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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                =

TAG:

dyhdyh123123的个人空间 dyhdyh123123 发布于2008-06-25 01:27:03
我 现在就加入你门的群
享乐主义 alixyang 发布于2008-06-25 00:23:49
楼主   operations  在0960的更新只有83条   你全部放上来啦  也没有用颜色区分开

我们26122704群的同学们联合建议:分工负责  将operations 内的全部操作实际体验过,然后给出详细解释和用法,方便各位Modders.
liiink发布于2008-06-21 01:46:51
太复杂了,略过
夜色照耀之地 skranger 发布于2008-06-20 20:44:58
agent_get_simple_behavior              = 1738   # (agent_get_simple_behavior, , ), #constants are written in header_mission_templates.py, starting with aisb_
agent_get_combat_state                 = 1739   # (agent_get_combat_state, , ),

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, , ),

这些应该是agent系列中的更新了......实验中.......
romawushi的个人空间 romawushi 发布于2008-06-20 08:36:47
好东西啊,呵呵,向小格瓦拉学习学习,呵呵。
dyhdyh123123的个人空间 dyhdyh123123 发布于2008-06-20 01:34:56
蓝色字体为903







#--------------------------------------------------------------------------
# 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>,<upper_bound>,<lower_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

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]),
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>),

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>),

## 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>),

## 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>),

## 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>),

## 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>),


play_sound                      = 600 # (play_sound,<sound_id>,[options]),
play_track                      = 601 # (play_track,<track_id>),
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,<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_distance_between_positions  = 710 # gets distance in centimeters.
          # (get_distance_between_positions,<destination>,<position_no_1>,<position_no_2>),
position_is_behind_position     = 713 # (position_is_behind_position,<position_no_1>,<position_no_2>),

position_transform_position_to_parent = 715 # (position_transform_position_to_parent,<dest_position_no>,<position_no>,<position_no_to_be_transformed>),
position_transform_position_to_local  = 716 # (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>),

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_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_set_z_to_ground_level  = 791 # (position_set_z_to_ground_level, <position_no>),

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
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
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

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


#-------------------------
# 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                                                                   -
#-------------------------------------------------------------------------------------------
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)
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_log_message             = 1109 # (display_log_message,<string_id>,[hex_colour_code]),
display_message                 = 1110 # (display_message,<string_id>,[hex_colour_code]),
set_show_messages               = 1111 # (set_show_messages,<value>), #0 disables window messages 1 re-enables them.

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_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

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 # (tutorial_box,<string_id>, [<yes_string_id>], [<no_string_id>]),
tutorial_message                = 1122 # (tutorial_message,<string_id>, <color>), #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,<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>),

set_relation                    = 1270 # (set_relation,<faction_id>,<faction_id>,<value>),

#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>),

#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                       = 10500
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_add_merchandise                  = 1512 # (troop_add_merchandise,<troop_id>,<item_type_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_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 = random, 1 = get first node, 2 = get second node (returns -1 if not available)

#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_extra_text                   = 1605   # (party_set_extra_text,<party_id>, <string>)

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_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_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