to_player = 261 # (options_set_damage_to_player, <value>), #0 = 1/4, 1 = 1/2, 2 = 1/1
options_get_damage_to_friends = 262 # (options_get_damage_to_friends, <destination>), #0 = 1/2, 1 = 3/4, 2 = 1/1
options_set_damage_to_friends = 263 # (options_set_damage_to_friends, <value>), #0 = 1/2, 1 = 3/4, 2 = 1/1
options_get_combat_ai = 264 # (options_get_combat_ai, <destination>), #0 = good, 1 = average, 2 = poor
options_set_combat_ai = 265 # (options_set_combat_ai, <value>), #0 = good, 1 = average, 2 = poor
options_get_campaign_ai = 266 # (options_get_campaign_ai, <destination>), #0 = good, 1 = average, 2 = poor
options_set_campaign_ai = 267 # (options_set_campaign_ai, <value>), #0 = good, 1 = average, 2 = poor
options_get_combat_speed = 268 # (options_get_combat_speed, <destination>), #0 = slowest, 1 = slower, 2 = normal, 3 = faster, 4 = fastest
options_set_combat_speed = 269 # (options_set_combat_speed, <value>), #0 = slowest, 1 = slower, 2 = normal, 3 = faster, 4 = fastest
profile_get_banner_id = 350 # (profile_get_banner_id, <destination>),
profile_set_banner_id = 351 # (profile_set_banner_id, <value>),
get_achievement_stat = 370 # (get_achievement_stat, <destination>, <achievement_id>, <stat_index>),
set_achievement_stat = 371 # (set_achievement_stat, <achievement_id>, <stat_index>, <value>),
unlock_achievement = 372 # (unlock_achievement, <achievement_id>),
send_message_to_url = 380 # (send_message_to_url, <string_id>, <encode_url>), #result will be returned to script_game_receive_url_response
# multiplayer
multiplayer_send_message_to_server = 388 # (multiplayer_send_int_to_server, <message_type>),
multiplayer_send_int_to_server = 389 # (multiplayer_send_int_to_server, <message_type>, <value>),
multiplayer_send_2_int_to_server = 390 # (multiplayer_send_2_int_to_server, <message_type>, <value>, <value>),
multiplayer_send_3_int_to_server = 391 # (multiplayer_send_3_int_to_server, <message_type>, <value>, <value>, <value>),
multiplayer_send_4_int_to_server = 392 # (multiplayer_send_4_int_to_server, <message_type>, <value>, <value>, <value>, <value>),
multiplayer_send_string_to_server = 393 # (multiplayer_send_string_to_server, <message_type>, <string_id>),
multiplayer_send_message_to_player = 394 # (multiplayer_send_message_to_player, <player_id>, <message_type>),
multiplayer_send_int_to_player = 395 # (multiplayer_send_int_to_player, <player_id>, <message_type>, <value>),
multiplayer_send_2_int_to_player = 396 # (multiplayer_send_2_int_to_player, <player_id>, <message_type>, <value>, <value>),
multiplayer_send_3_int_to_player = 397 # (multiplayer_send_3_int_to_player, <player_id>, <message_type>, <value>, <value>, <value>),
multiplayer_send_4_int_to_player = 398 # (multiplayer_send_4_int_to_player, <player_id>, <message_type>, <value>, <value>, <value>, <value>),
multiplayer_send_string_to_player = 399 # (multiplayer_send_string_to_player, <player_id>, <message_type>, <string_id>),
get_max_players = 400 # (get_max_players, <destination>),
player_is_active = 401 # (player_is_active, <player_id>),
player_get_team_no = 402 # (player_get_team_no, <destination>, <player_id>),
player_set_team_no = 403 # (player_get_team_no, <destination>, <player_id>),
player_get_troop_id = 404 # (player_get_troop_id, <destination>, <player_id>),
player_set_troop_id = 405 # (player_get_troop_id, <destination>, <player_id>),
player_get_agent_id = 406 # (player_get_agent_id, <destination>, <player_id>),
player_get_gold = 407 # (player_get_gold, <destination>, <player_id>),
player_set_gold = 408 # (player_set_gold, <player_id>, <value>, <max_value>), #set max_value to 0 if no limit is wanted
player_spawn_new_agent = 409 # (player_spawn_new_agent, <player_id>, <entry_point>),
player_add_spawn_item = 410 # (player_add_spawn_item, <player_id>, <item_slot_no>, <item_id>),
multiplayer_get_my_team = 411 # (multiplayer_get_my_team, <destination>),
multiplayer_get_my_troop = 412 # (multiplayer_get_my_troop, <destination>),
multiplayer_set_my_troop = 413 # (multiplayer_get_my_troop, <destination>),
multiplayer_get_my_gold = 414 # (multiplayer_get_my_gold, <destination>),
multiplayer_get_my_player = 415 # (multiplayer_get_my_player, <destination>),
multiplayer_clear_scene = 416 # (multiplayer_clear_scene),
multiplayer_is_server = 417 # (multiplayer_is_server),
multiplayer_is_dedicated_server = 418 # (multiplayer_is_dedicated_server),
game_in_multiplayer_mode = 419 # (game_in_multiplayer_mode),
multiplayer_make_everyone_enemy = 420 # (multiplayer_make_everyone_enemy),
player_control_agent = 421 # (player_control_agent, <player_id>, <agent_id>),
player_get_item_id = 422 # (player_get_item_id, <destination>, <player_id>, <item_slot_no>) #only for server
player_get_banner_id = 423 # (player_get_banner_id, <destination>, <player_id>),
game_get_reduce_campaign_ai = 424 # (game_get_reduce_campaign_ai, <destination>), #depreciated, use options_get_campaign_ai instead
multiplayer_find_spawn_point = 425 # (multiplayer_find_spawn_point, <destination>, <team_no>, <examine_all_spawn_points>, <is_horseman>),
set_spawn_effector_scene_prop_kind = 426 # (set_spawn_effector_scene_prop_kind <team_no> <scene_prop_kind_no>)
set_spawn_effector_scene_prop_id = 427 # (set_spawn_effector_scene_prop_id <scene_prop_id>)
player_set_is_admin = 429 # (player_set_is_admin, <player_id>, <value>), #value is 0 or 1
player_is_admin = 430 # (player_is_admin, <player_id>),
player_get_score = 431 # (player_get_score, <destination>, <player_id>),
player_set_score = 432 # (player_set_score,<player_id>, <value>),
player_get_kill_count = 433 # (player_get_kill_count, <destination>, <player_id>),
player_set_kill_count = 434 # (player_set_kill_count,<player_id>, <value>),
player_get_death_count = 435 # (player_get_death_count, <destination>, <player_id>),
player_set_death_count = 436 # (player_set_death_count, <player_id>, <value>),
player_get_ping = 437 # (player_get_ping, <destination>, <player_id>),
player_is_busy_with_menus = 438 # (player_is_busy_with_menus, <player_id>),
player_get_is_muted = 439 # (player_get_is_muted, <destination>, <player_id>),
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).
