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温家宝 我的偶像(总理的粉丝请进)
2008-07-04 10:47:33
温家宝 我的偶像(总理的粉丝请进)
温家宝是中央领导层深入到安徽农村搞调研次数较多的一位;同时,也是让陪同他的地方干部最头疼的一位。为了了解到农村和农民的真实情况,他常常不给地方一些领导人留面子,想方设法冲破对他的“封锁”,使得刻意弄虚作假者不知所措。
1996年5月麦收之前,当时还是中央政治局候补委员、中央书记处书记的温家宝,到安徽检查扶贫工作。一来就约法三章,不搞迎送,不搞陪吃,下去时更不许前呼后拥,一切轻车简从。
他的随行人员也是屈指可数,除秘书田学斌,警卫参谋张振海,中央办公厅秘书局和中央农村工作领导小组各来一位局长,还有就是农业部的一位领导同志。
那次他们来了后,就同安徽省的有关领导分乘两辆普普通通的中巴车,直奔大别山革命老区。
在从金寨县通往霍山县的山道上,温家宝来了一个“突然袭击”。他招呼司机说:“我要方便一下。”司机当即把车停住。
车上的人都以为温家宝真是下去“方便”了,谁知,他跳下车后,快步前行,沿着一条小路就一直往前走去了。
坐在另一辆中巴车上的安徽省的领导,这才发现,前面有个不大的村庄,温家宝正向那个村庄走过去,他们不免感到诧异。因为这是在事先安排要视察的计划之外。而且,看上去,还是一处十分贫穷的地方。
大家赶忙下车,快步跟了上去。
温家宝见几个农民扛着树皮走过来,就迎上去问:“你们这是干什么呀?”
一个妇女见问话人面相慈善,话声和蔼,虽是干部打扮,却没有想到这会是中央下来的干部,因此答得就很随便:“现在青黄不接,山上没东西可卖,供销社正在收购树皮,听说造纸用,就削点树皮去卖,好买点口粮回来。”
温家宝转身又去问一位男青年,当得知对方是位民办教师时,便仔细了解他的工资情况。民办教师发愁地说:“乡里一个月只补助50元,连吃粮的钱也不够,说是补助,也只是欠着,赶到要过年了才给,平时就连买粮的钱也没有。”
温家宝一边认真听着,一边点着头。
他在村子里各处仔仔细细地看了个遍,这才上车。到了霍山县城后,他随便用了一下餐,就要求听县里汇报。
霍山县委书记不知道温家宝在来的路上已经没按“规定”下过车,依然像往常一样地作着汇报,他甚至激动地说道:“这几年,我们霍山县有了很大的发展,既脱帽,又加冕,脱掉了贫困县的帽子,戴上了‘奔小康’的帽子。”接着就把全县的国民生产总值、粮食产量、财政收入和农民增收的各种数字,熟练地报了一遍。他还准备把各种成绩的统计数字一一报来,温家宝却截住了他的话头,忽然问:“你这个县这么好,可以按时发工资吗?”
县委书记回答得斩钉截铁:“我们不欠全县职工一分钱!”
温家宝点到了他下车看过的那个村庄的名字。
县委书记不禁一愣。但他马上指出;“那是我们县最穷的一个村。”
温家宝幽默地笑道:“你最穷的一个村,就被我看到了。”
县委书记这才知道遇上了麻烦,偷偷地看了一眼坐在旁边的省委领导,见省委领导都面无表情地望着他,不由得急出了一头汗。
温家宝严肃地说:“同志们,不是我们不相信你们的数字,我更看重农民家里的生活水平是否真的提高。你们都很年轻,我希望你们多到农民群众的家里看看,真正做到脱贫很不容易,何况有些脱贫了还会返贫呢。”
“我要看淹没区,看最贫困的村子”
也就是在那一次,温家宝要看龙河口水库淹没区农民的生活状况,舒城县却安排了一个各方面都比较好的村子让他看。他一眼就发现了问题,问:“这儿是淹没区吗?”
县委书记见瞒不过,只得照实说:“不算淹没区,只是边缘地带。”
“我要看淹没区,看最贫困的村子。”
舒城县委书记没有一点思想准备,因为以往下来检查工作的领导,没谁提出过这样的要求。安排领导参观“形象工程”,视察“闪光点”,早已成了一条程式化的不变的“规矩”。于是,这位县委书记搪塞道:“那儿路不通。”
“你说的不通,是不是车子开不进去。”温家宝认真地问。
“是。”
“走路要走多远呢?”
县委书记想了想说:“10公里吧。”
温家宝一听,朗声笑道:“不算远,那我们就走去。”说着,做了个挽裤脚赶路的动作。
当时的省委书记卢荣景见温家宝决心已定,马上接过话:“快上车,开到哪儿不能开了,再下车走嘛!”
于是大家陆续上车。
舒城县委书记说“路不通”,只是不希望温家宝看到穷得不像样子的地方。不过,他又是一个实在人,见省委书记表了态同意去看,也就没再留点儿心眼,把自己曾说过路不通还须走上10公里的话忘得一干二净,指挥着司机顺顺当当地将车开进了一个村子里。
省农经委的吴昭仁在和我们讲起这段插曲时,他的脸上露出了无地自容的神色。他说:“我当时一听县委书记说‘到了,下车吧!’脑袋嗡地响了一下。心想,你这个县委书记真要命,说过这村子车开不进去,你至少也要停得远一点,让大家走几步,哪能让车一下子进了村?这让陪同的省领导在中央领导跟前,脸往哪搁?这时就听走在我边上的王昭耀副省长说:‘地上有缝都想钻进去……’搞得我们一个个灰头土脸,硬着头皮走下车。”
那确实是个很穷的村子,房子不像房子,阴暗潮湿,因为农舍里太黑,大白天走进屋,半天看不见东西。其实,看见跟没看见都不重要,许多农家家徒四壁,半个村子跑下来,没看到谁家有一件值钱的东西。
温家宝一连看了几户人家,心情很是沉重。
拒看“闪光点”,拒住大酒店
又一次,温家宝到安徽检查农村经济结构调整方面的工作。在阜南县,县里安排是看小陈庄,这是一个新建的村,两排楼房十分漂亮地拥路而立,中间的马路也修得很宽,看上去不仅富足,还透出几分气势。但是,温家宝下车后只看了一眼,就拒绝进村去看。
这弄得陪同的领导十分尴尬。
吴昭仁是多次陪同温家宝到安徽各地视察的,彼此已经很熟悉,他打破僵局走上去说道:“既然来了,进村看看吧!”
“不看,”温家宝不为所动,“要我看什么呢?无非就是几个有钱人,盖了几幢新楼房。”
县里领导忙解释:“还有个座谈会……人已到齐了。”
温家宝坚持说:“这个座谈会我不参加。”
现场的气氛变得十分窘迫。
这时,走来了两个农民模样的人,温家宝于是上前打问:“搬到这儿来,你们是自愿的吗?”
