# Ability
# Ability / Basic
- [F] —
void
— Remove Ability — ( UnitAbilityRemove ) - [F] —
void
— Add Ability — ( UnitAbilityAdd ) - [F] —
void
— Unit Uses Ability — ( TriggerAddEventUnitAbility ) - [F] —
void
— Unit Changes Ability Auto Cast State — ( TriggerAddEventUnitAbilityAutoCastChange ) - [F] —
abilcmd
— Triggering Ability — ( EventUnitAbility ) - [F] —
int
[ preset::AbilityStage ] — Triggering Ability Stage — ( EventUnitAbilityStage ) - [F] —
point
— Triggering Ability Target Point — ( EventUnitTargetPoint ) - [F] —
unit
— Triggering Ability Target Unit — ( EventUnitTargetUnit ) - [F] —
unit
— Triggering Ability Other Unit — ( EventUnitAbilityOtherUnit ) - [F] —
abilcmd
— Ability From Item or Trigger — ( libNtve_gf_EventItemAbilityOrUnitAbility ) - [F] —
void
— Unit Is Created — ( TriggerAddEventUnitCreated ) - [F] —
unit
— Created Unit — ( EventUnitCreatedUnit ) - [F] —
string
[ gamelink::Behavior ] — Behavior That Created Unit — ( EventUnitCreatedBehavior ) - [F] —
string
[ gamelink::Abil ] — Ability That Created Unit — ( EventUnitCreatedAbil ) - [F] —
void
— Show/Hide Ability For Unit — ( UnitAbilityShow ) - [F] —
bool
— Ability Enabled For Unit — ( UnitAbilityCheck ) - [F] —
int
— Number Of Abilities On Unit — ( UnitAbilityCount ) - [F] —
string
[ gamelink::Abil ] — Unit Ability — ( UnitAbilityGet ) - [F] —
string
[ gamelink::Abil ] — Unit Ability By Class — ( libNtve_gf_UnitAbilityGetByType ) - [F] —
bool
— Unit Ability Command State — ( UnitCheckAbilCmdState ) - [F] —
int
— Unit Ability Order State (Flags) — ( UnitAbilOrderStateFlags ) - [F] —
bool
— Unit Has Ability — ( UnitAbilityExists ) - [F] —
void
— Enable/Disable Ability For Unit — ( UnitAbilityEnable ) - [F] —
void
— Add Level To Unit Ability — ( UnitAbilityChangeLevel ) - [F] —
void
— Replace Unit Ability — ( UnitAbilityChangeLink ) - [F] —
void
— Set Ability Default Submenu — ( UnitAbilityChangeCardId ) - [F] —
int
— Current Level For Unit Ability — ( UnitAbilityGetLevel ) - [F] —
int
— Maximum Level For Unit Ability — ( UnitAbilityMaxLevel ) - [F] —
bool
— Ability Matches Filters — ( libNtve_gf_AbilityMatchesFilters ) - [F] —
string
[ gamelink::Abil ] — Unit Ability By Filters — ( libNtve_gf_UnitAbilityByFilters ) - [F] —
string
— Unit Ability Default Submenu — ( UnitAbilityGetCardId )
# Ability / Loops
- [F] —
void
— For Each Ability On Unit — ( ) - [F] —
void
— For Each Learnable Ability On Unit — ( )
# Ability / Learn
- [F] —
void
— Reset Unit Learn Ability — ( UnitLearnAbilResetLevel ) - [F] —
void
— Add Learn Ability Level For Unit — ( UnitLearnAbilAddLevel ) - [F] —
int
— Current Learn Ability Level For Unit — ( UnitLearnAbilGetLevel ) - [F] —
void
— Add Skill Points To Unit Learn Ability — ( UnitLearnAbilAddPoints ) - [F] —
int
— Learn Ability Skill Point For Unit — ( UnitLearnAbilGetPoints )
# Ability / Support
- [P] — Current/Total Options
- [P] — All Indexes
# Actor
# Actor / Deprecated
- [F] —
actor
— Attach Model To Actor (Deprecated) — ( libNtve_gf_AttachModelToActor ) - [F] —
actorscope
— Last Created Actor Scope (Deprecated) — ( libNtve_gf_LastCreatedActorScope ) - [F] —
actor
— Last Created Actor (Deprecated) — ( libNtve_gf_LastCreatedActor )
# Actor / Create Actors
- [F] —
actor
— Attach Model To Unit — ( libNtve_gf_AttachModelToUnit ) - [F] —
actor
— Attach Model To Unit (Inherit Visibility) — ( libNtve_gf_AttachModelToUnitInheritVisibility ) - [F] —
actor
— Attach Model To Actor — ( libNtve_gf_AttachModelToActor2 ) - [F] —
actorscope
— Last Created Actor Scope — ( libNtve_gf_ActorScopeLastCreated ) - [F] —
actorscope
— Last Created Actor Scope by Message — ( libNtve_gf_ActorScopeLastCreatedSend ) - [F] —
actor
— Last Created Actor — ( libNtve_gf_ActorLastCreated ) - [F] —
actor
— Last Created Actor by Message — ( libNtve_gf_ActorLastCreatedSend ) - [F] —
actor
— Attach Actor To Unit — ( libNtve_gf_AttachActorToUnit ) - [F] —
actor
— Attach Actor To Actor — ( libNtve_gf_AttachActorToActor ) - [F] —
actorscope
— Create Actor Scope — ( ActorScopeCreate ) - [F] —
actor
— Create Actor — ( ActorCreate ) - [F] —
actor
— Create Actor Region — ( ActorRegionCreate ) - [F] —
actor
— Create Actor At Point — ( libNtve_gf_CreateActorAtPoint ) - [F] —
actor
— Create Model At Point — ( libNtve_gf_CreateModelAtPoint ) - [F] —
void
— Create Model With Point Facing — ( libNtve_gf_CreateModelWithPointFacing ) - [F] —
void
— Actor Scope Move To — ( ActorScopeMoveTo )
# Actor / Send Actor Messages
- [F] —
void
— Send Actor Message — ( ActorSend ) - [F] —
void
— Send Actor Message As Text — ( ActorSendAsText ) - [F] —
void
— Send Actor Message To Unit — ( libNtve_gf_SendActorMessageToUnit ) - [F] —
void
— Send Actor Message To Scope — ( ActorScopeSend ) - [F] —
void
— Send Actor Message To Actor Region — ( libNtve_gf_ActorRegionSendSimple ) - [F] —
void
— Send Actor Message To Actor Region With Filters — ( ActorRegionSend ) - [F] —
void
— Send Actor Message To Game Region — ( libNtve_gf_SendActorMessageToGameRegion ) - [F] —
void
— Send Actor Message To Game Region With Filters — ( libNtve_gf_SendActorMessageToGameRegionWithFilters ) - [F] —
void
— Send Actor Message Via Name — ( ActorSendTo ) - [F] —
void
— Send Actor Message As Text Via Name — ( ActorSendToAsText )
# Actor / Message Constructors
- [F] —
string
[ actormsg ] — Actor Msg 1 — ( libNtve_gf_ActorMsg1 ) - [F] —
string
[ actormsg ] — Actor Msg 2 — ( libNtve_gf_ActorMsg2 ) - [F] —