player_get_unique_id = 441 # (player_get_unique_id, <destination>, <player_id>), #can only bew used on server side
player_get_gender = 442 # (player_get_gender, <destination>, <player_id>),
team_get_bot_kill_count = 450 # (team_get_bot_kill_count, <destination>, <team_id>),
team_set_bot_kill_count = 451 # (team_get_bot_kill_count, <destination>, <team_id>),
team_get_bot_death_count = 452 # (team_get_bot_death_count, <destination>, <team_id>),
team_set_bot_death_count = 453 # (team_get_bot_death_count, <destination>, <team_id>),
team_get_kill_count = 454 # (team_get_kill_count, <destination>, <team_id>),
team_get_score = 455 # (team_get_score, <destination>, <team_id>),
team_set_score = 456 # (team_set_score, <team_id>, <value>),
team_set_faction = 457 # (team_set_faction, <team_id>, <faction_id>),
team_get_faction = 458 # (team_get_faction, <destination>, <team_id>),
player_save_picked_up_items_for_next_spawn = 459 # (player_save_picked_up_items_for_next_spawn, <player_id>),
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)
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
kick_player = 465 # (kick_player, <player_id>),
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
save_ban_info_of_player = 467 # (save_ban_info_of_player, <player_id>),
ban_player_using_saved_ban_info = 468 # (ban_player_using_saved_ban_info),
start_multiplayer_mission = 470 # (start_multiplayer_mission, <mission_template_id>, <scene_id>, <started_manually>),
server_add_message_to_log = 473 # (server_add_message_to_log, <string_id>),
server_get_renaming_server_allowed = 475 # (server_get_renaming_server_allowed, <destination>), #0-1
server_get_changing_game_type_allowed= 476 # (server_get_changing_game_type_allowed, <destination>), #0-1
##477 used for: server_set_anti_cheat = 477 # (server_set_anti_cheat, <value>), #0 = off, 1 = on
server_get_combat_speed = 478 # (server_get_combat_speed, <destination>), #0-2
server_set_combat_speed = 479 # (server_set_combat_speed, <value>), #0-2
server_get_friendly_fire = 480 # (server_get_friendly_fire, <destination>),
server_set_friendly_fire = 481 # (server_set_friendly_fire, <value>), #0 = off, 1 = on
server_get_control_block_dir = 482 # (server_get_control_block_dir, <destination>),
server_set_control_block_dir = 483 # (server_set_control_block_dir, <value>), #0 = automatic, 1 = by mouse movement
server_set_password = 484 # (server_set_password, <string_id>),
server_get_add_to_game_servers_list = 485 # (server_get_add_to_game_servers_list, <destination>),
server_set_add_to_game_servers_list = 486 # (server_set_add_to_game_servers_list, <value>),
server_get_ghost_mode = 487 # (server_get_ghost_mode, <destination>),
server_set_ghost_mode = 488 # (server_set_ghost_mode, <value>),
server_set_name = 489 # (server_set_name, <string_id>),
server_get_max_num_players = 490 # (server_get_max_num_players, <destination>),
server_set_max_num_players = 491 # (server_set_max_num_players, <value>),
server_set_welcome_message = 492 # (server_set_welcome_message, <string_id>),
server_get_melee_friendly_fire = 493 # (server_get_melee_friendly_fire, <destination>),
server_set_melee_friendly_fire = 494 # (server_set_melee_friendly_fire, <value>), #0 = off, 1 = on
server_get_friendly_fire_damage_self_ratio = 495 # (server_get_friendly_fire_damage_self_ratio, <destination>),
server_set_friendly_fire_damage_self_ratio = 496 # (server_set_friendly_fire_damage_self_ratio, <value>), #0-100
server_get_friendly_fire_damage_friend_ratio = 497 # (server_get_friendly_fire_damage_friend_ratio, <destination>),
server_set_friendly_fire_damage_friend_ratio = 498 # (server_set_friendly_fire_damage_friend_ratio, <value>), #0-100
server_get_anti_cheat = 499 # (server_get_anti_cheat, <destination>),
server_set_anti_cheat = 477 # (server_set_anti_cheat, <value>), #0 = off, 1 = on
## Set_slot operations. These assign a value to a slot.
troop_set_slot = 500 # (troop_set_slot,<troop_id>,<slot_no>,<value>),
party_set_slot = 501 # (party_set_slot,<party_id>,<slot_no>,<value>),
faction_set_slot = 502 # (faction_set_slot,<faction_id>,<slot_no>,<value>),
scene_set_slot = 503 # (scene_set_slot,<scene_id>,<slot_no>,<value>),
party_template_set_slot = 504 # (party_template_set_slot,<party_template_id>,<slot_no>,<value>),
agent_set_slot = 505 # (agent_set_slot,<agent_id>,<slot_no>,<value>),
quest_set_slot = 506 # (quest_set_slot,<quest_id>,<slot_no>,<value>),
item_set_slot = 507 # (item_set_slot,<item_id>,<slot_no>,<value>),
player_set_slot = 508 # (player_set_slot,<player_id>,<slot_no>,<value>),
team_set_slot = 509 # (team_set_slot,<team_id>,<slot_no>,<value>),
scene_prop_set_slot = 510 # (scene_prop_set_slot,<scene_prop_instance_id>,<slot_no>,<value>),
## Get_slot operations. These retrieve the value of a slot.
troop_get_slot = 520 # (troop_get_slot,<destination>,<troop_id>,<slot_no>),
party_get_slot = 521 # (party_get_slot,<destination>,<party_id>,<slot_no>),
faction_get_slot = 522 # (faction_get_slot,<destination>,<faction_id>,<slot_no>),
scene_get_slot = 523 # (scene_get_slot,<destination>,<scene_id>,<slot_no>),
party_template_get_slot = 524 # (party_template_get_slot,<destination>,<party_template_id>,<slot_no>),
agent_get_slot = 525 # (agent_get_slot,<destination>,<agent_id>,<slot_no>),
quest_get_slot = 526 # (quest_get_slot,<destination>,<quest_id>,<slot_no>),
item_get_slot = 527 # (item_get_slot,<destination>,<item_id>,<slot_no>),
player_get_slot = 528 # (player_get_slot,<destination>,<player_id>,<slot_no>),
team_get_slot = 529 # (team_get_slot,<destination>,<player_id>,<slot_no>),
scene_prop_get_slot = 530 # (scene_prop_get_slot,<destination>,<scene_prop_instance_id>,<slot_no>),
## slot_eq operations. These check whether the value of a slot is equal to a given value.
troop_slot_eq = 540 # (troop_slot_eq,<troop_id>,<slot_no>,<value>),
party_slot_eq = 541 # (party_slot_eq,<party_id>,<slot_no>,<value>),
faction_slot_eq = 542 # (faction_slot_eq,<faction_id>,<slot_no>,<value>),
scene_slot_eq = 543 # (scene_slot_eq,<scene_id>,<slot_no>,<value>),
party_template_slot_eq = 544 # (party_template_slot_eq,<party_template_id>,<slot_no>,<value>),
agent_slot_eq = 545 # (agent_slot_eq,<agent_id>,<slot_no>,<value>),
quest_slot_eq = 546 # (quest_slot_eq,<quest_id>,<slot_no>,<value>),
item_slot_eq = 547 # (item_slot_eq,<item_id>,<slot_no>,<value>),
player_slot_eq = 548 # (player_slot_eq,<player_id>,<slot_no>,<value>),
team_slot_eq = 549 # (team_slot_eq,<team_id>,<slot_no>,<value>),
scene_prop_slot_eq = 550 # (scene_prop_slot_eq,<scene_prop_instance_id>,<slot_no>,<value>),
## slot_ge operations. These check whether the value of a slot is greater than or equal to a given value.
troop_slot_ge = 560 # (troop_slot_ge,<troop_id>,<slot_no>,<value>),
party_slot_ge = 561 # (party_slot_ge,<party_id>,<slot_no>,<value>),
faction_slot_ge = 562 # (faction_slot_ge,<faction_id>,<slot_no>,<value>),
scene_slot_ge = 563 # (scene_slot_ge,<scene_id>,<slot_no>,<value>),
party_template_slot_ge = 564 # (party_template_slot_ge,<party_template_id>,<slot_no>,<value>),
agent_slot_ge = 565 # (agent_slot_ge,<agent_id>,<slot_no>,<value>),
quest_slot_ge = 566 # (quest_slot_ge,<quest_id>,<slot_no>,<value>),
item_slot_ge = 567 # (item_slot_ge,<item_id>,<slot_no>,<value>),
player_slot_ge = 568 # (player_slot_ge,<player_id>,<slot_no>,<value>),
team_slot_ge = 569 # (team_slot_ge,<team_id>,<slot_no>,<value>),
scene_prop_slot_ge = 570 # (scene_prop_slot_ge,<scene_prop_instance_id>,<slot_no>,<value>),
play_sound_at_position = 599 # (play_sound_at_position, <sound_id>, <position_no>, [options]),
play_sound = 600 # (play_sound,<sound_id>,[options]),
play_track = 601 # (play_track,<track_id>, [options]), # 0 = default, 1 = fade out current track, 2 = stop current track
play_cue_track = 602 # (play_cue_track,<track_id>), #starts immediately
music_set_situation = 603 # (music_set_situation, <situation_type>),
music_set_culture = 604 # (music_set_culture, <culture_type>),
stop_all_sounds = 609 # (stop_all_sounds, [options]), # 0 = stop only looping sounds, 1 = stop all sounds
store_last_sound_channel = 615 # (store_last_sound_channel, <destination>),
stop_sound_channel = 616 # (stop_sound_channel, <sound_channel_no>),
copy_position = 700 # copies position_no_2 to position_no_1
# (copy_position,<position_no_1>,<position_no_2>),
init_position = 701 # (init_position,<position_no>),
get_trigger_object_position = 702 # (get_trigger_object_position,<position_no>),
get_angle_between_positions = 705 # (get_angle_between_positions, <destination_fixed_point>, <position_no_1>, <position_no_2>),
position_has_line_of_sight_to_position = 707 # (position_has_line_of_sight_to_position, <position_no_1>, <position_no_2>),
get_distance_between_positions = 710 # gets distance in centimeters. # (get_distance_between_positions,<destination>,<position_no_1>,<position_no_2>),
get_distance_between_positions_in_meters = 711 # gets distance in meters. # (get_distance_between_positions_in_meters,<destination>,<position_no_1>,<position_no_2>),
get_sq_distance_between_positions = 712 # gets squared distance in centimeters # (get_sq_distance_between_positions,<destination>,<position_no_1>,<position_no_2>),
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>),
position_is_behind_position = 714 # (position_is_behind_position,<position_no_1>,<position_no_2>),
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>),
position_transform_position_to_parent = 716 # (position_transform_position_to_parent,<dest_position_no>,<position_no>,<position_no_to_be_transformed>),
position_transform_position_to_local = 717 # (position_transform_position_to_local, <dest_position_no>,<position_no>,<position_no_to_be_transformed>),
position_copy_rotation = 718 # (position_copy_rotation,<position_no_1>,<position_no_2>), copies rotation of position_no_2 to position_no_1
position_copy_origin = 719 # (position_copy_origin,<position_no_1>,<position_no_2>), copies origin of position_no_2 to position_no_1
position_move_x = 720 # movement is in cms, [0 = local; 1=global]
# (position_move_x,<position_no>,<movement>,[value]),
position_move_y = 721 # (position_move_y,<position_no>,<movement>,[value]),
position_move_z = 722 # (position_move_z,<position_no>,<movement>,[value]),
position_rotate_x = 723 # (position_rotate_x,<position_no>,<angle>),
position_rotate_y = 724 # (position_rotate_y,<position_no>,<angle>),
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.
