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 =
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TAG:
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dyhdyh123123
发布于2008-06-25 01:27:03
-
我 现在就加入你门的群
-
alixyang
发布于2008-06-25 00:23:49
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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.
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liiink发布于2008-06-21 01:46:51
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太复杂了,略过
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skranger
发布于2008-06-20 20:44:58
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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.......
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romawushi
发布于2008-06-20 08:36:47
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好东西啊,呵呵,向小格瓦拉学习学习,呵呵。
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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