string
[ actormsg ] — Actor Msg 3 — ( libNtve_gf_ActorMsg3 ) - [F] —
string
[ actormsg ] — Actor Msg 4 — ( libNtve_gf_ActorMsg4 ) - [F] —
string
[ actormsg ] — Action Damage — ( libNtve_gf_ActionDamage ) - [F] —
string
[ actormsg ] — Action Impact — ( libNtve_gf_ActionImpact ) - [F] —
string
[ actormsg ] — Alias Add — ( libNtve_gf_AliasAdd ) - [F] —
string
[ actormsg ] — Alias Remove — ( libNtve_gf_AliasRemove ) - [F] —
string
[ actormsg ] — Anim Baseline Start — ( libNtve_gf_AnimBaselineStart ) - [F] —
string
[ actormsg ] — Anim Baseline Stop — ( libNtve_gf_AnimBaselineStop ) - [F] —
string
[ actormsg ] — Anim Blend Time Apply — ( libNtve_gf_AnimBlendTimeApply ) - [F] —
string
[ actormsg ] — Anim Blend Time Remove — ( libNtve_gf_AnimBlendTimeRemove ) - [F] —
string
[ actormsg ] — Anim Bracket Resume — ( MakeMsgAnimBracketResume ) - [F] —
string
[ actormsg ] — Anim Bracket Start — ( MakeMsgAnimBracketStart ) - [F] —
string
[ actormsg ] — Anim Bracket Stop — ( MakeMsgAnimBracketStop ) - [F] —
string
[ actormsg ] — Anim Clear — ( libNtve_gf_AnimClear ) - [F] —
string
[ actormsg ] — Anim Clear All But — ( libNtve_gf_AnimClearAllBut ) - [F] —
string
[ actormsg ] — Anim Dump DB — ( libNtve_gf_AnimDumpDB ) - [F] —
string
[ actormsg ] — Anim Group Apply — ( MakeMsgAnimGroupApply ) - [F] —
string
[ actormsg ] — Anim Group Remove — ( MakeMsgAnimGroupRemove ) - [F] —
string
[ actormsg ] — Anim Group Remove All — ( libNtve_gf_AnimGroupRemoveAll ) - [F] —
string
[ actormsg ] — Anim Play — ( MakeMsgAnimPlay ) - [F] —
string
[ actormsg ] — Anim Play Sequence — ( libNtve_gf_AnimPlaySequence ) - [F] —
string
[ actormsg ] — Anim Set Completion — ( libNtve_gf_AnimSetCompletion ) - [F] —
string
[ actormsg ] — Anim Set Duration — ( libNtve_gf_AnimSetDuration ) - [F] —
string
[ actormsg ] — Anim Set Paused — ( libNtve_gf_AnimSetPaused ) - [F] —
string
[ actormsg ] — Anim Set Time — ( libNtve_gf_AnimSetTime ) - [F] —
string
[ actormsg ] — Anim Set Time Scale — ( libNtve_gf_AnimSetTimeScale ) - [F] —
string
[ actormsg ] — Anim Set Time Scale Global — ( libNtve_gf_AnimSetTimeScaleGlobal ) - [F] —
string
[ actormsg ] — Attach Set Bearings — ( libNtve_gf_AttachSetBearings ) - [F] —
string
[ actormsg ] — Attach Set Bearings From — ( libNtve_gf_AttachSetBearingsFrom ) - [F] —
string
[ actormsg ] — Attach Set Position — ( libNtve_gf_AttachSetPosition ) - [F] —
string
[ actormsg ] — Attach Set Position From — ( libNtve_gf_AttachSetPositionFrom ) - [F] —
string
[ actormsg ] — Attach Set Rotation — ( libNtve_gf_AttachSetRotation ) - [F] —
string
[ actormsg ] — Attach Set Rotation From — ( libNtve_gf_AttachSetRotationFrom ) - [F] —
string
[ actormsg ] — Create — ( libNtve_gf_Create ) - [F] —
string
[ actormsg ] — Create Copy — ( libNtve_gf_CreateCopy ) - [F] —
string
[ actormsg ] — Death Customize — ( libNtve_gf_DeathCustomize ) - [F] —
string
[ actormsg ] — Destroy — ( libNtve_gf_Destroy ) - [F] —
string
[ actormsg ] — HostSiteOpsSet — ( libNtve_gf_HostSiteOpsSet ) - [F] —
string
[ actormsg ] — List Add — ( libNtve_gf_ListAdd ) - [F] —
string
[ actormsg ] — List Remove — ( libNtve_gf_ListRemove ) - [F] —
string
[ actormsg ] — Missile Tentacle Return — ( libNtve_gf_MissileTentacleReturn ) - [F] —
string
[ actormsg ] — Model Event Suppress — ( libNtve_gf_ModelEventSuppress ) - [F] —
string
[ actormsg ] — Model Swap — ( libNtve_gf_ModelSwap ) - [F] —
string
[ actormsg ] — Mover Set Acceleration — ( libNtve_gf_MoverSetAcceleration ) - [F] —
string
[ actormsg ] — Mover Set Deceleration — ( libNtve_gf_MoverSetDeceleration ) - [F] —
string
[ actormsg ] — Mover Set Destination 2D — ( libNtve_gf_MoverSetDestination2D ) - [F] —
string
[ actormsg ] — Mover Set Destination From — ( libNtve_gf_MoverSetDestinationFrom ) - [F] —
string
[ actormsg ] — Mover Set Destination H — ( libNtve_gf_MoverSetDestinationH ) - [F] —
string
[ actormsg ] — Mover Set Destination Z — ( libNtve_gf_MoverSetDestinationZ ) - [F] —
string
[ actormsg ] — Mover Set Speed — ( libNtve_gf_MoverSetSpeed ) - [F] —
string
[ actormsg ] — Mover Set Speed Max — ( libNtve_gf_MoverSetSpeedMax ) - [F] —
string
[ actormsg ] — Mover Set Speed From Duration — ( libNtve_gf_MoverSetSpeedFromDuration ) - [F] —
string
[ actormsg ] — Mover Move — ( libNtve_gf_MoverMove ) - [F] —
string
[ actormsg ] — Mover Stop — ( libNtve_gf_MoverStop ) - [F] —
string
[ actormsg ] — Mover Stop Now — ( libNtve_gf_MoverStopNow ) - [F] —
string
[ actormsg ] — Multiply Scale — ( libNtve_gf_MultiplyScale ) - [F] —
string
[ actormsg ] — Print — ( libNtve_gf_Print ) - [F] —
string
[ actormsg ] — Query Persistent — ( libNtve_gf_QueryPersistent ) - [F] —
string
[ actormsg ] — Query Radius — ( libNtve_gf_QueryRadius ) - [F] —
string
[ actormsg ] — Query Region — ( libNtve_gf_QueryRegion ) - [F] —
string
[ actormsg ] — Ref Clear — ( libNtve_gf_RefClear ) - [F] —
string
[ actormsg ] — Ref Create — ( MakeMsgRefCreate ) - [F] —
string
[ actormsg ] — Ref Destroy — ( libNtve_gf_RefDestroy ) - [F] —
string
[ actormsg ] — Ref Dump — ( libNtve_gf_RefDump ) - [F] —
string
[ actormsg ] — Ref Notify — ( libNtve_gf_RefNotify ) - [F] —
string
[ actormsg ] — Ref Set — ( libNtve_gf_RefSet ) - [F] —
string
[ actormsg ] — Ref Set From Msg — ( libNtve_gf_RefSetFromMsg ) - [F] —
string
[ actormsg ] — Ref Set From Actor — ( libNtve_gf_RefSetFromActor ) - [F] —
string
[ actormsg ] — Ref Set From Request — ( MakeMsgRefSetFromRequest ) - [F] —