对方高声答道:“完全是自愿的。”
温家宝若有所思地又问:“住这样的房子,花了多少钱哪?”“两万多。”
温家宝朝村里望了望,空无一人,就打量起走过来的这两个“农民”。显然他已从对方回话的口气中悟出了什么,指着其中的一人问:“你在村里具体干什么呀?”
对方说:“支部书记。”
温家宝幽默地笑了:“那我就问问你,为什么要修这么宽的马路,占用这么多的耕地呢?”
支部书记哑口无言。
重新回到阜阳市,市委将温家宝一行安排在国际大酒店,温家宝一听是“国际大酒店”,坚决不住,要求住招待所。
由于温家宝的坚持,最后下榻的是作为市委招待所的“颍州宾馆”。晚饭后,温家宝也不愿休息,要求安排两个县的领导汇报有关工作。汇报时,太和县委书记取出了事先准备好的稿子,刚念了个开头,温家宝就示意对方停下来:“你们不要念稿子好吗?”
离开了稿子,这位县委书记竟不知该讲什么不该讲什么了,变得吞吞吐吐,十分狼狈。
温家宝失望地摇了摇头,说道:“今天下午,我很生气,在阜南县的那个村子里,见不到一个群众,不知道你们想让我看什么?去年,我到河南省,一个县委书记也叫我去看一个这样的村子,见不到农民,村里的马路修得比你们这儿看到的还宽,房子也比这儿漂亮,我就问那个县委书记,这样好的村子在你县占多少呀?他支支吾吾地说,百分之二十吧。我说,好,就是占到百分之二十,还有百分之八十农村的情况,你带我去看看好吗?他马上说,路不通,不好去。我说,车子去不成,人总可以走进去吧,那么多的农民可以走,我们为什么不可以走呢?你带路,我要进去看看。”……
陪同的安徽同志,当然听得出此番话的意思。借故路不通,不希望他看到自己管辖范围的落后、贫困状况的,不止是河南省的那位县委书记,他在安徽舒城县就有过同样的遭遇。只给上面展示“政绩”,看“莺歌燕舞”,这种弄虚作假的现象,已经像瘟疫一样在许多地方蔓延成灾。
“共产党人一定要关心大多数人的利益”
那天晚上,温家宝谈了很多,谈得推心置腹:“阜阳地区我来过几次,通过前后对比,我看有很大发展,农民生活也有很大改善,当然离小康的要求、离物质文明和精神文明的要求还有不少差距,一个地区里面也还有很大的不平衡。可能有很好的村,但也有相当多的一般村,还有很多贫困村。就一个村子来讲,也很不平衡,有富裕户,有大量的一般户,也有比较困难的户。我觉得我们的农民非常知足,就吃几碗白米饭,没什么菜,住的又是那个样子,但是对党,对政府,却没有什么怨言,非常朴实。我感到我们的农民,是非常有觉悟的,越是这样,我们的干部就越应该觉得自己身上的责任重。怎么帮助农民尽快地富起来,我们有着不可推卸的责任。”
他说:“事关农村的政策问题,我就想到安徽来听听大家的意见,因为这里有许多熟悉情况、又敢于发表意见的同志。我每次来都很有收获。我的好多政策上的想法,都是我随便下车了解到的。地方上准备的东西,和要看的地方,往往是一些比较典型、比较成熟的闪光点,不是说这些地方不真实,但常常不具备普遍性。所以,我非常喜欢随便走走看看。我的调查研究很简单,就是开车随便进一个村,有时要谈一个小时,也可以跟农民谈一天。最长的一次是在铁岭,我坐在炕头上和农民谈心,从中知道了好多事情:土地关系、分配关系、干群关系。不坐下来深入地谈,就很难了解到。即使这样,我仍觉得自己对农村的了解恐怕至多只有十分之一,大量的情况还是不了解的。我知道农村的情况并不都是好的,需要我们去看问题,发现问题,解决问题。所以我希望今天的座谈,能畅所欲言,有什么情况就讲什么情况。”
他是从天津市旧城区一个普通的胡同里走出来的,有着一家五口居住在不足21平方米房屋里的经历,因此,“平民情结”一直根植在他的心中。他非常喜欢深入基层,在全国的两千多个县中,他已跑了一千八百多个县。
那一天,他动了感情说道:“我们党的政策是要为绝大多数人谋利益的,我还希望去看绝大多数群众。如果农村都这么好的话,还要我们这些人干什么呢?在北京郊区的房山,我看到过许多农民仍在看九英寸的黑白电视,难道你们这里比北京郊区还好吗?共产党一定要关心大多数人的利益,不能只关心少数人!”
他特别强调:“我再说一遍,我是来搞调查研究的,不是来参观的,请你们不要只让我看‘闪光点’!”
坐在会场上的阜阳市委书记王怀忠是个绝顶的聪明人,他马上离开会场,慌忙要人给颍上县委打招呼,将原先安排第二天去颍上参观“全球环境五百佳”的小张庄与八里河的计划取消;并交待,从阜阳宾馆拉过去的那些高档餐具和借去的厨师,统统连夜撤回,不得有误! -
千奇百怪的高考语文试题
2008-06-20 12:44:14
高考完后又是中考...考题千奇百怪,答卷也五花八门。真佩服现在的学生啊,思维跳脱,天马行空,和我们那时候的循规蹈矩,差别太大了,呵呵。看一组语文试卷中的填空题---
1.__________,为伊消得人憔悴
同学答:宽衣解带终不悔
(正解为“衣带渐宽终不悔”,偶承认这个是思想有问题)
2.问渠哪得清如许,__________
同学答:心中自有清泉在
(正解为“唯有源头活水来”,咱还是和水粘了点边~~~)
3.何当共剪西窗烛,__________
同学答:夫妻对坐到天明
(语文老师阅卷时笑晕。后在课堂时说此事,又晕!正解为“却话巴山夜雨时”)
4.蚍蜉撼大树,__________
同学答:一动也不动
(正解为“可笑不自量”。一动也不动,赫赫,很符合事实阿)
5.君子成人之美,__________
同学答:小人夺人所爱
(直接晕死)
6.穷则独善其身,__________
同学答:富则妻妾成群
(正解:达则兼济天下)
7.__________,天下谁人不识君
同学答:只要貌似萨达姆
(汗|||....)
8.后宫佳丽三千人,__________
同学答:铁棒也会磨成针~~~~~~
(正解为“三千宠爱在一身”)
9.身有彩凤双飞翼,__________
同学答:拔毛凤凰不如鸡
还有个同学答:夫妻双双把家还
(正解为“心有灵犀一点通”)
10.东边日出西边雨,__________
同学答:床头打架床尾合
还有个同学答:上错花轿嫁对郎
11.__________,糟糠之妻不下堂
同学答:结发之夫不上床
(语文老师暴怒!)