position_get_x = 726 # (position_get_x,<destination_fixed_point>,<position_no>), #x position in meters * fixed point multiplier is returned
position_get_y = 727 # (position_get_y,<destination_fixed_point>,<position_no>), #y position in meters * fixed point multiplier is returned
position_get_z = 728 # (position_get_z,<destination_fixed_point>,<position_no>), #z position in meters * fixed point multiplier is returned
position_set_x = 729 # (position_set_x,<position_no>,<value_fixed_point>), #meters / fixed point multiplier is set
position_set_y = 730 # (position_set_y,<position_no>,<value_fixed_point>), #meters / fixed point multiplier is set
position_set_z = 731 # (position_set_z,<position_no>,<value_fixed_point>), #meters / fixed point multiplier is set
position_get_scale_x = 735 # (position_get_scale_x,<destination_fixed_point>,<position_no>), #x scale in meters * fixed point multiplier is returned
position_get_scale_y = 736 # (position_get_scale_y,<destination_fixed_point>,<position_no>), #y scale in meters * fixed point multiplier is returned
position_get_scale_z = 737 # (position_get_scale_z,<destination_fixed_point>,<position_no>), #z scale in meters * fixed point multiplier is returned
position_rotate_x_floating = 738 # (position_rotate_x_floating,<position_no>,<angle>), #angle in degree * fixed point multiplier
position_rotate_y_floating = 739 # (position_rotate_y_floating,<position_no>,<angle>), #angle in degree * fixed point multiplier
position_get_rotation_around_z = 740 # (position_get_rotation_around_z,<destination>,<position_no>), #rotation around z axis is returned as angle
position_normalize_origin = 741 # (position_normalize_origin,<destination_fixed_point>,<position_no>),
# destination = convert_to_fixed_point(length(position.origin))
# position.origin *= 1/length(position.origin) #so it normalizes the origin vector
position_get_rotation_around_x = 742 # (position_get_rotation_around_x, <destination>, <position_no>), #rotation around x axis is returned as angle
position_get_rotation_around_y = 743 # (position_get_rotation_around_y, <destination>, <position_no>), #rotation around y axis is returned as angle
position_set_scale_x = 744 # (position_set_scale_x, <position_no>, <value_fixed_point>), #x scale in meters / fixed point multiplier is set
position_set_scale_y = 745 # (position_set_scale_y, <position_no>, <value_fixed_point>), #y scale in meters / fixed point multiplier is set
position_set_scale_z = 746 # (position_set_scale_z, <position_no>, <value_fixed_point>), #z scale in meters / fixed point multiplier is set
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
position_set_z_to_ground_level = 791 # (position_set_z_to_ground_level, <position_no>), #only works during a mission
position_get_distance_to_terrain= 792 # (position_get_distance_to_terrain, <destination>, <position_no>), #only works during a mission
position_get_distance_to_ground_level = 793 # (position_get_distance_to_ground_level, <destination>, <position_no>), #only works during a mission
start_presentation = 900 # (start_presentation, <presentation_id>),
start_background_presentation = 901 # (start_background_presentation, <presentation_id>), #can only be used in game menus
presentation_set_duration = 902 # (presentation_set_duration, <duration-in-1/100-seconds>), #there must be an active presentation
is_presentation_active = 903 # (is_presentation_active, <presentation_id),
create_text_overlay = 910 # (create_text_overlay, <destination>, <string_id>), #returns overlay id
create_mesh_overlay = 911 # (create_mesh_overlay, <destination>, <mesh_id>), #returns overlay id
create_button_overlay = 912 # (create_button_overlay, <destination>, <string_id>), #returns overlay id
create_image_button_overlay = 913 # (create_image_button_overlay, <destination>, <mesh_id>, <mesh_id>), #returns overlay id. second mesh is the pressed button mesh
create_slider_overlay = 914 # (create_slider_overlay, <destination>, <min_value>, <max_value>), #returns overlay id
create_progress_overlay = 915 # (create_progress_overlay, <destination>, <min_value>, <max_value>), #returns overlay id
create_combo_button_overlay = 916 # (create_combo_button_overlay, <destination>), #returns overlay id
create_text_box_overlay = 917 # (create_text_box_overlay, <destination>), #returns overlay id
create_check_box_overlay = 918 # (create_check_box_overlay, <destination>), #returns overlay id
create_simple_text_box_overlay = 919 # (create_simple_text_box_overlay, <destination>), #returns overlay id
overlay_set_text = 920 # (overlay_set_text, <overlay_id>, <string_id>),
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)
overlay_set_alpha = 922 # (overlay_set_alpha, <overlay_id>, <alpha>), #alpha in A format like 0xAA (put hexadecimal values for AA part)
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)
overlay_set_hilight_alpha = 924 # (overlay_set_hilight_alpha, <overlay_id>, <alpha>), #alpha in A format like 0xAA (put hexadecimal values for AA part)
overlay_set_size = 925 # (overlay_set_size, <overlay_id>, <position_no>), #position's x and y values are used
overlay_set_position = 926 # (overlay_set_position, <overlay_id>, <position_no>), #position's x and y values are used
overlay_set_val = 927 # (overlay_set_val, <overlay_id>, <value>), #can be used for sliders, combo buttons and check boxes
overlay_set_boundaries = 928 # (overlay_set_boundaries, <overlay_id>, <min_value>, <max_value>),
overlay_set_area_size = 929 # (overlay_set_area_size, <overlay_id>, <position_no>), #position's x and y values are used
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
overlay_add_item = 931 # (overlay_add_item, <overlay_id>, <string_id>), # adds an item to the combo box
overlay_animate_to_color = 932 # (overlay_animate_to_color, <overlay_id>, <duration-in-1/1000-seconds>, <color>), #alpha value will not be used
overlay_animate_to_alpha = 933 # (overlay_animate_to_alpha, <overlay_id>, <duration-in-1/1000-seconds>, <color>), #only alpha value will be used
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
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
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
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
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
# when mesh_id is -1, a default mesh is generated automatically
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
# when mesh_id is -1, a default mesh is generated automatically
create_game_button_overlay = 940 # (create_game_button_overlay, <destination>, <string_id>), #returns overlay id
create_in_game_button_overlay = 941 # (create_in_game_button_overlay, <destination>, <string_id>), #returns overlay id
create_number_box_overlay = 942 # (create_number_box_overlay, <destination>, <min_value>, <max_value>), #returns overlay id
create_listbox_overlay = 943 # (create_list_box_overlay, <destination> #returns overlay id
create_mesh_overlay_with_item_id = 944 # (create_mesh_overlay_with_item_id, <destination>, <item_id>), #returns overlay id.
set_container_overlay = 945 # (set_container_overlay, <overlay_id>), #sets the container overlay that new overlays will attach to. give -1 to reset
overlay_get_position = 946 # (overlay_get_position, <destination>, <overlay_id>)
overlay_set_display = 947 # (overlay_set_display, <overlay_id>, <value>), #shows/hides overlay (1 = show, 0 = hide)
create_combo_label_overlay = 948 # (create_combo_label_overlay, <destination>), #returns overlay id
overlay_obtain_focus = 949 # (overlay_obtain_focus, <overlay_id>), #works for textboxes only
overlay_set_tooltip = 950 # (overlay_set_tooltip, <overlay_id>, <string_id>),
overlay_set_container_overlay = 951 # (overlay_set_container_overlay, <overlay_id>, <container_overlay_id>) # -1 to reset
overlay_set_additional_render_height = 952 # (overlay_set_additional_render_height, <overlay_id>, <height_adder>),
show_object_details_overlay = 960 # (show_object_details_overlay, <value>), #0 = hide, 1 = show
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
close_item_details = 971 # (close_item_details)
show_item_details_with_modifier = 972 # (show_item_details_with_modifier, <item_id>, <item_modifier>, <position_no>, <show_default_text_or_not>) #show_default_text_or_not should be 1 for showing "default" for default item costs
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
get_average_game_difficulty = 990 # (get_average_game_difficulty, <destination>),
get_level_boundary = 991 # (get_level_boundary, <destination>, <level_no>),
#-------------------------
# Mission Condition types
#-------------------------
all_enemies_defeated = 1003 # (all_enemies_defeated),
race_completed_by_player = 1004 # (race_completed_by_player),
num_active_teams_le = 1005 # (num_active_teams_le,<value>),
main_hero_fallen = 1006 # (main_hero_fallen),
#----------------------------
# NEGATIONS
#----------------------------
neg = 0x80000000 # (neg|<operation>),
this_or_next = 0x40000000 # (this_or_next|<operation>),
lt = neg | ge # less than -- (lt,<value>,<value>),
neq = neg | eq # not equal to -- (neq,<value>,<value>),
le = neg | gt # less or equal to -- (le,<value>,<value>),
#-------------------------------------------------------------------------------------------
# CONSEQUENCE OPERATIONS -
#-------------------------------------------------------------------------------------------
finish_party_battle_mode = 1019 # (finish_party_battle_mode),
set_party_battle_mode = 1020 # (set_party_battle_mode),
set_camera_follow_party = 1021 # (set_camera_follow_party,<party_id>), #Works on map only.