string
[ actormsg ] — Ref Set Refresh Name — ( libNtve_gf_RefSetRefreshName ) - [F] —
string
[ actormsg ] — Ref Table Dump — ( MakeMsgRefTableDump ) - [F] —
string
[ actormsg ] — Set Bearings — ( libNtve_gf_SetBearings ) - [F] —
string
[ actormsg ] — Set Bearings From — ( libNtve_gf_SetBearingsFrom ) - [F] —
string
[ actormsg ] — Set Bearings H — ( libNtve_gf_SetBearingsH ) - [F] —
string
[ actormsg ] — Set Facing — ( libNtve_gf_SetFacing ) - [F] —
string
[ actormsg ] — Set Height — ( libNtve_gf_SetHeight ) - [F] —
string
[ actormsg ] — Set Opacity — ( libNtve_gf_SetOpacity ) - [F] —
string
[ actormsg ] — Set Physics State — ( MakeMsgSetPhysicsState ) - [F] —
string
[ actormsg ] — Set Position — ( libNtve_gf_SetPosition ) - [F] —
string
[ actormsg ] — Set Position 2D — ( libNtve_gf_SetPosition2D ) - [F] —
string
[ actormsg ] — Set Position 2D H — ( libNtve_gf_SetPosition2DH ) - [F] —
string
[ actormsg ] — Set Position From — ( libNtve_gf_SetPositionFrom ) - [F] —
string
[ actormsg ] — Set Position H — ( libNtve_gf_SetPositionH ) - [F] —
string
[ actormsg ] — Set Render To Texture Enabled — ( libNtve_gf_SetRenderToTextureEnabled ) - [F] —
string
[ actormsg ] — Set Rotation — ( libNtve_gf_SetRotation ) - [F] —
string
[ actormsg ] — Set Rotation From — ( libNtve_gf_SetRotationFrom ) - [F] —
string
[ actormsg ] — Set Scale — ( libNtve_gf_SetScale ) - [F] —
string
[ actormsg ] — Set Scale Absolute — ( libNtve_gf_SetScaleAbsolute ) - [F] —
string
[ actormsg ] — Set Team Color — ( libNtve_gf_SetTeamColor ) - [F] —
string
[ actormsg ] — Set Local Tint Color — ( libNtve_gf_SetLocalTintColor ) - [F] —
string
[ actormsg ] — Set Tint Color — ( libNtve_gf_SetTintColor ) - [F] —
string
[ actormsg ] — Set Visibility — ( libNtve_gf_SetVisibility ) - [F] —
string
[ actormsg ] — Set Walk Anim Move Speed — ( libNtve_gf_SetWalkAnimMoveSpeed ) - [F] —
string
[ actormsg ] — Set Z — ( libNtve_gf_SetZ ) - [F] —
string
[ actormsg ] — Signal — ( libNtve_gf_Signal ) - [F] —
string
[ actormsg ] — Sound Add DSP — ( libNtve_gf_SoundAddDSP ) - [F] —
string
[ actormsg ] — Sound Set Muted — ( libNtve_gf_SoundSetMuted ) - [F] —
string
[ actormsg ] — Sound Set Offset — ( libNtve_gf_SoundSetOffset ) - [F] —
string
[ actormsg ] — Sound Set Paused — ( libNtve_gf_SoundSetPaused ) - [F] —
string
[ actormsg ] — Status Decrement — ( libNtve_gf_StatusDecrement ) - [F] —
string
[ actormsg ] — Status Increment — ( libNtve_gf_StatusIncrement ) - [F] —
string
[ actormsg ] — Texture Dump — ( libNtve_gf_TextureDump ) - [F] —
string
[ actormsg ] — Texture Dump DB — ( libNtve_gf_TextureDumpDB ) - [F] —
string
[ actormsg ] — Texture Group Apply — ( libNtve_gf_TextureGroupApply ) - [F] —
string
[ actormsg ] — Texture Group Remove — ( libNtve_gf_TextureGroupRemove ) - [F] —
string
[ actormsg ] — Texture Select By ID — ( libNtve_gf_TextureSelectByID ) - [F] —
string
[ actormsg ] — Texture Select By Match — ( MakeMsgTextureSelectByMatch ) - [F] —
string
[ actormsg ] — Texture Select By Slot — ( MakeMsgTextureSelectBySlot ) - [F] —
string
[ actormsg ] — Texture Video Play (Advanced) — ( MakeMsgTextureVideoPlay ) - [F] —
string
[ actormsg ] — Texture Video Play — ( libNtve_gf_MakeMsgTextureVideoPlay ) - [F] —
string
[ actormsg ] — Texture Video Set Frame (Advanced) — ( MakeMsgTextureVideoSetFrame ) - [F] —
string
[ actormsg ] — Texture Video Set Frame — ( libNtve_gf_TextureVideoSetFrame ) - [F] —
string
[ actormsg ] — Texture Video Set Paused (Advanced) — ( MakeMsgTextureVideoSetPaused ) - [F] —
string
[ actormsg ] — Texture Video Set Paused — ( libNtve_gf_TextureVideoSetPaused ) - [F] —
string
[ actormsg ] — Texture Video Set Time (Advanced) — ( MakeMsgTextureVideoSetTime ) - [F] —
string
[ actormsg ] — Texture Video Set Time — ( libNtve_gf_TextureVideoSetTime ) - [F] —
string
[ actormsg ] — Texture Video Stop (Advanced) — ( MakeMsgTextureVideoStop ) - [F] —
string
[ actormsg ] — Texture Video Stop — ( libNtve_gf_TextureVideoStop ) - [F] —
string
[ actormsg ] — Texture Video Stop All — ( libNtve_gf_TextureVideoStopAll ) - [F] —
string
[ actormsg ] — Timer Set — ( libNtve_gf_TimerSet ) - [F] —
string
[ actormsg ] — Timer Kill — ( libNtve_gf_TimerKill ) - [F] —
string
[ actormsg ] — Transition — ( MakeMsgTransition )
# Actor / Destroy Actors
- [F] —
void
— Kill Actor Scope — ( ActorScopeKill ) - [F] —
void
— Kill All Particles — ( ActorWorldParticleFXDestroy ) - [F] —
void
— Kill Model — ( libNtve_gf_KillModel ) - [F] —
void
— Orphan Actor Scope — ( ActorScopeOrphan ) - [F] —
void
— Remove Doodads in Region — ( libNtve_gf_RemoveDoodadsinRegion ) - [F] —
void
— Remove Death Models in Region — ( libNtve_gf_RemoveDeathModelsinRegion ) - [F] —
void
— Remove Death Models in Region Immediately — ( libNtve_gf_RemoveDeathModelsinRegionImmediately )
# Actor / Look At
- [F] —
actor
— Look At Target From Point With Z Offset — ( libNtve_gf_LookAtTargetFromPointWithZOffset ) - [F] —
actor
— Look At Target From Unit Attach Point — ( libNtve_gf_LookAtTargetFromUnitAttachPoint ) - [F] —
void
— Create Look At Target At Point — ( libNtve_gf_CreateLookAtTargetAtPoint ) - [F] —
void
— Create Look At Target At Unit Attach Point — ( libNtve_gf_CreateLookAtTargetAtUnitAttachPoint ) - [F] —
void
— Make Actor Look At Actor (Custom) — ( ActorLookAtStart ) - [F] —
void
— Make Actor Stop Looking (Custom) — ( ActorLookAtStop ) - [F] —
void
