berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
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At latest count, over 120 functions in the new Campaign Series (Lua) Event Engine: 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) average_morale (side) counter_airlevel (trackid) counter_assault (trackid) counter_defend (trackid) counter_flags (trackid) counter_hq (trackid) counter_isairborne (trackid) counter_ishq (trackid) counter_isleader (trackid) counter_leader (trackid) counter_morale (trackid) counter_name (trackid) counter_nation (trackid) counter_oid (trackid) counter_orgname (trackid) counter_pid (trackid) counter_points (trackid) counter_side (trackid) counter_strength (trackid) counter_type (trackid) counter_x (trackid) counter_y (trackid) current_side () current_turn () current_visibility () event_points (side) fow (side) has_flag (flags, flag) hexcoor (x, y) inc_adaptive_ai (side, nation, index, increment) inc_advantage (increment) inc_aggressiveness (side, increment) inc_air_support (side, increment) inc_ammo_level (side, increment) inc_arty_ammo_level (side, increment) inc_event_points (side, increment) inc_reinforcement_prob (id, increment) inc_release_prob (id, increment) inc_smoke_ammo (side, increment) inc_star_shells (side, increment) isai (side) isdisrupted (trackid) isfixed (trackid) isfow (side) isisolated (trackid) islowonammo (trackid) isnight () map_height () map_side (x, y) map_trackid (x, y, number) map_trackid_count (x, y) map_width () major_defeat () major_victory () max_ai_index () message (title, string) minor_defeat () minor_victory () night (turn) 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_flags (id) reinforcement_hexcoor (id) reinforcement_prob (id) reinforcement_scatter (id) reinforcement_turn (id) reinforcement_x (id) reinforcement_y (id) release_prob (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, flags, scatter) 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) set_release_prob (id, prob) set_release_turn (id, turn) set_smoke_ammo (side, value) set_star_shells (side, value) set_victory (majordefeat, minordefeat, minorvictory, majorvictory) smoke_ammo (side) star_shells (side) total_strength (side) x (hexcoor) y (hexcoor)
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