start_map_conversation = 1025 # (start_map_conversation,<troop_id>),
rest_for_hours = 1030 # (rest_for_hours,<rest_period>,[time_speed],[remain_attackable]),
rest_for_hours_interactive = 1031 # (rest_for_hours_interactive,<rest_period>,[time_speed],[remain_attackable]),
add_xp_to_troop = 1062 # (add_xp_to_troop,<value>,[troop_id]),
add_gold_as_xp = 1063 # (add_gold_as_xp,<value>,[troop_id]),
add_xp_as_reward = 1064 # (add_xp_as_reward,<value>),
add_gold_to_party = 1070 # party_id should be different from 0
# (add_gold_to_party,<value>,<party_id>),
set_party_creation_random_limits= 1080 # (set_party_creation_random_limits, <min_value>, <max_value>), (values should be between 0, 100)
troop_set_note_available = 1095 # (troop_set_note_available, <troop_id>, <value>), #1 = available, 0 = not available
faction_set_note_available = 1096 # (faction_set_note_available, <faction_id>, <value>), #1 = available, 0 = not available
party_set_note_available = 1097 # (party_set_note_available, <party_id>, <value>), #1 = available, 0 = not available
quest_set_note_available = 1098 # (quest_set_note_available, <quest_id>, <value>), #1 = available, 0 = not available
#1090-1091-1092 is taken, see below (info_page)
spawn_around_party = 1100 # ID of spawned party is put into reg(0)
# (spawn_around_party,<party_id>,<party_template_id>),
set_spawn_radius = 1103 # (set_spawn_radius,<value>),
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
display_log_message = 1105 # (display_log_message,<string_id>,[hex_colour_code]),
display_message = 1106 # (display_message,<string_id>,[hex_colour_code]),
set_show_messages = 1107 # (set_show_messages,<value>), #0 disables window messages 1 re-enables them.
add_troop_note_tableau_mesh = 1108 # (add_troop_note_tableau_mesh,<troop_id>,<tableau_material_id>),
add_faction_note_tableau_mesh = 1109 # (add_faction_note_tableau_mesh,<faction_id>,<tableau_material_id>),
add_party_note_tableau_mesh = 1110 # (add_party_note_tableau_mesh,<party_id>,<tableau_material_id>),
add_quest_note_tableau_mesh = 1111 # (add_quest_note_tableau_mesh,<quest_id>,<tableau_material_id>),
add_info_page_note_tableau_mesh = 1090 # (add_info_page_note_tableau_mesh,<info_page_id>,<tableau_material_id>),
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
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
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
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
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
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
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
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
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
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
tutorial_box = 1120 # (tutorial_box,<string_id>,<string_id>), #deprecated use dialog_box instead.
dialog_box = 1120 # (tutorial_box,<text_string_id>,<title_string_id>),
question_box = 1121 # (question_box,<string_id>, [<yes_string_id>], [<no_string_id>]),
tutorial_message = 1122 # (tutorial_message,<string_id>, <color>, <auto_close_time>), #set string_id = -1 for hiding the message
tutorial_message_set_position = 1123 # (tutorial_message_set_position, <position_x>, <position_y>),
tutorial_message_set_size = 1124 # (tutorial_message_set_size, <size_x>, <size_y>),
tutorial_message_set_center_justify = 1125 # (tutorial_message_set_center_justify, <val>), #set not 0 for center justify, 0 for not center justify
tutorial_message_set_background = 1126 # (tutorial_message_set_background, <value>), #1 = on, 0 = off, default is off
set_tooltip_text = 1130 # (set_tooltip_text, <string_id>),
reset_price_rates = 1170 # (reset_price_rates),
set_price_rate_for_item = 1171 # (set_price_rate_for_item,<item_id>,<value_percentage>),
set_price_rate_for_item_type = 1172 # (set_price_rate_for_item_type,<item_type_id>,<value_percentage>),
party_join = 1201 # (party_join),
party_join_as_prisoner = 1202 # (party_join_as_prisoner),
troop_join = 1203 # (troop_join,<troop_id>),
troop_join_as_prisoner = 1204 # (troop_join_as_prisoner,<troop_id>),
remove_member_from_party = 1210 # (remove_member_from_party,<troop_id>,[party_id]),
remove_regular_prisoners = 1211 # (remove_regular_prisoners,<party_id>),
remove_troops_from_companions = 1215 # (remove_troops_from_companions,<troop_id>,<value>),
remove_troops_from_prisoners = 1216 # (remove_troops_from_prisoners,<troop_id>,<value>),
heal_party = 1225 # (heal_party,<party_id>),
disable_party = 1230 # (disable_party,<party_id>),
enable_party = 1231 # (enable_party,<party_id>),
remove_party = 1232 # (remove_party,<party_id>),
add_companion_party = 1233 # (add_companion_party,<troop_id_hero>),
add_troop_to_site = 1250 # (add_troop_to_site,<troop_id>,<scene_id>,<entry_no>),
remove_troop_from_site = 1251 # (remove_troop_from_site,<troop_id>,<scene_id>),
modify_visitors_at_site = 1261 # (modify_visitors_at_site,<scene_id>),
reset_visitors = 1262 # (reset_visitors),
set_visitor = 1263 # (set_visitor,<entry_no>,<troop_id>,[<dna>]),
set_visitors = 1264 # (set_visitors,<entry_no>,<troop_id>,<number_of_troops>),
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
scene_set_day_time = 1266 # (scene_set_day_time, <value>), #value in hours (0-23), must be called within ti_before_mission_start triggers
set_relation = 1270 # (set_relation,<faction_id>,<faction_id>,<value>),
faction_set_name = 1275 # (faction_set_name, <faction_id>, <string_id>),
faction_set_color = 1276 # (faction_set_color, <faction_id>, <value>),
faction_get_color = 1277 # (faction_get_color, <color>, <faction_id>)
#Quest stuff
start_quest = 1280 # (start_quest,<quest_id>),
complete_quest = 1281 # (complete_quest,<quest_id>),
succeed_quest = 1282 # (succeed_quest,<quest_id>), #also concludes the quest
fail_quest = 1283 # (fail_quest,<quest_id>), #also concludes the quest
cancel_quest = 1284 # (cancel_quest,<quest_id>),
set_quest_progression = 1285 # (set_quest_progression,<quest_id>,<value>),
conclude_quest = 1286 # (conclude_quest,<quest_id>),
setup_quest_text = 1290 # (setup_quest_text,<quest_id>),
setup_quest_giver = 1291 # (setup_quest_giver,<quest_id>, <string_id>),
#encounter outcomes.
start_encounter = 1300 # (start_encounter,<party_id>),
leave_encounter = 1301 # (leave_encounter),
encounter_attack = 1302 # (encounter_attack),
select_enemy = 1303 # (select_enemy,<value>),
set_passage_menu = 1304 # (set_passage_menu,<value>),
auto_set_meta_mission_at_end_commited = 1305 # (auto_set_meta_mission_at_end_commited),
#simulate_battle = 1305 # (simulate_battle,<value>),
end_current_battle = 1307 # (end_current_battle),
set_mercenary_source_party = 1320 # selects party from which to buy mercenaries
# (set_mercenary_source_party,<party_id>),
set_merchandise_modifier_quality = 1490 # Quality rate in percentage (average quality = 100),
# (set_merchandise_modifier_quality,<value>),
set_merchandise_max_value = 1491 # (set_merchandise_max_value,<value>),
reset_item_probabilities = 1492 # (reset_item_probabilities),
set_item_probability_in_merchandise = 1493 # (set_item_probability_in_merchandise,<itm_id>,<value>),
#active Troop
#set_active_troop = 1050
troop_set_name = 1501 # (troop_set_name, <troop_id>, <string_no>),
troop_set_plural_name = 1502 # (troop_set_plural_name, <troop_id>, <string_no>),
troop_set_face_key_from_current_profile= 1503 # (troop_set_face_key_from_current_profile, <troop_id>),
troop_set_type = 1505 # (troop_set_type,<troop_id>,<gender>),
troop_get_type = 1506 # (troop_get_type,<destination>,<troop_id>),
troop_is_hero = 1507 # (troop_is_hero,<troop_id>),
troop_is_wounded = 1508 # (troop_is_wounded,<troop_id>), #only for heroes!