— Make Actor Look At Actor — ( ActorLookAtTypeStart ) - [F] —
void
— Make Actor Stop Looking — ( ActorLookAtTypeStop ) - [F] —
void
— Make Unit Look At Actor — ( libNtve_gf_SimpleLookAtStart ) - [F] —
void
— Make Unit Look At Point — ( libNtve_gf_MakeUnitLookAtPoint ) - [F] —
void
— Make Unit Look At Unit — ( libNtve_gf_MakeUnitLookAtUnit ) - [F] —
void
— Make Unit Stop Looking — ( libNtve_gf_SimpleLookAtStop )
# Actor / Utility
- [F] —
text
— Actor Get Text — ( ActorGetText ) - [F] —
actor
— Actor From Reference — ( ActorRefGet ) - [F] —
text
— Actor Scope Get Text — ( ActorScopeGetText ) - [F] —
actor
— Actor From — ( ActorFrom ) - [F] —
actor
— Actor From Actor — ( ActorFromActor ) - [F] —
actor
— Actor From Doodad — ( ActorFromDoodad ) - [F] —
actor
— Actor From Portrait — ( ActorFromPortrait ) - [F] —
actor
— Actor From Dialog Item — ( ActorFromDialogControl ) - [F] —
actor
— Actor From Scope — ( ActorFromScope ) - [F] —
actor
— Actor From Unit — ( libNtve_gf_MainActorofUnit ) - [F] —
actorscope
— Actor Scope From — ( ActorScopeFrom ) - [F] —
actorscope
— Actor Scope From Actor — ( ActorScopeFromActor ) - [F] —
actorscope
— Actor Scope From Portrait — ( ActorScopeFromPortrait ) - [F] —
actorscope
— Actor Scope From Dialog Item — ( ActorScopeFromDialogControl ) - [F] —
actorscope
— Actor Scope From Unit — ( ActorScopeFromUnit ) - [F] —
int
— Texture Slot Component — ( TextureGetSlotComponent ) - [F] —
string
— Texture Slot Name — ( TextureGetSlotName ) - [F] —
void
— Actor Set Reference — ( ActorRefSet ) - [F] —
void
— Apply Global Texture Group — ( ActorTextureGroupApplyGlobal ) - [F] —
void
— Remove Global Texture Group — ( ActorTextureGroupRemoveGlobal ) - [F] —
void
— Push Texture Group — ( ActorTextureGroupPush ) - [F] —
void
— Pop Texture Group — ( ActorTextureGroupPop ) - [F] —
void
— Make Actor Face Angle — ( libNtve_gf_MakeModelFaceAngle ) - [F] —
void
— Play Movie Texture On Unit Actor — ( libNtve_gf_PlayMovieTextureOnUnitActor ) - [F] —
void
— Stop All Video Textures On Unit — ( libNtve_gf_StopAllVideoTexturesOnUnit ) - [F] —
void
— Show/Hide Doodads In Region — ( libNtve_gf_ShowHideDoodadsInRegion ) - [F] —
void
— Actor Add Orient Update — ( ActorAddOrientUpdate )
# Actor / Support
- [P] — No Actor
- [P] — No Actor Scope
- [P] — No Doodad
- [P] — Actor Intersect Type
- [P] — Actor Request Actor
- [P] — Actor Request Scope
- [P] — Anim Bracket Start Flags
- [P] — Anim Transition Flags
- [P] — Attach Points
- [P] — Host References
- [P] — Look At Group
- [P] — Look At Type
- [P] — Physics State
- [P] — Ref Space
- [P] — Texture Slot Component
- [P] — Time Variant
- [P] — Transition Type
- [P] — Video Texture Play Flags
# AI
# AI / Presets
- [P] — Building Or Unit
- [P] — Activate/Deactivate
- [P] — Force Use Transport
- [P] — Bully Rebuild Always
- [P] — No Wave
- [P] — No Wave Info
- [P] — No Wave Target
- [P] — ReplaceType
# AI / AttackWaves / Events
- [F] —
void
— Player Sends AI Wave — ( TriggerAddEventPlayerAIWave )
# AI / AttackWaves / Functions
- [F] —
wave
— Last Created Wave — ( WaveLastCreated ) - [F] —
wave
— Triggering Wave — ( EventPlayerWave )
# AI / AttackWaves / Actions
- [F] —
void
— Add Unit To Attack Wave — ( AIAttackWaveUseUnit ) - [F] —
void
— Add Unit Group To Attack Wave — ( AIAttackWaveUseGroup ) - [F] —
void
— Add Escort Unit To Attack Wave — ( AIAttackWaveAddEscortUnit ) - [F] —
void
— Add Escort UnitType To Attack Wave — ( AIAttackWaveAddEscortType ) - [F] —
void
— Add Attack Wave Waypoint — ( AIAttackWaveAddWaypoint ) - [F] —
void
— Send Attack Wave — ( AIAttackWaveSend ) - [F] —
void
— Cancel Attack Wave — ( AIAttackWaveCancel ) - [F] —
void
— Set Attack Wave Gather Point — ( AIAttackWaveSetGatherPoint ) - [F] —
void
— Set Target Player For Attack Waves — ( AIAttackWaveSetTargetPlayer ) - [F] —
void
— Set Target Unit For Attack Waves — ( AIAttackWaveSetTargetUnit ) - [F] —
void
— Set Target UnitGroup For Attack Waves — ( AIAttackWaveSetTargetUnitGroup ) - [F] —
void
— Set Target UnitArea For Attack Waves — ( AIAttackWaveSetTargetUnitPoint ) - [F] —
void
— Set Target Point For Attack Waves — ( AIAttackWaveSetTargetPoint ) - [F] —
void
— Set Target Merge For Attack Waves — ( AIAttackWaveSetTargetMerge ) - [F] —
void
— Set Target Patrol For Attack Waves — ( AIAttackWaveSetTargetPatrol ) - [F] —
void
— Set Target Escort For Attack Waves — ( AIAttackWaveSetTargetEscort ) - [F] —
void
— Set Target Escort For Attack Waves, No Leashing — ( AIAttackWaveSetTargetEscortNL ) - [F] —
void
— Set Target Gather Defense For Attack Waves — ( AIAttackWaveSetTargetGatherD ) - [F] —
void
— Set Target Gather Offense For Attack Waves — ( AIAttackWaveSetTargetGatherO ) - [F] —
void
— Set Target Melee For Attack Waves — ( AIAttackWaveSetTargetMelee ) - [F] —
void
— Set Target Melee Harass For Attack Waves — ( AIAttackWaveSetTargetMeleeHarass ) - [F] —
void
— Set Target Region For Attack/Defense Waves — ( AIAttackWaveSetTargetRegion ) - [F] —
void
— Add Attack Wave Unit Types (Liberty) — ( AIAttackWaveAddUnits4 ) - [F] —
void
— Add Attack Wave Unit Types (Swarm) — ( AIAttackWaveAddUnits3 ) - [F] —
void
— Set Attack Wave Keep Alive — ( AIAttackWaveSetKeepAlive ) - [F] —
void
— Set Attack Wave Gather Early No Replace — ( AIAttackWaveSetGatherEarlyNoReplace )
# AI / Bullies / Actions
- [F] —
void
— Remove All Bullies — ( AIClearAllBullies ) - [F] —
void
— Add New Bully — ( AIAddBully ) - [F] —