12.但愿人长久,__________
同学答:一颗永流传
(当时狂笑,现在觉得挺经典的。正解为“千里共婵娟”
13.西塞山前白鹭飞,__________
同学答:东村河边爬乌龟
(对的挺工整的)
14.我劝天公重抖擞,__________
同学答:天公对我吼三吼
(正解为“不拘一格降人才”,龚自珍)
15.天生我才必有用,__________
同学答:关键时刻显神通
又有同学答:老鼠儿子会打洞
(整办公室的语文老师集体毫无形象的狂笑)
16.天若有情天亦老,__________
同学答:人不风流枉少年!
(正解为“月若无恨月长圆” 李贺《金铜仙人辞汉歌》 )
17.洛阳亲友如相问,__________
同学答:请你不要告诉他
(正解为“一片冰心在玉壶”)
18.期末考试出对联, 上联是英雄宝刀未老
该初三同学对下联为:老娘丰韵尤存
19.良药苦口利于病,__________
同学答:不吃才是大傻瓜
人生自古谁无死,__________
同学答:只是死的有先后
(结局:家长会后被老师留下来训话鸟……)
20.床前明月光,__________
同学答:李白睡的香
21.管中窥豹,__________
同学答:吓我一跳
(哈哈哈!正解为“可见一斑”)
22.__________,飞入寻常百姓家
同学答:康佳彩霸电视机
23.葡萄美酒夜光杯,__________
同学答:金钱美人一大堆
24.__________,路上行人欲断魂
初一学生的杰作:半夜三更鬼敲门
25.还有次考陶渊明的“吾不能为五斗米折腰”,同学填的是“给我六斗就可以”…
26.老吾老以及人之老,__________
同学答:妻吾妻以及人之妻
(老师后来评卷时说那个同学特别具有奉献精神,哈哈)
27.想当年,金戈铁马,__________
同学答:看今朝,死缠烂打
(正解为“气吞万里如虎”)
28.五年级的一次考试就考到了“三个臭皮匠,__________”
同学答:臭味都一样
(把监考和外面的校长笑翻了)
29.初一的学生对对子,“登城白云间揽山色入怀,__________”
同学答:我到酒店去抱小姐上床 (他的语文老师差点当场吐血而亡)
30.两情若是长久时,__________
同学答:该是两人成婚时
31.沉舟侧畔千帆过,__________
同学答:孔雀开屏花样多
32.书到用时方恨少,__________
同学答:钱到月底不够花
33.天若有情天亦老,__________
同学答:人若有情死得早
(正解为“月若无恨月长圆”)
34.人生自古谁无死,__________
同学答:有谁大便不带纸
(没有语言了...)
35.有次考李清照的如梦令,“知否?知否?___________”
同学答:SORRY I,DON'T KNOW...
(正解为“应是绿肥红瘦”)
36.有次考鲁迅先生某句:“___________,我以我血溅轩辕”
同学答:他以他刀插我身
37.语文考试,填空里有一首革命诗:“为人进出的门紧锁着,________________
,一个声音高喊着:_________________我渴望自由,但人的身躯怎能从狗洞子里爬出 …”
同学答:为狗爬出的洞也锁着 / 他妈的,都锁着!
38.千山万水总是情,___________
同学答:多给一份行不行
(批卷老师对了一句:情是情,分是分,多给一份都不行)
39.高一的时候,一次月考,上句“仰天大笑出门去,(正解)我辈岂是蓬蒿人”。
班上有人写:一不小心扭到腰。还有一句,上句:“清水出芙蓉,(正解)天然去雕
饰”。有人写,淤泥出莲藕;还有人更绝,写:乱世出英雄
40. 问君能有几多愁,___________
同学答:恰似一壶二锅头
(老师批“你又喝多了……”) -
日本人发明的 人家就是"聪明"啊!
2008-06-20 01:47:15
吃面不用担心飞溅的汤汁好用护套
感冒方便面纸机
耳环掉落不用怕
公交车,地铁自备坐椅
淑女剔牙遮丑机
自动吹面机+口红式奶油
种田的好工具
公民自备斑马线
木屐皮鞋! 贵妇人安心切菜机
公车地铁方便安全拉环 ,马桶刷式的
贵妇人打蟑不用怕拖鞋
公车休眠机
淑女方便梳,秃头族自信重建机
据说是给弱智用的..... -
特大消息!五星红旗飘扬在钓鱼岛上(图)
2008-06-20 01:44:33
由台湾的金介寿议员和香港的曾健成议员领导的新一轮保钓行动,于基隆租用了上千艘渔船驶往钓鱼台列屿。碍于船只众多,日本方面不便拦截,使参与者成功登陆钓鱼岛,并一同在岛上同时挥舞五星红旗及青天白日满地红旗的旗帜,以表示钓鱼台是所有中国人的领土。
下周一,台湾立法委员会将搭乘台湾军舰前往钓鱼岛视察,看小日本作何反应,好戏就要开场了~


-
960mbms的新特性整理 *
2008-06-20 01:35:29
RT
新特性可在此整理
我先发个
在特定环境下播放音乐
music_set_situation = 603 # (music_set_situation, , [options]),
music_set_culture = 604 # (music_set_culture, , [options]),
#--------------------------------------------------------------------------
# CONTROL OPERATIONS
#--------------------------------------------------------------------------
call_scrīpt = 1 # (call_scrīpt,),
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,,,),
try_for_range_backwards = 7 # Same as above but starts from (upper-bound - 1) down-to lower bound.
# (try_for_range_backwards,,,),
try_for_parties = 11 # (try_for_parties,),
try_for_agents = 12 # (try_for_agents,),
store_scrīpt_param_1 = 21 # (store_scrīpt_param_1,), --(Within a scrīpt) stores the first scrīpt parameter.
store_scrīpt_param_2 = 22 # (store_scrīpt_param_2,), --(Within a scrīpt) stores the second scrīpt parameter.
store_scrīpt_param = 23 # (store_scrīpt_param,,), --(Within a scrīpt) stores th scrīpt parameter.