troop_set_auto_equip = 1509 # (troop_set_auto_equip,<troop_id>,<value>),#disables otr enables auto-equipping
troop_ensure_inventory_space = 1510 # (troop_ensure_inventory_space,<troop_id>,<value>),
troop_sort_inventory = 1511 # (troop_sort_inventory,<troop_id>),
troop_add_merchandise = 1512 # (troop_add_merchandise,<troop_id>,<item_type_id>,<value>),
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
troop_get_xp = 1515 # (troop_get_xp, <destination>, <troop_id>),
troop_get_class = 1516 # (troop_get_class, <destination>, <troop_id>),
troop_set_class = 1517 # (troop_set_class, <troop_id>, <value>),
troop_raise_attribute = 1520 # (troop_raise_attribute,<troop_id>,<attribute_id>,<value>),
troop_raise_skill = 1521 # (troop_raise_skill,<troop_id>,<skill_id>,<value>),
troop_raise_proficiency = 1522 # (troop_raise_proficiency,<troop_id>,<proficiency_no>,<value>),
troop_raise_proficiency_linear = 1523 # raises weapon proficiencies linearly without being limited by weapon master skill
# (troop_raise_proficiency,<troop_id>,<proficiency_no>,<value>),
troop_add_proficiency_points = 1525 # (troop_add_proficiency_points,<troop_id>,<value>),
troop_add_gold = 1528 # (troop_add_gold,<troop_id>,<value>),
troop_remove_gold = 1529 # (troop_remove_gold,<troop_id>,<value>),
troop_add_item = 1530 # (troop_add_item,<troop_id>,<item_id>,[modifier]),
troop_remove_item = 1531 # (troop_remove_item,<troop_id>,<item_id>),
troop_clear_inventory = 1532 # (troop_clear_inventory,<troop_id>),
troop_equip_items = 1533 # (troop_equip_items,<troop_id>), #equips the items in the inventory automatically
troop_inventory_slot_set_item_amount = 1534 # (troop_inventory_slot_set_item_amount,<troop_id>,<inventory_slot_no>,<value>),
troop_inventory_slot_get_item_amount = 1537 # (troop_inventory_slot_get_item_amount,<destination>,<troop_id>,<inventory_slot_no>),
troop_inventory_slot_get_item_max_amount= 1538 # (troop_inventory_slot_get_item_max_amount,<destination>,<troop_id>,<inventory_slot_no>),
troop_add_items = 1535 # (troop_add_items,<troop_id>,<item_id>,<number>),
troop_remove_items = 1536 # puts cost of items to reg0
# (troop_remove_items,<troop_id>,<item_id>,<number>),
troop_loot_troop = 1539 # (troop_loot_troop,<target_troop>,<source_troop_id>,<probability>),
troop_get_inventory_capacity = 1540 # (troop_get_inventory_capacity,<destination>,<troop_id>),
troop_get_inventory_slot = 1541 # (troop_get_inventory_slot,<destination>,<troop_id>,<inventory_slot_no>),
troop_get_inventory_slot_modifier = 1542 # (troop_get_inventory_slot_modifier,<destination>,<troop_id>,<inventory_slot_no>),
troop_set_inventory_slot = 1543 # (troop_set_inventory_slot,<troop_id>,<inventory_slot_no>,<value>),
troop_set_inventory_slot_modifier = 1544 # (troop_set_inventory_slot_modifier,<troop_id>,<inventory_slot_no>,<value>),
troop_set_faction = 1550 # (troop_set_faction,<troop_id>,<faction_id>),
troop_set_age = 1555 # (troop_set_age, <troop_id>, <age_slider_pos>), #Enter a value between 0..100
troop_set_health = 1560 # (troop_set_health,<troop_id>,<relative health (0-100)>),
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)
#Items...
item_get_type = 1570 # (item_get_type, <destination>, <item_id>), #returned values are listed at header_items.py (values starting with itp_type_)
#Parties...
party_get_num_companions = 1601 # (party_get_num_companions,<destination>,<party_id>),
party_get_num_prisoners = 1602 # (party_get_num_prisoners,<destination>,<party_id>),
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.
party_set_marshall = 1604 # (party_set_marshall, <party_id>, <value>)
party_set_extra_text = 1605 # (party_set_extra_text,<party_id>, <string>)
party_set_aggressiveness = 1606 # (party_set_aggressiveness, <party_id>, <number>),
party_set_courage = 1607 # (party_set_courage, <party_id>, <number>),
party_get_current_terrain = 1608 # (party_get_current_terrain,<destination>,<party_id>),
party_get_template_id = 1609 # (party_get_template_id,<destination>,<party_id>),
party_add_members = 1610 # (party_add_members,<party_id>,<troop_id>,<number>), #returns number added in reg0
party_add_prisoners = 1611 # (party_add_prisoners,<party_id>,<troop_id>,<number>),#returns number added in reg0
party_add_leader = 1612 # (party_add_leader,<party_id>,<troop_id>,[<number>]),
party_force_add_members = 1613 # (party_force_add_members,<party_id>,<troop_id>,<number>),
party_force_add_prisoners = 1614 # (party_force_add_prisoners,<party_id>,<troop_id>,<number>),
party_remove_members = 1615 # stores number removed to reg0
# (party_remove_members,<party_id>,<troop_id>,<number>),
party_remove_prisoners = 1616 # stores number removed to reg0
# (party_remove_members,<party_id>,<troop_id>,<number>),
party_clear = 1617 # (party_clear,<party_id>),
party_wound_members = 1618 # (party_wound_members,<party_id>,<troop_id>,<number>),
party_remove_members_wounded_first = 1619 # stores number removed to reg0
# (party_remove_members_wounded_first,<party_id>,<troop_id>,<number>),
party_set_faction = 1620 # (party_set_faction,<party_id>,<faction_id>),
party_relocate_near_party = 1623 # (party_relocate_near_party,<party_id>,<target_party_id>,<value_spawn_radius>),
party_get_position = 1625 # (party_get_position,<position_no>,<party_id>),
party_set_position = 1626 # (party_set_position,<party_id>,<position_no>),
map_get_random_position_around_position= 1627 # (map_get_random_position_around_position,<dest_position_no>,<source_position_no>,<radius>),
map_get_land_position_around_position = 1628 # (map_get_land_position_around_position,<dest_position_no>,<source_position_no>,<radius>),
map_get_water_position_around_position = 1629 # (map_get_water_position_around_position,<dest_position_no>,<source_position_no>,<radius>),
party_count_members_of_type = 1630 # (party_count_members_of_type,<destination>,<party_id>,<troop_id>),
party_count_companions_of_type = 1631 # (party_count_companions_of_type,<destination>,<party_id>,<troop_id>),
party_count_prisoners_of_type = 1632 # (party_count_prisoners_of_type,<destination>,<party_id>,<troop_id>),
party_get_free_companions_capacity = 1633 # (party_get_free_companions_capacity,<destination>,<party_id>),
party_get_free_prisoners_capacity = 1634 # (party_get_free_prisoners_capacity,<destination>,<party_id>),
party_get_ai_initiative = 1638 # (party_get_ai_initiative,<destination>,<party_id>), #result is between 0-100
party_set_ai_initiative = 1639 # (party_set_ai_initiative,<party_id>,<value>), #value is between 0-100
party_set_ai_behavior = 1640 # (party_set_ai_behavior,<party_id>,<ai_bhvr>),
party_set_ai_object = 1641 # (party_set_ai_object,<party_id>,<party_id>),
party_set_ai_target_position = 1642 # (party_set_ai_target_position,<party_id>,<position_no>),
party_set_ai_patrol_radius = 1643 # (party_set_ai_patrol_radius,<party_id>,<radius_in_km>),
party_ignore_player = 1644 # (party_ignore_player, <party_id>,<duration_in_hours>), #don't pursue player party for this duration
party_set_bandit_attraction = 1645 # (party_set_bandit_attraction, <party_id>,<attaraction>), #set how attractive a target the party is for bandits (0..100)
party_get_helpfulness = 1646 # (party_get_helpfulness,<destination>,<party_id>),
party_set_helpfulness = 1647 # (party_set_helpfulness, <party_id>, <number>), #tendency to help friendly parties under attack. (0-10000, 100 default.)