void
— Set Minimum Bully Count — ( AISetMinimumBullyCount ) - [F] —
void
— Set Rebuild Count (Default) — ( AISetGeneralRebuildCount ) - [F] —
void
— Set Rebuild Count (Specific) — ( AISetSpecificRebuildCount ) - [F] —
void
— Set Attack Wave Bully Percent — ( AISetBullyAttackWavePercent ) - [F] —
void
— Set Bully Rebuild Delay — ( AISetBullyRebuildDelay ) - [F] —
void
— Limit Bully Rebuild To Nearest Town — ( AINearestTownBullyRebuild ) - [F] —
void
— Limit Bully Wave Gather To Nearest Town — ( AINearestTownLimitWaveGather ) - [F] —
void
— Activate/Deactivate Bullies In Region — ( AIToggleBulliesInRegion ) - [F] —
void
— Reset Bully Rebuild Counts In Region — ( AIResetBullyRebuildCountsInRegion )
# AI / MiscCampaign / Functions
- [F] —
bool
— AI Time Is Paused — ( AITimeIsPaused ) - [F] —
fixed
— Elapsed AI Time — ( AIGetTime ) - [F] —
wave
— Wave Of Unit — ( AIUnitGetWave ) - [F] —
unitgroup
— Units Of Wave — ( AIWaveGetUnits ) - [F] —
unitgroup
— Escorts Of Unit — ( AIGetAllEscorts ) - [F] —
unitgroup
— Escorts Of Unit Group — ( AIGetAllEscortsGroup ) - [F] —
unitgroup
— Units In Waves With Target — ( AIGetUnitsInWavesWithTarget ) - [F] —
bool
— Unit Is Script Controlled — ( AIIsScriptControlled ) - [F] —
bool
— Unit Is Unavailable For Wave Use — ( AIIsNotUsableInWaves ) - [F] —
bool
— Unit Is Suicidal — ( AIIsSuicideUnit ) - [F] —
int
— Difficulty Value (Integer) — ( libNtve_gf_DifficultyValueInt ) - [F] —
fixed
— Difficulty Value (Real) — ( libNtve_gf_DifficultyValueFixed ) - [F] —
string
[ gamelink::Unit ] — Difficulty Value (Unit Type) — ( libNtve_gf_DifficultyValueUnitType ) - [F] —
bool
— Difficulty Is (one) — ( ) - [F] —
bool
— Difficulty Is (two) — ( ) - [F] —
bool
— Difficulty High — ( ) - [F] —
bool
— Difficulty Low — ( ) - [F] —
point
— Random Spawn Point — ( AIRandomSpawnPoint )
# AI / MiscCampaign / Actions
- [F] —
void
— Pause AI Time — ( AITimePause ) - [F] —
void
— Start Campaign AI For All Players — ( CampaignInitAI ) - [F] —
void
— Start Campaign AI For Player — ( AICampaignStart ) - [F] —
void
— Global Suicide — ( AIGlobalSuicide ) - [F] —
void
— Enable/Disable Script Control For Unit — ( AISetUnitScriptControlled ) - [F] —
void
— Enable/Disable Script Control For Unit Group — ( AISetGroupScriptControlled ) - [F] —
void
— Enable/Disable Wave Use For Unit — ( AISetUnitNotUsableInWaves ) - [F] —
void
— Enable/Disable Wave Use For Unit Group — ( AISetGroupNotUsableInWaves ) - [F] —
void
— Enable/Disable Suicide For Unit — ( AISetUnitSuicide ) - [F] —
void
— Enable/Disable Suicide For Unit Group — ( AISetGroupSuicide ) - [F] —
void
— Remove Unit From All Waves — ( AIRemoveUnitFromAnyWaves ) - [F] —
void
— Remove Unit Group From All Waves — ( AIRemoveGroupFromAnyWaves ) - [F] —
void
— Remove Unit From All Waves And Set Home — ( AIRemoveUnitFromAnyWavesAndSetHome ) - [F] —
void
— Remove Unit Group From All Waves And Set Home — ( AIRemoveGroupFromAnyWavesAndSetHome ) - [F] —
void
— Init Campaign Towns — ( AIInitCampaignTowns ) - [F] —
void
— Init Campaign Harvesting — ( AIInitCampaignHarvest ) - [F] —
void
— Issue AI Order — ( libNtve_gf_AICast )
# AI / Personalities
- [F] —
void
— Start AI Personalities For All Players — ( ) - [F] —
void
— Start AI Personality For Player — ( ) - [F] —
void
— Set Default Gather Point For Personality — ( ) - [F] —
void
— Run All Attack Waves For All Personalities — ( ) - [F] —
void
— Run All Attack Waves — ( ) - [F] —
void
— Run Attack Wave — ( ) - [F] —
void
— Turn All Attack Waves On/Off — ( ) - [F] —
void
— Turn Attack Wave On/Off — ( ) - [F] —
void
— Stop All Attack Waves For Personality — ( ) - [F] —
bool
— Attack Wave Is On — ( ) - [F] —
unitgroup
— Attack Wave Last Created Units — ( ) - [F] —
wave
— Attack Wave Last Created Wave — ( ) - [F] —
wave
— Last Created Wave For Personality — ( ) - [F] —
string
— Custom Data For Last Attack Wave — ( )
# AI Advanced
# AI Advanced / Presets
- [P] — AI Beacon Type
- [P] — AI Path Block Type
- [P] — AI Mode
- [P] — AI Best Target Flags
- [P] — AI Difficulty Index
- [P] — AI Filter Alliance
- [P] — AI Filter Plane
- [P] — AI Combat States
- [P] — AI Native
- [P] — AI Disable Tactical
# AI Advanced / Difficulty / Functions
- [F] —
bool
— Get Difficulty Parameter — ( AIGetDifficulty )
# AI Advanced / Difficulty / Actions
- [F] —
void
— Set Difficulty Parameter — ( AISetDifficulty )
# AI Advanced / Utility / Functions
- [F] —
bool
— Is Point In Shrub — ( InShrub ) - [F] —
bool
— Is Campaign AI — ( AIIsCampaign ) - [F] —
unit
— Grab Unit — ( AIGrabUnit ) - [F] —
int
— Get State — ( AIState ) - [F] —
bool
— Get Flag — ( AIGetFlag ) - [F] —
bool
— Get Coop Flag — ( AIGetCoopFlag ) - [F] —
bool
— Unit Has AI Option — ( UnitGetAIOption ) - [F] —
bool
— Wants To Surrender — ( AIGivingUp ) - [F] —
int
— AI Pathing Cost Map — ( AIPathingCostMap ) - [F] —
int
— AI Pathing Cost Unit — ( AIPathingCostUnit ) - [F] —
point
— AI Self Reinforce Point — ( AISelfReinforceDropPoint )
# AI Advanced / Utility / Actions
- [F] —
void
— Start AI — ( AIStart ) - [F] —
void
— Accept Surrender — ( AIGoodGame ) - [F] —
void
— Init Melee AI — ( AIMeleeStart ) - [F] —
void
— Set APM — ( AISetAPM ) - [F] —
void
— Release Unit — ( AIReleaseUnit ) - [F] —
void
— Set State — ( AISetSpecificState ) - [F] —
void
— Set All States — ( AISetAllStates ) - [F] —
void
— Set Flag — ( AISetFlag ) - [F] —
void
— Set Coop Flag — ( AISetCoopFlag ) - [F] —