#--------------------------------------------------------------------------
# CONDITION OPERATIONS
#--------------------------------------------------------------------------
ge = 30 # greater than or equal to -- (ge,,),
eq = 31 # equal to -- (eq,,),
gt = 32 # greater than -- (gt,,),
is_between = 33 # (is_between,,,), #greater than or equal to lower bound and less than upper bound
entering_town = 36 # (entering_town,),
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,[tr]),
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 scrīpts that need one (set_result_string, ),
key_is_down = 70 # fails if the key is not currently down (key_is_down, ),
key_clicked = 71 # fails if the key is not clicked on the specific frame (key_clicked, ),
game_key_is_down = 72 # fails if the game key is not currently down (key_is_down, ),
game_key_clicked = 73 # fails if the game key is not clicked on the specific frame (key_clicked, ),
mouse_get_position = 75 # (mouse_get_position, ), #x and y values of position are filled
get_global_cloud_amount = 90 # (get_global_cloud_amount, ), #returns a value between 0-100
set_global_cloud_amount = 91 # (set_global_cloud_amount, ), #value is clamped to 0-100
get_global_haze_amount = 92 # (get_global_haze_amount, ), #returns a value between 0-100
set_global_haze_amount = 93 # (set_global_haze_amount, ), #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,),
troops_can_join_as_prisoner = 106 # (troops_can_join_as_prisoner,),
party_can_join_party = 107 # (party_can_join_party, , ,[flip_prisoners]),
main_party_has_troop = 110 # (main_party_has_troop,[tr]),
party_is_in_town = 130 # (party_is_in_town,,),
party_is_in_any_town = 131 # (party_is_in_any_town,),
party_is_active = 132 # (party_is_active,),
player_has_item = 150 # (player_has_item,),
troop_has_item_equipped = 151 # (troop_has_item_equipped,[tr],),
troop_is_mounted = 152 # (troop_is_mounted,[tr]),
troop_is_guarantee_ranged = 153 # (troop_is_guarantee_ranged, [tr]),
troop_is_guarantee_horse = 154 # (troop_is_guarantee_horse, [tr]),
check_quest_active = 200 # (check_quest_active,),
check_quest_finished = 201 # (check_quest_finished,),
check_quest_succeeded = 202 # (check_quest_succeeded,),
check_quest_failed = 203 # (check_quest_failed,),
check_quest_concluded = 204 # (check_quest_concluded,),
## Set_slot operations. These assign a value to a slot.
troop_set_slot = 500 # (troop_set_slot,[tr],,),
party_set_slot = 501 # (party_set_slot,,,),
faction_set_slot = 502 # (faction_set_slot,,,),
scene_set_slot = 503 # (scene_set_slot,,,),
party_template_set_slot = 504 # (party_template_set_slot,,,),
agent_set_slot = 505 # (agent_set_slot,,,),
quest_set_slot = 506 # (quest_set_slot,,,),
item_set_slot = 507 # (item_set_slot,,,),
## Get_slot operations. These retrieve the value of a slot.
troop_get_slot = 520 # (troop_get_slot,,[tr],),
party_get_slot = 521 # (party_get_slot,,,),
faction_get_slot = 522 # (faction_get_slot,,,),
scene_get_slot = 523 # (scene_get_slot,,,),
party_template_get_slot = 524 # (party_template_get_slot,,,),
agent_get_slot = 525 # (agent_get_slot,,,),
quest_get_slot = 526 # (quest_get_slot,,,),
item_get_slot = 527 # (item_get_slot,,,),
## slot_eq operations. These check whether the value of a slot is equal to a given value.
troop_slot_eq = 540 # (troop_slot_eq,[tr],,),
party_slot_eq = 541 # (party_slot_eq,,,),
faction_slot_eq = 542 # (faction_slot_eq,,,),
scene_slot_eq = 543 # (scene_slot_eq,,,),
party_template_slot_eq = 544 # (party_template_slot_eq,,,),
agent_slot_eq = 545 # (agent_slot_eq,,,),
quest_slot_eq = 546 # (quest_slot_eq,,,),
item_slot_eq = 547 # (item_slot_eq,,,),
## 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,[tr],,),
party_slot_ge = 561 # (party_slot_ge,,,),
faction_slot_ge = 562 # (faction_slot_ge,,,),
scene_slot_ge = 563 # (scene_slot_ge,,,),
party_template_slot_ge = 564 # (party_template_slot_ge,,,),
agent_slot_ge = 565 # (agent_slot_ge,,,),
quest_slot_ge = 566 # (quest_slot_ge,,,),
item_slot_ge = 567 # (item_slot_ge,,,),
play_sound = 600 # (play_sound,,[options]),
play_track = 601 # (play_track,[tr]),
music_set_situation = 603 # (music_set_situation, , [options]),
music_set_culture = 604 # (music_set_culture, , [options]),
stop_all_sounds = 609 # (stop_all_sounds, [options]), # 0 = default, 1 = fade out current track, 2 = stop current track
copy_position = 700 # copies position_no_2 to position_no_1
# (copy_position,,),
init_position = 701 # (init_position,),
get_trigger_object_position = 702 # (get_trigger_object_position,),
get_distance_between_positions = 710 # gets distance in centimeters.
# (get_distance_between_positions,,,),
position_is_behind_position = 713 # (position_is_behind_position,,),
position_transform_position_to_parent = 715 # (position_transform_position_to_parent,,,),
position_transform_position_to_local = 716 # (position_transform_position_to_local, ,,),
position_copy_rotation = 718 # (position_copy_rotation,,), copies rotation of position_no_2 to position_no_1
position_copy_origin = 719 # (position_copy_origin,,), 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,,,[value]),
position_move_y = 721 # (position_move_y,,,[value]),
position_move_z = 722 # (position_move_z,,,[value]),
position_rotate_x = 723 # (position_rotate_x,,),
position_rotate_y = 724 # (position_rotate_y,,),
position_rotate_z = 725 # (position_rotate_z,,),
position_get_x = 726 # (position_get_x,,), #x position in meters * fixed point multiplier is returned
position_get_y = 727 # (position_get_y,,), #y position in meters * fixed point multiplier is returned
position_get_z = 728 # (position_get_z,,), #z position in meters * fixed point multiplier is returned
position_set_x = 729 # (position_set_x,,), #meters / fixed point multiplier is set
position_set_y = 730 # (position_set_y,,), #meters / fixed point multiplier is set
position_set_z = 731 # (position_set_z,,), #meters / fixed point multiplier is set
position_get_scale_x = 735 # (position_get_scale_x,,), #x scale in meters * fixed point multiplier is returned
position_get_scale_y = 736 # (position_get_scale_y,,), #y scale in meters * fixed point multiplier is returned
position_get_scale_z = 737 # (position_get_scale_z,,), #z scale in meters * fixed point multiplier is returned
position_get_rotation_around_z = 740 # (position_get_rotation_around_z,,), #rotation around z axis is returned as angle
