berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
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quote:
ORIGINAL: berto Here are the EE Lua functions implemented thus far: adaptive_ai(side, nation, index) advantage() aggressiveness(side) ai(side) ai_index(parm) ai_parameter(index) air_support(side) ammo_level(side) arty_ammo_level(side) current_side() current_turn() event_points(side) fow(side) hexcoor(x, y) isai(side) isfow(side) major_defeat() major_victory() message(string) minor_defeat() minor_victory() objective_owner(x, y) objective_value(x, y) on_air_attack(x, y, pid, name, side, nation, points, strength) on_next_phase(turn, side) on_next_turn(turn) on_objective_capture(x, y, value, side) on_unit_kill(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_unit_reinforce(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_unit_release(pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_unit_remove(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) other_side(side) random(x) reinforcement_count(id) reinforcement_flags(id) reinforcement_hexcoor(id) reinforcement_prob(id) reinforcement_scatter(id) reinforcement_turn(id) reinforcement_x(id) reinforcement_y(id) release_prob(id) release_track(id) release_turn(id) set_adaptive_ai(side, nation, index, value) set_advantage(value) set_aggressiveness(side, value) set_air_support(side, value) set_ammo_level(side, value) set_arty_ammo_level(side, value) set_event_points(side, value) set_major_defeat(value) set_major_victory(value) set_minor_defeat(value) set_minor_victory(value) set_objective(x, y, value, side) set_objective_owner(x, y, side) set_objective_value(x, y, value) set_reinforcement(id, x, y, turn, prob, count, flags, scatter) set_reinforcement_count(id, count) set_reinforcement_flags(id, flags) set_reinforcement_hexcoor(id, hexcoor) set_reinforcement_prob(id, prob) set_reinforcement_scatter(id, scatter) set_reinforcement_turn(id, turn) set_reinforcement_x(id, x) set_reinforcement_y(id, y) set_release(id, turn, prob, track) set_release_prob(id, prob) set_release_track(id, track) set_release_turn(id, turn) set_smoke_ammo(side, value) set_star_shells(side, value) set_victory(majorfeat, minordefeat, minorvictory, majorvictory) smoke_ammo(side) star_shells(side) That's 76 functions. More to follow of course.
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