void
— Set Tech Flag State — ( AITechFlag ) - [F] —
void
— Set Unit Evaluation Custom Index — ( AIEvalSetCustomIndex ) - [F] —
void
— Enable/Disable AI Option For Unit — ( UnitSetAIOption ) - [F] —
void
— Set Defense Radii — ( AISetDefenseRadii )
# AI Advanced / Towns / Functions
- [F] —
int
— Get Town State — ( AIGetTownState ) - [F] —
point
— Get Town Location — ( AIGetTownLocation ) - [F] —
int
— Get Closest Town — ( AIGetClosestTown ) - [F] —
int
— Get Next Unused Town Slot — ( AIGetNextUnusedTownSlot ) - [F] —
int
— Get Building Count In Town — ( AIGetBuildingCountInTown ) - [F] —
bool
— Is Town Harvesting — ( AIIsTownHarvestRunning ) - [F] —
int
— Get Current Harvest Peon Count — ( AIGetCurPeonCount ) - [F] —
int
— Get Min Desired Harvest Peon Count — ( AIGetMinPeonCount ) - [F] —
int
— Get Max Desired Harvest Peon Count — ( AIGetMaxPeonCount ) - [F] —
int
— Get Mineral Amount Left — ( AIGetMineralAmountLeft ) - [F] —
int
— Get Gas Amount Left — ( AIGetGasAmountLeft ) - [F] —
int
— Get Num Mineral Spots — ( AIGetMineralNumSpots ) - [F] —
int
— Get Num RawGas Spots — ( AIGetRawGasNumSpots ) - [F] —
point
— Get Offense Gather Location — ( AIGetGatherLocation ) - [F] —
point
— Get Defense Gather Location — ( AIGetGatherDefLocation ) - [F] —
int
— Expand — ( AIExpand ) - [F] —
unitgroup
— Get Town Threats — ( AIGetTownThreats )
# AI Advanced / Towns / Actions
- [F] —
void
— Declare Next Town — ( libNtve_gf_DeclareNextTown ) - [F] —
void
— Declare Town Specific Slot — ( AIDeclareTown ) - [F] —
void
— Set Main Town — ( AISetMainTown ) - [F] —
void
— Enable Harvesting — ( AIHarvest ) - [F] —
void
— Set Harvest Rate — ( AIHarvestRate ) - [F] —
void
— Set Gas Peon Count Override — ( AISetGasPeonCountOverride )
# AI Advanced / Scouting / Functions
- [F] —
unit
— Get Scout — ( AIGetScout ) - [F] —
point
— Get Next Scout Location — ( AIGetNextScoutLoc )
# AI Advanced / Scouting / Actions
- [F] —
void
— Scout — ( AIScout ) - [F] —
void
— Set Num Scouts — ( AISetNumScouts ) - [F] —
void
— Set Scout Times — ( AISetScoutTimes )
# AI Advanced / Construction / Functions
- [F] —
int
— Get Default Build Flags — ( ) - [F] —
bool
— Player Has Resources — ( AIHasRes ) - [F] —
int
— Tech Count — ( AITechCount ) - [F] —
int
— Known Unit Count — ( AIKnownUnitCount ) - [F] —
point
— Get AI Suggested Build Loc — ( AIGetBuildingPlacement )
# AI Advanced / Construction / Actions
- [F] —
void
— Build — ( AIBuild ) - [F] —
void
— Train — ( AITrain ) - [F] —
void
— Research — ( AIResearch ) - [F] —
void
— Make Always — ( AIMakeAlways ) - [F] —
void
— Make Once — ( AIMakeOnce ) - [F] —
void
— Clear Build Queue — ( AIClearBuildQueue ) - [F] —
void
— Clear Train Queue — ( AIClearTrainQueue ) - [F] —
void
— Clear Research Queue — ( AIClearResearchQueue ) - [F] —
void
— Clear Stock — ( AIClearStock ) - [F] —
void
— Enable Stock — ( AIEnableStock ) - [F] —
void
— Set StockEx — ( AISetStockEx ) - [F] —
void
— Set Stock — ( AISetStock ) - [F] —
void
— Set StockOpt — ( AISetStockOpt ) - [F] —
void
— Set StockUnitNext — ( AISetStockUnitNext ) - [F] —
bool
— Set StockTown — ( AISetStockTown ) - [F] —
bool
— Set StockExpand — ( AISetStockExpand ) - [F] —
void
— Set StockAlias — ( AISetStockAlias ) - [F] —
void
— Set StockFree — ( AISetStockFree ) - [F] —
void
— Default Economy — ( AIDefaultEconomy ) - [F] —
void
— Default Expansion — ( AIDefaultExpansion )
# AI Advanced / Requirements / Functions
- [F] —
string
— Script Get Maker — ( ) - [F] —
int
— Script Get Object Type — ( ) - [F] —
string
— Script Get First Missing Req — ( ) - [F] —
string
— Script Get First Unfinished Req — ( ) - [F] —
int
— Script Get Full Make Time — ( ) - [F] —
string
— Default/Code Get Maker — ( AIDefaultGetMaker ) - [F] —
int
— Default/Code Get Object Type — ( AIDefaultGetObjectType ) - [F] —
string
— Default/Code Get First Missing Req — ( AIDefaultGetFirstMissingReq ) - [F] —
string
— Default/Code Get First Unfinished Req — ( AIDefaultGetFirstUnfinishedReq ) - [F] —
int
— Default/Code Get Full Make Time — ( AIDefaultGetFullMakeTime ) - [F] —
string
— Get Base Name — ( AIGetBaseName ) - [F] —
string
— Get BuildAt Name — ( AIGetBuildAtName )
# AI Advanced / Requirements / Actions
- [F] —
void
— Count Object As Already Made — ( AIReqCountAsBuiltObject )
# AI Advanced / Tactical / Functions
- [F] —
bool
— Same Command — ( AISameCommand ) - [F] —
unit
— Last Attacker — ( AILastAttacker ) - [F] —
int
— Last Attack — ( AILastAttack ) - [F] —
bool
— Get Wants To Move Status — ( AIControlWantsToMove ) - [F] —
bool
— Is Ignored By Wave — ( AIIsIgnoredByWave ) - [F] —
bool
— Is In Combat — ( AIUnitIsInCombat ) - [F] —
point
— Get Cloaked Attacker — ( AIGetCloakedAttacker ) - [F] —
point
— Get Best Target Point On Group — ( AIBestTargetPoint ) - [F] —
unitgroup
— Find Units — ( AIFindUnits ) - [F] —
unit
— Get Default Combat Priority — ( AIDefaultCombatPriority ) - [F] —
bool
— Combat Diff Flag Special High Priority — ( AICombatDiffFlagCatSpecialHighPrio ) - [F] —
bool
— Combat Diff Flag Splash High Priority — ( AICombatDiffFlagCatSplashHighPrio ) - [F] —
bool
— Combat Diff Flag Timed Low Priority — ( AICombatDiffFlagCatTimedLowPrio ) - [F] —
bool
— Combat Diff Flag Workers Normal Priority — ( AICombatDiffFlagCatWorkersNormalPrio ) - [F] —
bool
— Combat Diff Flag Sort Buildings Priority — ( AICombatDiffFlagCatSortBuildingsPrio ) - [F] —
bool