position_normalize_origin = 741 # (position_normalize_origin,,),
# destination = convert_to_fixed_point(length(position.origin))
# position.origin *= 1/length(position.origin) #so it normalizes the origin vector
position_set_z_to_ground_level = 791 # (position_set_z_to_ground_level, ), #only works during a mission
start_presentation = 900 # (start_presentation, ),
start_background_presentation = 901 # (start_background_presentation, ), #can only be used in game menus
presentation_set_duration = 902 # (presentation_set_duration, ), #there must be an active presentation
create_text_overlay = 910 # (create_text_overlay, , ), #returns overlay id
create_mesh_overlay = 911 # (create_mesh_overlay, , ), #returns overlay id
create_button_overlay = 912 # (create_button_overlay, , ), #returns overlay id
create_image_button_overlay = 913 # (create_image_button_overlay, , , ), #returns overlay id. second mesh is the pressed button mesh
create_slider_overlay = 914 # (create_slider_overlay, , , ), #returns overlay id
create_progress_overlay = 915 # (create_progress_overlay, , , ), #returns overlay id
create_combo_button_overlay = 916 # (create_combo_button_overlay, ), #returns overlay id
create_text_box_overlay = 917 # (create_text_box_overlay, ), #returns overlay id
create_check_box_overlay = 918 # (create_check_box_overlay, ), #returns overlay id
overlay_set_text = 920 # (overlay_set_text, , ),
overlay_set_color = 921 # (overlay_set_color, , ), #color in RGB format like 0xRRGGBB (put hexadecimal values for RR GG and BB parts)
overlay_set_alpha = 922 # (overlay_set_alpha, , ), #alpha in A format like 0xAA (put hexadecimal values for AA part)
overlay_set_hilight_color = 923 # (overlay_set_hilight_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, , ), #alpha in A format like 0xAA (put hexadecimal values for AA part)
overlay_set_size = 925 # (overlay_set_size, , ), #position's x and y values are used
overlay_set_position = 926 # (overlay_set_position, , ), #position's x and y values are used
overlay_set_val = 927 # (overlay_set_val, , ), #can be used for sliders, combo buttons and check boxes
overlay_set_boundaries = 928 # (overlay_set_boundaries, , , ),
overlay_set_area_size = 929 # (overlay_set_area_size, , ), #position's x and y values are used
overlay_set_mesh_rotation = 930 # (overlay_set_mesh_rotation, , ), #position's rotation values are used for rotations around x, y and z axis
overlay_add_item = 931 # (overlay_add_item, , ), # adds an item to the combo box
overlay_animate_to_color = 932 # (overlay_animate_to_color, , , ), #alpha value will not be used
overlay_animate_to_alpha = 933 # (overlay_animate_to_alpha, , , ), #only alpha value will be used
overlay_animate_to_highlight_color = 934 # (overlay_animate_to_highlight_color, , , ), #alpha value will not be used
overlay_animate_to_highlight_alpha = 935 # (overlay_animate_to_highlight_alpha, , , ), #only alpha value will be used
overlay_animate_to_size = 936 # (overlay_animate_to_size, , , ), #position's x and y values are used as
overlay_animate_to_position = 937 # (overlay_animate_to_position, , , ), #position's x and y values are used as
create_image_button_overlay_with_tableau_material = 938 # (create_image_button_overlay_with_tableau_material, , , [table], ), #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, , , [table], ), #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, , ), #returns overlay id
context_menu_add_item = 980 # (right_mouse_menu_add_item, , ), #must be called only inside scrīpt_game_right_mouse_menu_get_buttons
get_average_game_difficulty = 990 # (get_average_game_difficulty, ),
#-------------------------
# 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,),
main_hero_fallen = 1006 # (main_hero_fallen),
#----------------------------
# NEGATIONS
#----------------------------
neg = 0x80000000 # (neg|),
this_or_next = 0x40000000 # (this_or_next|),
lt = neg | ge # less than -- (lt,,),
neq = neg | eq # not equal to -- (neq,,),
le = neg | gt # less or equal to -- (le,,),
#-------------------------------------------------------------------------------------------
# CONSEQUENCE OPERATIONS -
#-------------------------------------------------------------------------------------------
set_party_battle_mode = 1020 # (set_party_battle_mode),
set_camera_follow_party = 1021 # (set_camera_follow_party,), #Works on map only.
start_map_conversation = 1025 # (start_map_conversation,[tr]),
rest_for_hours = 1030 # (rest_for_hours,,[time_speed],[remain_attackable]),
rest_for_hours_interactive = 1031 # (rest_for_hours_interactive,,[time_speed],[remain_attackable]),
add_xp_to_troop = 1062 # (add_xp_to_troop,,[troop_id]),
add_gold_as_xp = 1063 # (add_gold_as_xp,,[troop_id]),
add_xp_as_reward = 1064 # (add_xp_as_reward,),
add_gold_to_party = 1070 # party_id should be different from 0
# (add_gold_to_party,,),
set_party_creation_random_limits= 1080 # (set_party_creation_random_limits, , ), (values should be between 0, 100)
spawn_around_party = 1100 # ID of spawned party is put into reg(0)
# (spawn_around_party,,),
set_spawn_radius = 1103 # (set_spawn_radius,),
display_log_message = 1105 # (display_log_message,,[hex_colour_code]),
display_message = 1106 # (display_message,,[hex_colour_code]),
set_show_messages = 1107 # (set_show_messages,), #0 disables window messages 1 re-enables them.
add_troop_note_tableau_mesh = 1108 # (add_troop_note_tableau_mesh,[tr],[table]),
add_faction_note_tableau_mesh = 1109 # (add_faction_note_tableau_mesh,[tr],[table]),
add_party_note_tableau_mesh = 1110 # (add_party_note_tableau_mesh,[tr],[table]),
add_quest_note_tableau_mesh = 1111 # (add_quest_note_tableau_mesh,[tr],[table]),
add_troop_note_from_dialog = 1114 # (add_troop_note_from_dialog,[tr],, ), #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,,, ), #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,,, ), #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,,, ), #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,[tr],,, ), #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,,,, ), #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,,,, ), #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,,,, ), #There are maximum of 8 slots value = 1 -> shows when the note is added
tutorial_box = 1120 # (tutorial_box,,), #deprecated use dialog_box instead.
