berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
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In the CSEE (Campaign Series Event Engine), the latest Lua functions, nearly 350 of them, with more still to come: TRIGGERS on_air_attack (x, y, pid, name, side, nation, points, strength) on_hex_attack (x, y, side, nation) on_ied_attack (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_mine_attack (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_next_phase (turn, side) on_next_turn (turn) on_objective_capture (x, y, values, side) on_resume () on_shutdown () on_startup () on_unit_attack (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_unit_kill (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_unit_reduce (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss) on_unit_reinforce (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_unit_release (trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) on_unit_remove (x, y, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader) AI ai (side) ai_index (parm) ai_parameter (index) adaptive_ai (side, nation, index) inc_adaptive_ai (side, nation, index, increment) is_ai (side) max_ai_index () set_adaptive_ai (side, nation, index, value) COUNTERS counter_airlevel (trackid) counter_assault (trackid) counter_ctrackid (trackid) counter_defend (trackid) counter_exists (trackid) counter_flags (trackid) counter_hex (trackid) counter_hq (trackid) counter_is_airborne (trackid) counter_is_hq (trackid) counter_is_leader (trackid) counter_leader (trackid) counter_morale (trackid) counter_more_flags (trackid) counter_name (trackid) counter_nation (trackid) counter_oid (trackid) counter_orgname (trackid) counter_pid (trackid) counter_points (trackid) counter_side (trackid) counter_strackid (trackid) counter_strength (trackid) counter_turns_to_outoffuel (trackid) counter_type (trackid) counter_x (trackid) counter_y (trackid) is_disrupted (trackids) is_carried (trackids) is_unloaded (trackids) is_loaded (trackids) is_concealed (trackids) is_outofammo (trackids) is_diggingin (trackids) is_fatigued (trackids) is_fixed (trackids) is_lowonammo (trackids) is_isolated (trackids) is_reduced (trackids) is_lowonfuel (trackids) is_outoffuel (trackids) counters_all (side) counters_aorg (trackids) counters_sorg (strackids) map_trackid (hexcoor, number) map_trackid_count (hexcoor) map_trackids (hexcoor) max_counters () GENERAL first_side () current_side () other_side (side) current_turn () next_turn () previous_turn () final_turn () current_visibility () night (turn) fow (side) is_fow (side) is_night () HEXES has_big_wrecks (hexcoor) has_block (hexcoor) has_bunker (hexcoor) has_cave (hexcoor) has_damage (hexcoor, dir) has_ied (hexcoor) has_ied1 (hexcoor) has_ied2 (hexcoor) has_ied3 (hexcoor) has_improved_position (hexcoor) has_landing_zone (hexcoor) has_light_bridge (hexcoor) has_minefield (hexcoor) has_minefield1 (hexcoor) has_minefield2 (hexcoor) has_minefield3 (hexcoor) has_obstacle (hexcoor) has_pillbox (hexcoor) has_pontoon_bridge (hexcoor) has_rubble (hexcoor) has_smoke (hexcoor) has_trench (hexcoor) has_tunnel (hexcoor) has_vehicle_bridge (hexcoor) has_wrecks (hexcoor) is_sidea_aware (hexcoor) is_sidea_exclude (hexcoor) is_sideb_aware (hexcoor) is_sideb_exclude (hexcoor) is_airfield_hex (hexcoor) is_beach_hex (hexcoor) is_building_hex (hexcoor) is_cactus_hex (hexcoor) is_canal_hex (hexcoor) is_canal_shallow_hex (hexcoor) is_city_hex (hexcoor) is_clear_hex (hexcoor) is_colored_dirt_hex (hexcoor) is_dense_jungle_hex (hexcoor) is_dry_paddy_hex (hexcoor) is_forest_hex (hexcoor) is_grain_field_hex (hexcoor) is_hammada_hex (hexcoor) is_impass_hex (hexcoor) is_industrial_hex (hexcoor) is_installation_hex (hexcoor) is_light_jungle_hex (hexcoor) is_major_canal_hex (hexcoor) is_major_canal_shallow_hex (hexcoor) is_major_river_hex (hexcoor) is_major_river_shallow_hex (hexcoor) is_marsh_hex (hexcoor) is_meadow_hex (hexcoor) is_orchard_hex (hexcoor) is_palm_tree_hex (hexcoor) is_produce_field_hex (hexcoor) is_river_hex (hexcoor) is_river_shallow_hex (hexcoor) is_rough_hex (hexcoor) is_scrub_hex (hexcoor) is_shallow_hex (hexcoor) is_soft_sand_hex (hexcoor) is_suburb_hex (hexcoor) is_swamp_hex (hexcoor) is_tall_grass_hex (hexcoor) is_thicket_hex (hexcoor) is_village_hex (hexcoor) is_vineyard_hex (hexcoor) is_wadi_hex (hexcoor) is_water_hex (hexcoor) is_wet_paddy_hex (hexcoor) LUAVs luav (index) inc_luav (index, increment) max_luav_index () set_luav (index, value) MAP on_map (hexcoor) map_center (x, y) map_height () map_slice (x, y) map_up () map_width () map_up_half (x, y) map_low_half (x, y) map_left_half (x, y) map_right_half (x, y) map_up_left_quadrant (x, y) map_up_right_quadrant (x, y) map_low_right_quadrant (x, y) map_low_left_quadrant (x, y) map_nw_quadrant (x, y) map_ne_quadrant (x, y) map_se_quadrant (x, y) map_sw_quadrant (x, y) map_north_half (x, y) map_south_half (x, y) map_east_half (x, y) map_west_half (x, y) map_above (row, side) map_below (row, side) map_left_of (col, side) map_right_of (col, side) map_above_count (row, side) map_below_count (row, side) map_left_of_count (col, side) map_right_of_count (col, side) map_side (hexcoor) hexcoor (x, y) x (hexcoor) y (hexcoor) range (from, to) within (trackids, hexcoor, distance) units_within_count (hexcoor, distance, side) MESSAGING _message (title, text) message (humanonly, title, text) message_once (humanonly, title, text, index) _note (title, text) note (humanonly, title, text) note_once (humanonly, title, text, index) log (logfile, loglevel, text) debug (text) MISC ordinal (number) random (x) has_flag (flags, flag) join (lists) OBJECTIVES objective_owner (hexcoor) objective_points () objective_values (hexcoor) set_objective (hexcoor, values, side) set_objective_values (hexcoor, values) REINFORCEMENTS reinforcement_flags (id) reinforcement_hex (id) reinforcement_prob (id) reinforcement_scatter (id) reinforcement_turn (id) reinforcement_x (id) reinforcement_y (id) set_reinforcement (id, hexcoor, turn, prob, flags, scatter) set_reinforcement_flags (id, flags) set_reinforcement_hex (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) inc_reinforcement_prob (id, increment) arrived (id) RELEASES release_prob (id) release_turn (id) released (id) set_release (id, turn, prob) set_release_prob (id, prob) set_release_turn (id, turn) inc_release_prob (id, increment) SCENARIO event_points (side) set_event_points (side, value) inc_event_points (side, increment) strength (side) total_points () total_strength (side) losses (side) loss_points (side) average_morale (side) morale_shift (nation) set_morale_shift (nation, value) inc_morale_shift (nation, increment) advantage () aggressiveness (side) air_support (side) ammo_level (side) arty_ammo_level (side) set_advantage (value) set_aggressiveness (side, value) set_air_support (side, value) set_ammo_level (side, value) set_arty_ammo_level (side, value) inc_advantage (increment) inc_aggressiveness (side, increment) inc_air_support (side, increment) inc_ammo_level (side, increment) inc_arty_ammo_level (side, increment) major_defeat () major_victory () minor_defeat () minor_victory () set_major_defeat (value) set_major_victory (value) set_minor_defeat (value) set_minor_victory (value) set_victory (majordefeat, minordefeat, minorvictory, majorvictory) smoke_ammo (side) star_shells (side) set_smoke_ammo (side, value) set_star_shells (side, value) inc_smoke_ammo (side, increment) inc_star_shells (side, increment) SIDES is_bocage_side (hexcoor, dir) is_cliff_side (hexcoor, dir) is_crest_side (hexcoor, dir) is_ditch_side (hexcoor, dir) is_dune_side (hexcoor, dir) is_embank_side (hexcoor, dir) is_escarpment_side (hexcoor, dir) is_ford_side (hexcoor, dir) is_gully_side (hexcoor, dir) is_heavy_bridge_side (hexcoor, dir) is_hedge_side (hexcoor, dir) is_high_side (hexcoor, dir) is_light_bridge_side (hexcoor, dir) is_medium_bridge_side (hexcoor, dir) is_minor_river_side (hexcoor, dir) is_path_side (hexcoor, dir) is_rail_side (hexcoor, dir) is_reef_side (hexcoor, dir) is_road_side (hexcoor, dir) is_stone_side (hexcoor, dir) is_stream_side (hexcoor, dir) is_unpaved_side (hexcoor, dir) SCRIPTED AI at (trackids, hexcoor) defend_weak (trackids, hexcoor) defend_strong (trackids, hexcoor) move_norush (trackids, hexcoor) move_rush (trackids, hexcoor) attack_weak (trackids, hexcoor) attack_strong (trackids, hexcoor) attack_banzai (trackids, hexcoor) load (trackids, hexcoor) unload (trackids, hexcoor) take_off (trackids, hexcoor) land (trackids, hexcoor) ascend (trackids, hexcoor) ascend_ground (trackids, hexcoor) ascend_noe (trackids, hexcoor) ascend_low (trackids, hexcoor) ascend_high (trackids, hexcoor) descend (trackids, hexcoor) descend_low (trackids, hexcoor) descend_noe (trackids, hexcoor) descend_ground (trackids, hexcoor) descend_underground (trackids, hexcoor) ascend_move (trackids, hexcoor) move_descend (trackids, hexcoor) exit (trackids, hexcoor) dig_in (trackids, hexcoor) reconnoiter (trackids, hexcoor) build_light_bridge (trackids, hexcoor, dir) build_vehicle_bridge (trackids, hexcoor, dir) lay_minefield (trackids, hexcoor) set_ied (trackids, hexcoor) build_barrier (trackids, hexcoor) damage (trackids, hexcoor, dir) clear_lz (trackids, hexcoor) hold (trackids) halt (trackids) unleash (trackids) move_way_point (trackids, hexcoors)
< Message edited by berto -- 9/29/2018 2:41:22 PM >
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