party_get_num_companion_stacks = 1650 # (party_get_num_companion_stacks,<destination>,<party_id>),
party_get_num_prisoner_stacks = 1651 # (party_get_num_prisoner_stacks, <destination>,<party_id>),
party_stack_get_troop_id = 1652 # (party_stack_get_troop_id, <destination>,<party_id>,<stack_no>),
party_stack_get_size = 1653 # (party_stack_get_size, <destination>,<party_id>,<stack_no>),
party_stack_get_num_wounded = 1654 # (party_stack_get_num_wounded, <destination>,<party_id>,<stack_no>),
party_stack_get_troop_dna = 1655 # (party_stack_get_troop_dna, <destination>,<party_id>,<stack_no>),
party_prisoner_stack_get_troop_id = 1656 # (party_get_prisoner_stack_troop,<destination>,<party_id>,<stack_no>),
party_prisoner_stack_get_size = 1657 # (party_get_prisoner_stack_size, <destination>,<party_id>,<stack_no>),
party_prisoner_stack_get_troop_dna = 1658 # (party_prisoner_stack_get_troop_dna, <destination>,<party_id>,<stack_no>),
party_attach_to_party = 1660 # (party_attach_to_party, <party_id>, <party_id to attach to>),
party_detach = 1661 # (party_detach, <party_id>),
party_collect_attachments_to_party = 1662 # (party_collect_attachments_to_party, <party_id>, <destination party_id>),
party_quick_attach_to_current_battle = 1663 # (party_quick_attach_to_current_battle, <party_id>, <side (0:players side, 1:enemy side)>),
party_get_cur_town = 1665 # (party_get_cur_town, <destination>, <party_id>),
party_leave_cur_battle = 1666 # (party_leave_cur_battle, <party_id>),
party_set_next_battle_simulation_time = 1667 # (party_set_next_battle_simulation_time,<party_id>,<next_simulation_time_in_hours>),
party_set_name = 1669 # (party_set_name, <party_id>, <string_no>),
party_add_xp_to_stack = 1670 # (party_add_xp_to_stack, <party_id>, <stack_no>, <xp_amount>),
party_get_morale = 1671 # (party_get_morale, <destination>,<party_id>),
party_set_morale = 1672 # (party_set_morale, <party_id>, <value>), #value is clamped to range [0...100].
party_upgrade_with_xp = 1673 # (party_upgrade_with_xp, <party_id>, <xp_amount>, <upgrade_path>), #upgrade_path can be:
#0 = choose random, 1 = choose first, 2 = choose second
party_add_xp = 1674 # (party_add_xp, <party_id>, <xp_amount>),
party_add_template = 1675 # (party_add_template, <party_id>, <party_template_id>, [reverse_prisoner_status]),
party_set_icon = 1676 # (party_set_icon, <party_id>, <map_icon_id>),
party_set_banner_icon = 1677 # (party_set_banner_icon, <party_id>, <map_icon_id>),
party_add_particle_system = 1678 # (party_add_particle_system, <party_id>, <particle_system_id>),
party_clear_particle_systems = 1679 # (party_clear_particle_systems, <party_id>),
party_get_battle_opponent = 1680 # (party_get_battle_opponent, <destination>, <party_id>)
party_get_icon = 1681 # (party_get_icon, <destination>, <party_id>),
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
party_get_skill_level = 1685 # (party_get_skill_level, <destination>, <party_id>, <skill_no>),
agent_get_speed = 1689 # (agent_get_speed, <position_no>, <agent_id>), #will return speed in x and y
get_battle_advantage = 1690 # (get_battle_advantage, <destination>),
set_battle_advantage = 1691 # (set_battle_advantage, <value>),
agent_refill_wielded_shield_hit_points = 1692 # (agent_refill_wielded_shield_hit_points, <agent_id>),
agent_is_in_special_mode = 1693 # (agent_is_in_special_mode,<agent_id>),
party_get_attached_to = 1694 # (party_get_attached_to, <destination>, <party_id>),
party_get_num_attached_parties = 1695 # (party_get_num_attached_parties, <destination>, <party_id>),
party_get_attached_party_with_rank = 1696 # (party_get_attached_party_with_rank, <destination>, <party_id>, <attached_party_no>),
inflict_casualties_to_party_group = 1697 # (inflict_casualties_to_party, <parent_party_id>, <attack_rounds>, <party_id_to_add_causalties_to>),
distribute_party_among_party_group = 1698 # (distribute_party_among_party_group, <party_to_be_distributed>, <group_root_party>),
agent_is_routed = 1699 # (agent_is_routed,<agent_id>),
#Agents
#store_distance_between_positions,
#position_is_behind_poisiton,
get_player_agent_no = 1700 # (get_player_agent_no,<destination>),
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
agent_is_alive = 1702 # (agent_is_alive,<agent_id>),
agent_is_wounded = 1703 # (agent_is_wounded,<agent_id>),
agent_is_human = 1704 # (agent_is_human,<agent_id>),
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
agent_is_ally = 1706 # (agent_is_ally,<agent_id>),
agent_is_non_player = 1707 # (agent_is_non_player, <agent_id>),
agent_is_defender = 1708 # (agent_is_defender,<agent_id>),
agent_is_active = 1712 # (agent_is_active,<agent_id>),
#agent_is_routed = 1699 # (agent_is_routed,<agent_id>),
#agent_is_in_special_mode = 1693 # (agent_is_in_special_mode,<agent_id>),
agent_get_look_position = 1709 # (agent_get_look_position, <position_no>, <agent_id>),
agent_get_position = 1710 # (agent_get_position,<position_no>,<agent_id>),
agent_set_position = 1711 # (agent_set_position,<agent_id>,<position_no>),
#agent_get_speed = 1689 # (agent_get_speed, <position_no>, <agent_id>), #will return speed in x and y
#agent_is_active = 1712 # (agent_is_active,<agent_id>),
agent_set_look_target_agent = 1713 # (agent_set_look_target_agent, <agent_id>, <agent_id>), #second agent_id is the target
agent_get_horse = 1714 # (agent_get_horse,<destination>,<agent_id>),
agent_get_rider = 1715 # (agent_get_rider,<destination>,<agent_id>),
agent_get_party_id = 1716 # (agent_get_party_id,<destination>,<agent_id>),
agent_get_entry_no = 1717 # (agent_get_entry_no,<destination>,<agent_id>),
agent_get_troop_id = 1718 # (agent_get_troop_id,<destination>, <agent_id>),
agent_get_item_id = 1719 # (agent_get_item_id,<destination>, <agent_id>), (works only for horses, returns -1 otherwise)
store_agent_hit_points = 1720 # set absolute to 1 to retrieve actual hps, otherwise will return relative hp in range [0..100]
# (store_agent_hit_points,<destination>,<agent_id>,[absolute]),
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]
# (agent_set_hit_points,<agent_id>,<value>,[absolute]),
agent_deliver_damage_to_agent = 1722 # (agent_deliver_damage_to_agent, <agent_id_deliverer>, <agent_id>, <value>, [item_id]), #if value <= 0, then damage will be calculated using the weapon item. # item_id is the item that the damage is delivered. can be ignored.
agent_get_kill_count = 1723 # (agent_get_kill_count,<destination>,<agent_id>,[get_wounded]), #Set second value to non-zero to get wounded count
agent_get_player_id = 1724 # (agent_get_player_id,<destination>,<agent_id>),
agent_set_invulnerable_shield = 1725 # (agent_set_invulnerable_shield, <agent_id>),
agent_get_wielded_item = 1726 # (agent_get_wielded_item,<destination>,<agent_id>,<hand_no>),
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
#agent_get_ammo_for_slot = 1825 # (agent_get_ammo_for_slot, <destination>, <agent_id>, <slot_no>), #slot no can be between 0-3
agent_refill_ammo = 1728 # (agent_refill_ammo,<agent_id>),
#agent_refill_wielded_shield_hit_points = 1692 # (agent_refill_wielded_shield_hit_points, <agent_id>),
agent_has_item_equipped = 1729 # (agent_has_item_equipped,<agent_id>,<item_id>),
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)
agent_get_scripted_destination = 1731 # (agent_get_scripted_destination,<position_no>,<agent_id>),
agent_force_rethink = 1732 # (agent_force_rethink, <agent_id>),
agent_set_no_death_knock_down_only = 1733 # (agent_set_no_death_knock_down_only, <agent_id>, <value>), #0 for disable, 1 for enable
agent_set_horse_speed_factor = 1734 # (agent_set_horse_speed_factor, <agent_id>, <speed_multiplier-in-1/100>),
agent_clear_scripted_mode = 1735 # (agent_clear_scripted_mode,<agent_id>),
agent_set_speed_limit = 1736 # (agent_set_speed_limit,<agent_id>,<speed_limit(kilometers/hour)>), #Affects AI only
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.
agent_get_simple_behavior = 1738 # (agent_get_simple_behavior, <destination>, <agent_id>), #constants are written in header_mission_templates.py, starting with aisb_
agent_get_combat_state = 1739 # (agent_get_combat_state, <destination>, <agent_id>),
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.