dialog_box = 1120 # (tutorial_box,,),
question_box = 1121 # (question_box,, [], []),
tutorial_message = 1122 # (tutorial_message,, ), #set string_id = -1 for hiding the message
reset_price_rates = 1170 # (reset_price_rates),
set_price_rate_for_item = 1171 # (set_price_rate_for_item,,),
set_price_rate_for_item_type = 1172 # (set_price_rate_for_item_type,,),
party_join = 1201 # (party_join),
party_join_as_prisoner = 1202 # (party_join_as_prisoner),
troop_join = 1203 # (troop_join,[tr]),
troop_join_as_prisoner = 1204 # (troop_join_as_prisoner,[tr]),
remove_member_from_party = 1210 # (remove_member_from_party,[tr],[party_id]),
remove_regular_prisoners = 1211 # (remove_regular_prisoners,),
remove_troops_from_companions = 1215 # (remove_troops_from_companions,[tr],),
remove_troops_from_prisoners = 1216 # (remove_troops_from_prisoners,[tr],),
heal_party = 1225 # (heal_party,),
disable_party = 1230 # (disable_party,),
enable_party = 1231 # (enable_party,),
remove_party = 1232 # (remove_party,),
add_companion_party = 1233 # (add_companion_party,[tr]),
add_troop_to_site = 1250 # (add_troop_to_site,[tr],,),
remove_troop_from_site = 1251 # (remove_troop_from_site,[tr],),
modify_visitors_at_site = 1261 # (modify_visitors_at_site,),
reset_visitors = 1262 # (reset_visitors),
set_visitor = 1263 # (set_visitor,,[tr],[]),
set_visitors = 1264 # (set_visitors,,[tr],),
add_visitors_to_current_scene = 1265 # (add_visitors_to_current_scene,,[tr],),
set_relation = 1270 # (set_relation,,,),
faction_set_name = 1275 # (faction_set_name, , ),
faction_set_color = 1276 # (faction_set_color, , ),
#Quest stuff
start_quest = 1280 # (start_quest,),
complete_quest = 1281 # (complete_quest,),
succeed_quest = 1282 # (succeed_quest,), #also concludes the quest
fail_quest = 1283 # (fail_quest,), #also concludes the quest
cancel_quest = 1284 # (cancel_quest,),
set_quest_progression = 1285 # (set_quest_progression,,),
conclude_quest = 1286 # (conclude_quest,),
setup_quest_text = 1290 # (setup_quest_text,),
setup_quest_giver = 1291 # (setup_quest_giver,, ),
#encounter outcomes.
start_encounter = 1300 # (start_encounter,),
leave_encounter = 1301 # (leave_encounter),
encounter_attack = 1302 # (encounter_attack),
select_enemy = 1303 # (select_enemy,),
set_passage_menu = 1304 # (set_passage_menu,),
#simulate_battle = 1305 # (simulate_battle,),
end_current_battle = 1307 # (end_current_battle),
set_mercenary_source_party = 1320 # selects party from which to buy mercenaries
# (set_mercenary_source_party,),
set_merchandise_modifier_quality = 1490 # Quality rate in percentage (average quality = 100),
# (set_merchandise_modifier_quality,),
set_merchandise_max_value = 1491 # (set_merchandise_max_value,),
reset_item_probabilities = 1492 # (reset_item_probabilities),
set_item_probability_in_merchandise = 1493 # (set_item_probability_in_merchandise,,),
#active Troop
#set_active_troop = 10500
troop_set_type = 1505 # (troop_set_type,[tr],),
troop_get_type = 1506 # (troop_get_type,,[tr]),
troop_is_hero = 1507 # (troop_is_hero,[tr]),
troop_is_wounded = 1508 # (troop_is_wounded,[tr]), #only for heroes!
troop_set_auto_equip = 1509 # (troop_set_auto_equip,[tr],),#disables otr enables auto-equipping
troop_ensure_inventory_space = 1510 # (troop_ensure_inventory_space,[tr],),
troop_add_merchandise = 1512 # (troop_add_merchandise,[tr],,),
troop_get_xp = 1515 # (troop_get_xp, , [tr]),
troop_raise_attribute = 1520 # (troop_raise_attribute,[tr],,),
troop_raise_skill = 1521 # (troop_raise_skill,[tr],,),
troop_raise_proficiency = 1522 # (troop_raise_proficiency,[tr],,),
troop_raise_proficiency_linear = 1523 # raises weapon proficiencies linearly without being limited by weapon master skill
# (troop_raise_proficiency,[tr],,),
troop_add_proficiency_points = 1525 # (troop_add_proficiency_points,[tr],),
troop_add_gold = 1528 # (troop_add_gold,[tr],),
troop_remove_gold = 1529 # (troop_remove_gold,[tr],),
troop_add_item = 1530 # (troop_add_item,[tr],,[modifier]),
troop_remove_item = 1531 # (troop_remove_item,[tr],),
troop_clear_inventory = 1532 # (troop_clear_inventory,[tr]),
troop_equip_items = 1533 # (troop_equip_items,[tr]), #equips the items in the inventory automatically
troop_inventory_slot_set_item_amount = 1534 # (troop_inventory_slot_set_item_amount,[tr],,),
troop_inventory_slot_get_item_amount = 1537 # (troop_inventory_slot_get_item_amount,,[tr],),
troop_inventory_slot_get_item_max_amount= 1538 # (troop_inventory_slot_get_item_max_amount,,[tr],),
troop_add_items = 1535 # (troop_add_items,[tr],,),
troop_remove_items = 1536 # puts cost of items to reg0
# (troop_remove_items,[tr],,),
troop_loot_troop = 1539 # (troop_loot_troop,,,),
troop_get_inventory_capacity = 1540 # (troop_get_inventory_capacity,,[tr]),
troop_get_inventory_slot = 1541 # (troop_get_inventory_slot,,[tr],),
troop_get_inventory_slot_modifier = 1542 # (troop_get_inventory_slot_modifier,,[tr],),
troop_set_inventory_slot = 1543 # (troop_set_inventory_slot,[tr],,),
troop_set_inventory_slot_modifier = 1544 # (troop_set_inventory_slot_modifier,[tr],,),
troop_set_faction = 1550 # (troop_set_faction,[tr],),
troop_set_health = 1560 # (troop_set_health,[tr],),
troop_get_upgrade_troop = 1561 # (troop_get_upgrade_troop,,[tr],), #upgrade_path can be: 0 = random, 1 = get first node, 2 = get second node (returns -1 if not available)
#Items...
item_get_type = 1570 # (item_get_type, , ), #returned values are listed at header_items.py (values starting with itp_type_)
#Parties...
party_get_num_companions = 1601 # (party_get_num_companions,,),
party_get_num_prisoners = 1602 # (party_get_num_prisoners,,),
party_set_flags = 1603 # (party_set_flag, , , ), #sets flags like pf_default_behavīor. see header_parties.py for flags.