— Combat Diff Flag Healers — ( AICombatDiffFlagTieBreakHealers ) - [F] —
bool
— Combat Diff Flag Low Health — ( AICombatDiffFlagTieBreakLowHP ) - [F] —
bool
— Combat Diff Flag Bonus Damage — ( AICombatDiffFlagTieBreakBonusDamage ) - [F] —
bool
— Combat Diff Flag Injured — ( AICombatDiffFlagTieBreakInjured ) - [F] —
bool
— Combat Diff Flag Detector — ( AICombatDiffFlagTieBreakDetector ) - [F] —
bool
— Combat Diff Flag Siege Range — ( AICombatDiffFlagTieBreakRange ) - [F] —
bool
— Does Unit Have Tactical Disabled — ( AIIsTacticalDisabled )
# AI Advanced / Tactical / Actions
- [F] —
void
— Set Ignored By Wave — ( AISetIgnoredByWave ) - [F] —
void
— Clear Cloaked Attacker — ( AIClearCloakedAttacker ) - [F] —
int
— Tactical AI - Cast — ( AICast ) - [F] —
int
— Tactical AI - Flee — ( AICastFlee ) - [F] —
void
— Call Original Tactical AI Think — ( AIBaseThink ) - [F] —
void
— Call Unit Ability Tactical Script — ( AIExecuteAbilTactical ) - [F] —
void
— Set Tactical AI Range — ( libNtve_gf_SetTacticalAIRange ) - [F] —
void
— Set Tactical AI Think — ( libNtve_gf_SetTacticalAIThink ) - [F] —
void
— Enable/Disable Tactical For Unit — ( AISetUnitTacticalDisabled ) - [F] —
void
— Enable/Disable Tactical For Unit Group — ( AISetGroupTacticalDisabled )
# AI Advanced / Transports / Actions
- [F] —
void
— Transport Set Return — ( AITransportSetReturn ) - [F] —
void
— Transport Set Panic — ( AITransportSetPanic ) - [F] —
void
— Transport Disable AutoPickup — ( AITransportDisableAutoPickup )
# AI Advanced / Waves / Functions
- [F] —
waveinfo
— Create Wave Info — ( AIWaveInfoCreate ) - [F] —
waveinfo
— Create Wave Info From Wave — ( AIWaveInfo ) - [F] —
wave
— Create Wave — ( AIWaveCreate ) - [F] —
int
— Wave Unit Count — ( AIWaveUnitCount ) - [F] —
int
— Wave State — ( AIWaveState ) - [F] —
wavetarget
— Wave Target Unit — ( AIWaveTargetUnit ) - [F] —
wavetarget
— Wave Target UnitGroup — ( AIWaveTargetUnitGroup ) - [F] —
wavetarget
— Wave Target Unit Point — ( AIWaveTargetUnitPoint ) - [F] —
wavetarget
— Wave Target Point — ( AIWaveTargetPoint ) - [F] —
wavetarget
— Wave Target Player — ( AIWaveTargetPlayer ) - [F] —
wavetarget
— Wave Target Melee — ( AIWaveTargetMelee ) - [F] —
wavetarget
— Wave Target Melee Harass — ( AIWaveTargetMeleeHarass ) - [F] —
wavetarget
— Wave Target Merge — ( AIWaveTargetMerge ) - [F] —
wavetarget
— Wave Target Patrol — ( AIWaveTargetPatrol ) - [F] —
wavetarget
— Wave Target Escort — ( AIWaveTargetEscort ) - [F] —
wavetarget
— Wave Target Escort No Leash — ( AIWaveTargetEscortNL ) - [F] —
wavetarget
— Wave Target Gather Offense — ( AIWaveTargetGatherO ) - [F] —
wavetarget
— Wave Target Gather Defense — ( AIWaveTargetGatherD ) - [F] —
wavetarget
— Wave Target Harass Retreat — ( AIWaveHarassRetreat ) - [F] —
wavetarget
— Wave Target Region — ( AIWaveTargetRegion ) - [F] —
wavetarget
— Wave Get Target — ( AIWaveGetTarget ) - [F] —
bool
— Is Wave In Combat — ( AIWaveIsInCombat ) - [F] —
int
— Wave Time In Combat — ( AIWaveGetTimeInCombat ) - [F] —
int
— Wave Time Since Combat — ( AIWaveGetTimeSinceCombat ) - [F] —
int
— Wave Time Since Ordered — ( AIWaveGetTimeSinceOrdered ) - [F] —
int
— Wave Eval — ( AIWaveEval ) - [F] —
int
— Wave Eval Ratio — ( AIWaveEvalRatio ) - [F] —
int
— Eval Ratio — ( AIEvalRatio ) - [F] —
wave
— Wave Get — ( AIWaveGet ) - [F] —
int
— Wave Type — ( AIWaveType ) - [F] —
point
— Get Best Attack Target Point — ( AIGetBestTarget ) - [F] —
string
— Wave To String — ( AIWaveToString ) - [F] —
text
— Wave To Text — ( AIWaveToText )
# AI Advanced / Waves / Actions
- [F] —
void
— Wave Add Info — ( AIWaveInfoAdd ) - [F] —
int
— Wave Info Attack — ( AIWaveInfoAttack ) - [F] —
int
— Wave Info Suicide — ( AIWaveInfoSuicide ) - [F] —
void
— Wave Add Unit — ( AIWaveAddUnit ) - [F] —
void
— Wave Add Unit Priority — ( AIWaveAddUnitPriority ) - [F] —
void
— Wave Remove Unit — ( AIWaveRemoveUnit ) - [F] —
void
— Wave Set Type — ( AIWaveSetType ) - [F] —
void
— Wave Delete — ( AIWaveDelete ) - [F] —
void
— Wave Target Add Waypoint — ( AIWaveTargetAddWaypoint ) - [F] —
void
— Wave Target Clear Waypoints — ( AIWaveTargetClearWaypoints ) - [F] —
void
— Wave Set — ( AIWaveSet ) - [F] —
void
— Wave Merge — ( AIWaveMerge )
# AI Advanced / Filters / Functions
- [F] —
aifilter
— Tactical AI Filter - Create Filter — ( AIFilter ) - [F] —
marker
— Tactical AI Filter - Create Marker — ( ) - [F] —
unitgroup
— Tactical AI Filter - Run — ( AIGetFilterGroup )
# AI Advanced / Filters / Actions
- [F] —
void
— Tactical AI Filter Alliance — ( AISetFilterAlliance ) - [F] —
void
— Tactical AI Filter Markers — ( AISetFilterMarker ) - [F] —
void
— Tactical AI Filter Remove Self — ( AISetFilterSelf ) - [F] —
void
— Tactical AI Filter Range — ( AISetFilterRange ) - [F] —
void
— Tactical AI Filter In Combat — ( AISetFilterInCombat ) - [F] —
void
— Tactical AI Filter Melee — ( AISetFilterMelee ) - [F] —
void
— Tactical AI Filter Life — ( AISetFilterLife ) - [F] —
void
— Tactical AI Filter Life Lost — ( AISetFilterLifeLost ) - [F] —
void
— Tactical AI Filter Life Sort Reference — ( AISetFilterLifeSortReference ) - [F] —
void
— Tactical AI Filter Life Modifier — ( AISetFilterLifeMod ) - [F] —
void
— Tactical AI Filter Life Per Marker — ( AISetFilterLifePerMarker ) - [F] —
void
— Tactical AI Filter Movement Plane — ( AISetFilterPlane ) - [F] —
void
— Tactical AI Filter Unit Filter — ( AISetFilterBits ) - [F] —
void