agent_set_stand_animation = 1741 # (agent_set_stand_action, <agent_id>, <anim_id>),
agent_set_walk_forward_animation = 1742 # (agent_set_walk_forward_action, <agent_id>, <anim_id>),
agent_set_animation_progress = 1743 # (agent_set_animation_progress, <agent_id>, <value_fixed_point>), #value should be between 0-1 (as fixed point)
agent_set_look_target_position = 1744 # (agent_set_look_target_position, <agent_id>, <position_no>),
agent_set_attack_action = 1745 # (agent_set_attack_action, <agent_id>, <value>, <value>), #value: -2 = clear any attack action, 0 = thrust, 1 = slashright, 2 = slashleft, 3 = overswing - second value 0 = ready and release, 1 = ready and hold
agent_set_defend_action = 1746 # (agent_set_defend_action, <agent_id>, <value>, <duration-in-1/1000-seconds>), #value_1: -2 = clear any defend action, 0 = defend_down, 1 = defend_right, 2 = defend_left, 3 = defend_up
agent_set_wielded_item = 1747 # (agent_set_wielded_item, <agent_id>, <item_id>),
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)
agent_fade_out = 1749 # (agent_fade_out, <agent_id>),
agent_play_sound = 1750 # (agent_play_sound, <agent_id>, <sound_id>),
agent_start_running_away = 1751 # (agent_start_running_away, <agent_id>, [position_no]), # if position no is entered, agent will run away to that location. pos0 is not allowed (will be ignored).
agent_stop_running_away = 1752 # (agent_stop_run_away, <agent_id>),
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
agent_set_kick_allowed = 1754 # (agent_set_kick_allowed, <agent_id>, <value>), #0 for disable, 1 for allow
remove_agent = 1755 # (remove_agent, <agent_id>),
agent_get_attached_scene_prop = 1756 # (agent_get_attached_scene_prop, <destination>, <agent_id>)
agent_set_attached_scene_prop = 1757 # (agent_set_attached_scene_prop, <agent_id>, <scene_prop_id>)
agent_set_attached_scene_prop_x = 1758 # (agent_set_attached_scene_prop_x, <agent_id>, <value>)
#agent_set_attached_scene_prop_y = 1809 # (agent_set_attached_scene_prop_y, <agent_id>, <value>)
agent_set_attached_scene_prop_z = 1759 # (agent_set_attached_scene_prop_z, <agent_id>, <value>)
agent_get_time_elapsed_since_removed = 1760 # (agent_get_time_elapsed_since_dead, <destination>, <agent_id>),
agent_get_number_of_enemies_following = 1761 # (agent_get_number_of_enemies_following, <destination>, <agent_id>),
agent_set_no_dynamics = 1762 # (agent_set_no_dynamics, <agent_id>, <value>), #0 = turn dynamics off, 1 = turn dynamics on (required for cut-scenes)
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
agent_get_defend_action = 1764 # (agent_get_defend_action, <destination>, <agent_id>), #returned values: free = 0, parrying = 1, blocking = 2
agent_get_group = 1765 # (agent_get_group, <destination>, <agent_id>),
agent_set_group = 1766 # (agent_set_group, <agent_id>, <value>),
agent_get_action_dir = 1767 # (agent_get_action_dir, <destination>, <agent_id>), #invalid = -1, down = 0, right = 1, left = 2, up = 3
agent_get_animation = 1768 # (agent_get_animation, <destination>, <agent_id>, <body_part), #0 = lower body part, 1 = upper body part
agent_is_in_parried_animation = 1769 # (agent_is_in_parried_animation, <agent_id>),
agent_get_team = 1770 # (agent_get_team ,<destination>, <agent_id>),
agent_set_team = 1771 # (agent_set_team , <agent_id>, <value>),
agent_get_class = 1772 # (agent_get_class ,<destination>, <agent_id>),
agent_get_division = 1773 # (agent_get_division ,<destination>, <agent_id>),
agent_unequip_item = 1774 # (agent_unequip_item, <agent_id>, <item_id>, [weapon_slot_no]), #weapon_slot_no is optional, and can be between 1-4 (used only for weapons, not armor). in either case, item_id has to be set correctly.
class_is_listening_order = 1775 # (class_is_listening_order, <team_no>, <sub_class>),
agent_set_ammo = 1776 # (agent_set_ammo,<agent_id>,<item_id>,<value>), #value = a number between 0 and maximum ammo
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
agent_check_offer_from_agent = 1778 # (agent_check_offer_from_agent, <agent_id>, <agent_id>), #second agent_id is offerer
agent_equip_item = 1779 # (agent_equip_item, <agent_id>, <item_id>, [weapon_slot_no]), #for weapons, agent needs to have an empty weapon slot. weapon_slot_no is optional, and can be between 1-4 (used only for weapons, not armor).
entry_point_get_position = 1780 # (entry_point_get_position, <position_no>, <entry_no>),
entry_point_set_position = 1781 # (entry_point_set_position, <entry_no>, <position_no>),
entry_point_is_auto_generated = 1782 # (entry_point_is_auto_generated, <entry_no>),
agent_set_division = 1783 # (agent_set_division, <agent_id>, <value>),
team_get_hold_fire_order = 1784 # (team_get_hold_fire_order, <destination>, <team_no>, <sub_class>),
team_get_movement_order = 1785 # (team_get_movement_order, <destination>, <team_no>, <sub_class>),
team_get_riding_order = 1786 # (team_get_riding_order, <destination>, <team_no>, <sub_class>),
team_get_weapon_usage_order = 1787 # (team_get_weapon_usage_order, <destination>, <team_no>, <sub_class>),
teams_are_enemies = 1788 # (teams_are_enemies, <team_no>, <team_no_2>),
team_give_order = 1790 # (team_give_order, <team_no>, <sub_class>, <order_id>),
team_set_order_position = 1791 # (team_set_order_position, <team_no>, <sub_class>, <position_no>),
team_get_leader = 1792 # (team_get_leader, <destination>, <team_no>),
team_set_leader = 1793 # (team_set_leader, <team_no>, <new_leader_agent_id>),
team_get_order_position = 1794 # (team_get_order_position, <position_no>, <team_no>, <sub_class>),
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
team_set_relation = 1796 # (team_set_relation, <team_no>, <team_no_2>, <value>), # -1 for enemy, 1 for friend, 0 for neutral
set_rain = 1797 # (set_rain,<rain-type>,<strength>), (rain_type: 1= rain, 2=snow ; strength: 0 - 100)
set_fog_distance = 1798 # (set_fog_distance, <distance_in_meters>, [fog_color]),
get_scene_boundaries = 1799 # (get_scene_boundaries, <position_min>, <position_max>),
scene_prop_enable_after_time = 1800 # (scene_prop_enable_after_time, <scene_prop_id>, <value>)
scene_prop_has_agent_on_it = 1801 # (scene_prop_has_agent_on_it, <scene_prop_id>, <agent_id>)
agent_clear_relations_with_agents = 1802 # (agent_clear_relations_with_agents, <agent_id>),
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
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
ai_mesh_face_group_show_hide = 1805 # (ai_mesh_face_group_show_hide, <group_no>, <value>), # 1 for enable, 0 for disable
agent_is_alarmed = 1806 # (agent_is_alarmed, <agent_id>),
agent_set_is_alarmed = 1807 # (agent_set_is_alarmed, <agent_id>, <value>), # 1 for enable, 0 for disable
agent_stop_sound = 1808 # (agent_stop_sound, <agent_id>),
agent_set_attached_scene_prop_y = 1809 # (agent_set_attached_scene_prop_y, <agent_id>, <value>)
scene_prop_get_num_instances = 1810 # (scene_prop_get_num_instances, <destination>, <scene_prop_id>),
scene_prop_get_instance = 1811 # (scene_prop_get_instance, <destination>, <scene_prop_id>, <instance_no>),
scene_prop_get_visibility = 1812 # (scene_prop_get_visibility, <destination>, <scene_prop_id>),
scene_prop_set_visibility = 1813 # (scene_prop_set_visibility, <scene_prop_id>, <value>),
scene_prop_set_hit_points = 1814 # (scene_prop_set_hit_points, <scene_prop_id>, <value>),
scene_prop_get_hit_points = 1815 # (scene_prop_get_hit_points, <destination>, <scene_prop_id>),
scene_prop_get_max_hit_points = 1816 # (scene_prop_get_max_hit_points, <destination>, <scene_prop_id>),
scene_prop_get_team = 1817 # (scene_prop_get_team, <value>, <scene_prop_id>),
scene_prop_set_team = 1818 # (scene_prop_set_team, <scene_prop_id>, <value>),
scene_prop_set_prune_time = 1819 # (scene_prop_set_prune_time, <scene_prop_id>, <value>), # prune time can only be set to objects that are already on the prune queue. static objects are not affected by this operation.
scene_prop_set_cur_hit_points = 1820 # (scene_prop_set_cur_hit_points, <scene_prop_id>, <value>),
scene_prop_fade_out = 1822 # (scene_prop_fade_out, <scene_prop_id>, <fade_out_time>)
scene_prop_fade_in = 1823 # (scene_prop_fade_in, <scene_prop_id>, <fade_in_time>)
agent_get_ammo_for_slot = 1825 # (agent_get_ammo_for_slot, <destination>, <agent_id>, <slot_no>), #slot no can be between 0-3
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.
agent_deliver_damage_to_agent_advanced = 1827 # (agent_deliver_damage_to_agent_advanced, <destination>, <agent_id_deliverer>, <agent_id>, <value>, [item_id]), #if value <= 0, then damage will be calculated using the weapon item. # item_id is the item that the damage is delivered. can be ignored.