party_set_extra_text = 1605 # (party_set_extra_text,, )
party_get_current_terrain = 1608 # (party_get_current_terrain,,),
party_get_template_id = 1609 # (party_get_template_id,,),
party_add_members = 1610 # (party_add_members,,[tr],), #returns number added in reg0
party_add_prisoners = 1611 # (party_add_prisoners,,[tr],),#returns number added in reg0
party_add_leader = 1612 # (party_add_leader,,[tr],[]),
party_force_add_members = 1613 # (party_force_add_members,,[tr],),
party_force_add_prisoners = 1614 # (party_force_add_prisoners,,[tr],),
party_remove_members = 1615 # stores number removed to reg0
# (party_remove_members,,[tr],),
party_remove_prisoners = 1616 # stores number removed to reg0
# (party_remove_members,,[tr],),
party_clear = 1617 # (party_clear,),
party_wound_members = 1618 # (party_wound_members,,[tr],),
party_remove_members_wounded_first = 1619 # stores number removed to reg0
# (party_remove_members_wounded_first,,[tr],),
party_set_faction = 1620 # (party_set_faction,,),
party_relocate_near_party = 1623 # (party_relocate_near_party,,,),
party_get_position = 1625 # (party_get_position,,),
party_set_position = 1626 # (party_set_position,,),
map_get_random_position_around_position= 1627 # (map_get_random_position_around_position,,,),
map_get_land_position_around_position = 1628 # (map_get_land_position_around_position,,,),
map_get_water_position_around_position = 1629 # (map_get_water_position_around_position,,,),
party_count_members_of_type = 1630 # (party_count_members_of_type,,,[tr]),
party_count_companions_of_type = 1631 # (party_count_companions_of_type,,,[tr]),
party_count_prisoners_of_type = 1632 # (party_count_prisoners_of_type,,,[tr]),
party_get_free_companions_capacity = 1633 # (party_get_free_companions_capacity,,),
party_get_free_prisoners_capacity = 1634 # (party_get_free_prisoners_capacity,,),
party_set_ai_behavīor = 1640 # (party_set_ai_behavīor,,),
party_set_ai_object = 1641 # (party_set_ai_object,,),
party_set_ai_target_position = 1642 # (party_set_ai_target_position,,),
party_set_ai_patrol_radius = 1643 # (party_set_ai_patrol_radius,,),
party_ignore_player = 1644 # (party_ignore_player, ,), #don't pursue player party for this duration
party_set_bandit_attraction = 1645 # (party_set_bandit_attraction, ,), #set how attractive a target the party is for bandits (0..100)
party_get_num_companion_stacks = 1650 # (party_get_num_companion_stacks,,),
party_get_num_prisoner_stacks = 1651 # (party_get_num_prisoner_stacks, ,),
party_stack_get_troop_id = 1652 # (party_stack_get_troop_id, ,,),
party_stack_get_size = 1653 # (party_stack_get_size, ,,),
party_stack_get_num_wounded = 1654 # (party_stack_get_num_wounded, ,,),
party_stack_get_troop_dna = 1655 # (party_stack_get_troop_dna, ,,),
party_prisoner_stack_get_troop_id = 1656 # (party_get_prisoner_stack_troop,,,),
party_prisoner_stack_get_size = 1657 # (party_get_prisoner_stack_size, ,,),
party_prisoner_stack_get_troop_dna = 1658 # (party_prisoner_stack_get_troop_dna, ,,),
party_attach_to_party = 1660 # (party_attach_to_party, , ),
party_detach = 1661 # (party_detach, ),
party_collect_attachments_to_party = 1662 # (party_collect_attachments_to_party, , ),
party_quick_attach_to_current_battle = 1663 # (party_quick_attach_to_current_battle, , ),
party_get_cur_town = 1665 # (party_get_cur_town, , ),
party_leave_cur_battle = 1666 # (party_leave_cur_battle, ),
party_set_next_battle_simulation_time = 1667 # (party_set_next_battle_simulation_time,,),
party_set_name = 1669 # (party_set_name, , ),
party_add_xp_to_stack = 1670 # (party_add_xp_to_stack, , , ),
party_get_morale = 1671 # (party_get_morale, ,),
party_set_morale = 1672 # (party_set_morale, , ), #value is clamped to range [0...100].
party_upgrade_with_xp = 1673 # (party_upgrade_with_xp, , , ), #upgrade_path can be:
#0 = choose random, 1 = choose first, 2 = choose second
party_add_xp = 1674 # (party_add_xp, , ),
party_add_template = 1675 # (party_add_template, , , [reverse_prisoner_status]),
party_set_icon = 1676 # (party_set_icon, , ),
party_set_banner_icon = 1677 # (party_set_banner_icon, , ),
party_add_particle_system = 1678 # (party_add_particle_system, , ),
party_clear_particle_systems = 1679 # (party_clear_particle_systems, ),
party_get_battle_opponent = 1680 # (party_get_battle_opponent, , )
party_get_icon = 1681 # (party_get_icon, , ),
party_get_skill_level = 1685 # (party_get_skill_level, , , ),
get_battle_advantage = 1690 # (get_battle_advantage, ),
set_battle_advantage = 1691 # (set_battle_advantage, ),
party_get_attached_to = 1694 # (party_get_attached_to, , ),
party_get_num_attached_parties = 1695 # (party_get_num_attached_parties, , ),
party_get_attached_party_with_rank = 1696 # (party_get_attached_party_with_rank, , , ),
inflict_casualties_to_party_group = 1697 # (inflict_casualties_to_party, , , ),
distribute_party_among_party_group = 1698 # (distribute_party_among_party_group, , ),
#Agents
#store_distance_between_positions,
#position_is_behind_poisiton,
get_player_agent_no = 1700 # (get_player_agent_no,),
get_player_agent_kill_count = 1701 # (get_player_agent_kill_count,,[get_wounded]), #Set second value to non-zero to get wounded count. returns lifetime kill counts
agent_is_alive = 1702 # (agent_is_alive,),
agent_is_wounded = 1703 # (agent_is_wounded,),
agent_is_human = 1704 # (agent_is_human,),
get_player_agent_own_troop_kill_count = 1705 # (get_player_agent_own_troop_kill_count,,[get_wounded]), #Set second value to non-zero to get wounded count
agent_is_ally = 1706 # (agent_is_ally,),
agent_is_defender = 1708 # (agent_is_defender,),
agent_get_look_position = 1709 # (agent_get_look_position, , ),
agent_get_position = 1710 # (agent_get_position,,),
agent_set_position = 1711 # (agent_set_position,,),
agent_get_horse = 1714 # (agent_get_horse,,),
agent_get_rider = 1715 # (agent_get_rider,,),
agent_get_party_id = 1716 # (agent_get_party_id,,),
agent_get_entry_no = 1717 # (agent_get_entry_no,,),
agent_get_troop_id = 1718 # (agent_get_troop_id,, ),
agent_get_item_id = 1719 # (agent_get_item_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,,,[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,,,[absolute]),
agent_deliver_damage_to_agent = 1722 # (agent_deliver_damage_to_agent,,),
agent_get_kill_count = 1723 # (agent_get_kill_count,,,[get_wounded]), #Set second value to non-zero to get wounded count
agent_get_wielded_item = 1726 # (agent_get_wielded_item,,,),
agent_get_ammo = 1727 # (agent_get_ammo,,),
agent_refill_ammo = 1728 # (agent_refill_ammo,),
agent_has_item_equipped = 1729 # (agent_has_item_equipped,,),
agent_set_scrīpted_destination = 1730 # (agent_set_scrīpted_destination,,,), #auto_set_z_to_ground_level can be 0 (false) or 1 (true)
agent_get_scrīpted_destination = 1731 # (agent_get_scrīpted_destination,,),
agent_clear_scrīpted_mode = 1735 # (agent_clear_scrīpted_mode,),
agent_set_speed_limit = 1736 # (agent_set_speed_limit,,), #Affects AI only
agent_ai_set_always_attack_in_melee = 1737 # (agent_ai_set_always_attack_in_melee, ,), #to be used in sieges so that agents don't wait on the ladder.
agent_get_simple_behavīor = 1738 # (agent_get_simple_behavīor, , ), #constants are written in header_mission_templates.py, starting with aisb_
agent_get_combat_state = 1739 # (agent_get_combat_state, , ),
agent_set_animation = 1740 # (agent_set_animation, , ),
agent_set_stand_animation = 1741 # (agent_set_stand_action, , ),
agent_set_walk_forward_animation = 1742 # (agent_set_walk_forward_action, , ),
agent_set_animation_progress = 1743 # (agent_set_animation_progress, , ), #value should be between 0-1 (as fixed point)
agent_play_sound = 1750 # (agent_play_sound, , ),
agent_get_team = 1770 # (agent_get_team ,, ),
agent_set_team = 1771 # (agent_set_team , , ),
agent_get_class = 1772 # (agent_get_class ,, ),
class_is_listening_order = 1775 # (class_is_listening_order, , ),
entry_point_get_position = 1780 # (entry_point_get_position,,),
team_get_movement_order = 1785 # (team_get_movement_order, , , ),
team_get_riding_order = 1786 # (team_get_riding_order, , , ),
team_get_weapon_usage_order = 1787 # (team_get_weapon_usage_order, , , ),
teams_are_enemies = 1788 # (teams_are_enemies, , ),
team_give_order = 1790 # (team_give_order, , , ),
team_set_order_position = -
超强短小说合集(18限)
2008-06-18 08:24:01
1、近年来中国最精彩的写实小说,据说是发自杭州市宝石山下一出租房的汇款单上的简短附言,是该按摩女给家乡妹妹汇款时随手涂鸦的,令无数专业作家汗颜!全文八个字:
此地钱多人傻速来
2、某编辑征集一篇武侠小说.既要牵扯到武林3大门派又要有恩爱情仇,还要有江湖大战爆发的气息。次日,有一壮士交稿。全篇9字:
秃驴,敢跟贫道抢师太!!!
3、一次短篇小说大赛规定作品要涉及政治,宗教、性以及悬念。结果得金奖的小说是这样的:
上帝啊,女王怀孕了,谁干的?
4、世界最短科幻小说:
最后一个地球人坐在家里,突然响起了敲门声。
5、世界最短恐怖小说:
惊醒,身边躺着自己的尸体。
6、世界最短黑帮小说:
穿上马甲,别让人认出来。
7、世界最短童话:
癞蛤蟆娶到天鹅喽!
8、世界最短寓言:
蚂蚁累死了,蚁后还那么胖。
9、中日短篇小说对比:
(中国)男:疼吗?
女:嗯!
男:算了。。
女:别!
(日本)女:哥,你比爸强多了
男:妈也这么说
10、据说这篇小说表现了女性意识觉醒:
男:请你吃饭
女:改日吧
11、反贪反腐小说
领导告诉男部下:要提前(钱)申请
领导告诉女部下:日后再说
12、爱情暴力小说:
题目:《别每天纠缠着我要我负责任把孩子生下来然后结婚让你变成你老妈那样的女人》
正文:“啪!” -
真正的愤青不只知道恶意诅咒!(转帖)
2008-06-16 04:57:38
其实有些话很早就想说了,但是一直不想被骂,也就懒得去写。
我自认是愤青,但是,事实上现在在汉字里,“愤青”这个伟大的词,已经同“小姐”一样,被玷污了。
愤青是什么?
愤怒的青年。
是五四运动的时候的那些真正的社会精英,是自满清数百年沉寂后的中国脊梁。
他们爱国,他们会为了国家的悲哀而愤怒。
他们的愤怒,直接改变了一个中国。
可是……现在的“愤青”呢?
现在,似乎只要骂几句日本,说几句“东京大屠杀”,就是“愤青”了?
他们不需要牺牲,不需要page~ant,不需要学夏明翰,不需要学女侠秋瑾,他们,只需要在网络上诅咒日本地震,YY东京大屠杀。
这样的人,有什么资格称之为愤青?
但是……更多的所谓的“精英”,却将愤青这个伟大的词,强加到了这些事实上不过是鲁迅笔下的“阿Q”们的身上。
然后,这些阿Q,也把“精英”这个赞美词,加到了这些玷污了精英,玷污了愤青的垃圾们身上。
小姐变成了妓 女,愤青变成了阿Q,汉奸变成了精英……
而真正懂得愤青涵义,真正有资格称之为“愤青”的青年们呢?
他们……又该如何?
我不知道,我只知道,我在愤青与粪青开始混淆后,就很少在网络上写帖子了,我能做的只有沉寂。
————————————————
另,对那些痛恨日本的人们,对那些诅咒流大师,YY流行首的人啊,我想说一句:
真正向日本报复的方法,是让我们在军事,经济,名望,国际地位上来超过他们,在道德上超过他们,而不是一两句诅咒,一两句YY。
平日里说说也没什么,但是,若真是在天灾人祸的时候,还是不要随意说“日本怎么不被震死”一类的话了。
要报复日本,不是指望他们被震死,而是,我们去在其他的地方,打倒他们。
在古代,一些武艺高强胸怀壮志的剑客,在被人羞辱后,他绝对不会是希望自己的仇家被别人杀死,他所想要的,是“你好好的活着,然后等我去亲手杀了你。”
所以希望对方倒霉后被天收的,不是剑客,是贱客。不是勇士,只是懦夫。
我对日本有恨,但是,我只会去努力,让我们的国家超过日本,而不是在地方地震的时候说“震的好!”
笑,若日本人真的被震死了,我们的屈辱,该如何去洗刷? -
新MOD策划
2007-07-12 08:13:03
最近正在筹划一个新的MOD 很麻烦 地图场景全部是新的 而且更麻烦的是剧情太长 文字太多 5个国家 6个势力 累啊 而且剧情是我一个御宅族朋友写的 很有味 不过我们不想放弃 因为没有付出就没有回报 没有汗水就没有蜜桃
我们两个准备十天之内做 完 预计装备200个 但是每个都是极品 游戏以剧情取胜 场景准备引入rpg mod里的
(因为那里的场景很适合我的故事 ,呵呵偷懒了.........)
主角有4个老婆 最后活着的只有一个
一切尽在7月20号 之后.................