#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.
team_get_gap_distance = 1828 # (team_get_gap_distance, <destination>, <team_no>, <sub_class>),
add_missile = 1829 # (add_missile, <agent_id>, <starting_position>, <starting_speed_fixed_point>, <weapon_item_id>, <weapon_item_modifier>, <missile_item_id>, <missile_item_modifier>), # starting position also contains the direction of the arrow
scene_item_get_num_instances = 1830 # (scene_item_get_num_instances, <destination>, <item_id>),
scene_item_get_instance = 1831 # (scene_item_get_instance, <destination>, <item_id>, <instance_no>),
scene_spawned_item_get_num_instances = 1832 # (scene_spawned_item_get_num_instances, <destination>, <item_id>),
scene_spawned_item_get_instance = 1833 # (scene_spawned_item_get_instance, <destination>, <item_id>, <instance_no>),
scene_allows_mounted_units = 1834 # (scene_allows_mounted_units),
class_set_name = 1837 # (class_set_name, <sub_class>, <string_id>),
prop_instance_is_valid = 1838 # (prop_instance_is_valid, <scene_prop_id>),
prop_instance_get_variation_id = 1840 # (prop_instance_get_variation_id, <destination>, <scene_prop_id>),
prop_instance_get_variation_id_2 = 1841 # (prop_instance_get_variation_id_2, <destination>, <scene_prop_id>),
prop_instance_get_position = 1850 # (prop_instance_get_position, <position_no>, <scene_prop_id>),
prop_instance_get_starting_position = 1851 # (prop_instance_get_starting_position, <position_no>, <scene_prop_id>),
prop_instance_get_scale = 1852 # (prop_instance_get_scale, <position_no>, <scene_prop_id>),
prop_instance_get_scene_prop_kind = 1853 # (prop_instance_get_scene_prop_type, <destination>, <scene_prop_id>)
prop_instance_set_scale = 1854 # (prop_instance_set_scale, <scene_prop_id>, <value_x_fixed_point>, <value_y_fixed_point>, <value_z_fixed_point>),
prop_instance_set_position = 1855 # (prop_instance_set_position, <scene_prop_id>, <position_no>, [dont_send_to_clients]),
#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
prop_instance_animate_to_position = 1860 # (prop_instance_animate_to_position, <scene_prop_id>, position, <duration-in-1/100-seconds>),
prop_instance_stop_animating = 1861 # (prop_instance_stop_animating, <scene_prop_id>),
prop_instance_is_animating = 1862 # (prop_instance_is_animating, <destination>, <scene_prop_id>),
prop_instance_get_animation_target_position = 1863 # (prop_instance_get_animation_target_position, <pos>, <scene_prop_id>)
prop_instance_enable_physics = 1864 # (prop_instance_enable_physics, <scene_prop_id>, <value>) #0 for disable, 1 for enable
prop_instance_rotate_to_position = 1865 # (prop_instance_rotate_to_position, <scene_prop_id>, position, <duration-in-1/100-seconds>, <total_rotate_angle>),
prop_instance_initialize_rotation_angles = 1866 # (prop_instance_initialize_rotation_angles, <scene_prop_id>),
prop_instance_refill_hit_points = 1870 # (prop_instance_refill_hit_points, <scene_prop_id>),
prop_instance_dynamics_set_properties = 1871 # (prop_instance_dynamics_set_properties,<scene_prop_id>,mass_friction),
prop_instance_dynamics_set_velocity = 1872 # (prop_instance_dynamics_set_velocity,<scene_prop_id>,linear_velocity),
prop_instance_dynamics_set_omega = 1873 # (prop_instance_dynamics_set_omega,<scene_prop_id>,angular_velocity),
prop_instance_dynamics_apply_impulse = 1874 # (prop_instance_dynamics_apply_impulse,<scene_prop_id>,impulse_force),
prop_instance_receive_damage = 1877 # (prop_instance_receive_damage, <scene_prop_id>, <agent_id>, <damage_value>),
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.
#cannot check polygon-to-polygon physics models, but can check any other combinations between sphere, capsule and polygon physics models.
prop_instance_play_sound = 1881 # (prop_instance_play_sound, <scene_prop_id>, <sound_id>, [flags]), # sound flags can be given
prop_instance_stop_sound = 1882 # (prop_instance_stop_sound, <scene_prop_id>),
prop_instance_clear_attached_missiles = 1885 # (prop_instance_clear_attached_missiles, <scene_prop_id>), # Works only with dynamic scene props (non-retrievable missiles)
prop_instance_add_particle_system = 1886 # (prop_instance_add_particle_system, <scene_prop_id>, <par_sys_id>, <position_no>), # position is local, not global.
prop_instance_stop_all_particle_systems= 1887 # (prop_instance_stop_all_particle_systems, <scene_prop_id>),
replace_prop_instance = 1889 # (replace_prop_instance, <scene_prop_id>, <new_scene_prop_id>),
replace_scene_props = 1890 # (replace_scene_props, <old_scene_prop_id>,<new_scene_prop_id>),
replace_scene_items_with_scene_props = 1891 # (replace_scene_items_with_scene_props, <old_item_id>,<new_scene_prop_id>),
#---------------------------
# Mission Consequence types
#---------------------------
set_mission_result = 1906 # (set_mission_result,<value>),
finish_mission = 1907 # (finish_mission, <delay_in_seconds>),
jump_to_scene = 1910 # (jump_to_scene,<scene_id>,<entry_no>),
set_jump_mission = 1911 # (set_jump_mission,<mission_template_id>),
set_jump_entry = 1912 # (set_jump_entry,<entry_no>),
start_mission_conversation = 1920 # (start_mission_conversation,<troop_id>),
add_reinforcements_to_entry = 1930 # (add_reinforcements_to_entry,<mission_template_entry_no>,<value>),
mission_enable_talk = 1935 # (mission_enable_talk), #can talk with troops during battles
mission_disable_talk = 1936 # (mission_disable_talk), #disables talk option for the mission
mission_tpl_entry_set_override_flags = 1940 # (mission_entry_set_override_flags, <mission_template_id>, <entry_no>, <value>),
mission_tpl_entry_clear_override_items = 1941 # (mission_entry_clear_override_items, <mission_template_id>, <entry_no>),
mission_tpl_entry_add_override_item = 1942 # (mission_entry_add_override_item, <mission_template_id>, <entry_no>, <item_kind_id>),
set_current_color = 1950 # red, green, blue: a value of 255 means 100%
# (set_current_color,<value>,<value>,<value>),
set_position_delta = 1955 # x, y, z
# (set_position_delta,<value>,<value>,<value>),
add_point_light = 1960 # (add_point_light,[flicker_magnitude],[flicker_interval]), #flicker_magnitude between 0 and 100, flicker_interval is in 1/100 seconds
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
particle_system_add_new = 1965 # (particle_system_add_new,<par_sys_id>,[position_no]),
particle_system_emit = 1968 # (particle_system_emit,<par_sys_id>,<value_num_particles>,<value_period>),
particle_system_burst = 1969 # (particle_system_burst,<par_sys_id>,<position_no>,[percentage_burst_strength]),
set_spawn_position = 1970 # (set_spawn_position, <position_no>)
spawn_item = 1971 # (spawn_item, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning = 0 then item never gets pruned
spawn_agent = 1972 # (spawn_agent,<troop_id>), (stores agent_id in reg0)
spawn_horse = 1973 # (spawn_horse,<item_kind_id>, <item_modifier>) (stores agent_id in reg0)
spawn_scene_prop = 1974 # (spawn_scene_prop, <scene_prop_id>) (stores prop_instance_id in reg0) not yet.
particle_system_burst_no_sync = 1975 # (particle_system_burst_without_sync,<par_sys_id>,<position_no>,[percentage_burst_strength]),
spawn_item_without_refill = 1976 # (spawn_item_without_refill, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning = 0 then item never gets pruned
agent_get_item_cur_ammo = 1977 # (agent_get_item_cur_ammo, <destination>, <agent_id>, <slot_no>)
cur_tableau_add_tableau_mesh = 1980 # (cur_tableau_add_tableau_mesh, <tableau_material_id>, <value>, <position_register_no>), #value is passed to tableau_material
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
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
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
cur_tableau_render_as_alpha_mask = 1984 # (cur_tableau_render_as_alpha_mask)
cur_tableau_set_background_color = 1985 # (cur_tableau_set_background_color, <value>),
cur_agent_set_banner_tableau_material = 1986 # (cur_agent_set_banner_tableau_material, <tableau_material_id>)
cur_tableau_set_ambient_light = 1987 # (cur_tableau_set_ambient_light, <red_fixed_point>, <green_fixed_point>, <blue_fixed_point>),
cur_tableau_set_camera_position = 1988 # (cur_tableau_set_camera_position, <position_no>),
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>),
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>),
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>),
cur_tableau_add_mesh = 1992 # (cur_tableau_add_mesh, <mesh_id>, <position_no>, <value_fixed_point>, <value_fixed_point>),
# first value fixed point is the scale factor, second value fixed point is alpha. use 0 for default values