— Tactical AI Filter Shields — ( AISetFilterShields ) - [F] —
void
— Tactical AI Filter Energy — ( AISetFilterEnergy )
# AI Advanced / Beacons / Functions
- [F] —
bool
— Beacon Is Auto Cast — ( PlayerBeaconIsAutoCast ) - [F] —
bool
— Beacon Is From User — ( PlayerBeaconIsFromUser ) - [F] —
bool
— Beacon Is Set — ( PlayerBeaconIsSet ) - [F] —
point
— Beacon Get Target Point — ( PlayerBeaconGetTargetPoint ) - [F] —
unit
— Beacon Get Target Unit — ( PlayerBeaconGetTargetUnit ) - [F] —
int
— Beacon Get Num Allies — ( PlayerBeaconGetNumAllies ) - [F] —
int
— Beacon Get Ally PlayerId — ( PlayerBeaconGetAllyPlayerId ) - [F] —
int
— Beacon Num Minerals Requested — ( PlayerBeaconRequestedMinerals ) - [F] —
int
— Beacon Num Vespene Requested — ( PlayerBeaconRequestedVespene )
# AI Advanced / Beacons / Actions
- [F] —
void
— Beacon Clear Target — ( PlayerBeaconClearTarget ) - [F] —
void
— Beacon Set AutoCast — ( PlayerBeaconSetAutoCast ) - [F] —
void
— Beacon Set Target Point — ( PlayerBeaconSetTargetPoint ) - [F] —
void
— Beacon Set Target Unit — ( PlayerBeaconSetTargetUnit ) - [F] —
void
— Beacon Alert — ( PlayerBeaconAlert )
# AI Advanced / Lane / Functions
- [F] —
int
— Lane Waypoint Get Closest Lane — ( AILaneWaypointGetClosestLane ) - [F] —
int
— Lane Waypoint Get Calc Data Closest Waypoint Index — ( AILaneWaypointGetCalcDataClosestWaypointIndex ) - [F] —
int
— Lane Waypoint Get Calc Data Second Waypoint Index — ( AILaneWaypointGetCalcDataSecondWaypointIndex ) - [F] —
point
— Lane Waypoint Get Calc Data Closest Point — ( AILaneWaypointGetCalcDataClosestPoint ) - [F] —
fixed
— Lane Waypoint Get Calc Data Closest Dist — ( AILaneWaypointGetCalcDataClosestDist )
# AI Advanced / Lane / Actions
- [F] —
void
— Lane Waypoint Clear All — ( AILaneWaypointClearAll ) - [F] —
void
— Lane Waypoint Add — ( AILaneWaypointAdd ) - [F] —
void
— Lane Waypoint Calc Closest Data For Lane — ( AILaneWaypointCalcClosestDataForLane )
# Animation
# Animation / Basic
- [F] —
void
— Play Animation — ( libNtve_gf_PlayAnimation ) - [F] —
void
— Play Animation On Doodads In Region — ( libNtve_gf_PlayAnimationOnDoodadsInRegion ) - [F] —
void
— Kill Doodads In Region — ( libNtve_gf_KillDoodadsInRegion ) - [F] —
void
— Clear Animation — ( libNtve_gf_ClearAnimation ) - [F] —
void
— Clear Animation On Doodads In Region — ( libNtve_gf_ClearAnimationOnDoodadsInRegion ) - [F] —
void
— Turn Animation Properties On — ( libNtve_gf_TurnAnimationPropertiesOn ) - [F] —
void
— Turn Animation Properties On With Blend In/Out — ( libNtve_gf_TurnAnimationPropertiesOnWithBlendInOut ) - [F] —
void
— Turn Animation Properties Off — ( libNtve_gf_TurnAnimationPropertiesOff ) - [F] —
void
— Turn All Animation Properties Off — ( libNtve_gf_TurnAllAnimationPropertiesOff )
# Animation / Advanced
- [F] —
generichandle
[ animlengthquery ] — Last Animation Query — ( AnimLengthQueryLastCreated ) - [F] —
void
— Query Animation Length By Identifier — ( AnimLengthQueryByName ) - [F] —
void
— Query Animation Length By Props — ( AnimLengthQueryByProps ) - [F] —
void
— Wait for Animation Length Queries — ( AnimLengthQueryWait ) - [F] —
void
— Wait for Animation — ( AnimWait ) - [F] —
fixed
— Animation Length — ( AnimLengthSync ) - [F] —
fixed
— Animation Time Remaining — ( AnimLengthRemainingSync ) - [F] —
void
— Set Animation Time — ( libNtve_gf_SetAnimationTime ) - [F] —
void
— Set Animation Time Scale — ( libNtve_gf_SetAnimationTimeScale ) - [F] —
void
— Set Animation Completion — ( libNtve_gf_SetAnimationCompletion ) - [F] —
void
— Set Animation Duration — ( libNtve_gf_SetAnimationDuration ) - [F] —
void
— Load Model Animation — ( ModelAnimationLoad ) - [F] —
void
— Load Overriding Model Animation — ( ModelAnimationLoadOverriding ) - [F] —
void
— Unload Model Animation — ( ModelAnimationUnload ) - [F] —
void
— Load Animation for Unit Type — ( UnitTypeAnimationLoad ) - [F] —
void
— Load Overriding Animation for Unit Type — ( UnitTypeAnimationLoadOverriding ) - [F] —
void
— Unload Animation for Unit Type — ( UnitTypeAnimationUnload )
# Animation / Support
- [P] — Animation Offset
- [P] — Animation Identifier
- [P] — Animation Property
- [P] — Animation Time Values
- [P] — Animation Scale Option
- [P] — Animation Flag
# Bank
# Bank / Bank Management
- [F] —
bank
— Open Bank — ( BankLoad ) - [F] —
bank
— Last Opened Bank — ( BankLastCreated ) - [F] —
void
— Reload Bank — ( BankReload ) - [F] —
void
— Save Bank — ( BankSave ) - [F] —
bank
— Preload Bank — ( ) - [F] —
void
— Wait For Bank — ( BankWait )
# Bank / Store & Load
- [F] —
void
— Store Boolean — ( BankValueSetFromFlag ) - [F] —
void
— Store Integer — ( BankValueSetFromInt ) - [F] —
void
— Store Point — ( BankValueSetFromPoint ) - [F] —
void
— Store Real — ( BankValueSetFromFixed ) - [F] —
void
— Store String — ( BankValueSetFromString ) - [F] —
void
— Store Text — ( BankValueSetFromText ) - [F] —
void
— Store Unit — ( BankValueSetFromUnit ) - [F] —
bool
— Load Boolean Value — ( BankValueGetAsFlag ) - [F] —
int
— Load Integer Value — ( BankValueGetAsInt ) - [F] —
point
— Load Point Value — ( BankValueGetAsPoint ) - [F] —
fixed
— Load Real Value — ( BankValueGetAsFixed ) - [F] —
string
— Load String Value — ( BankValueGetAsString ) - [F] —
text
— Load Text Value — ( BankValueGetAsText ) - [F] —
unit
— Restore Unit — ( BankValueGetAsUnit ) - [F] —
unit
— Last Restored Unit — ( BankLastRestoredUnit )
# Bank / Utility
- [F] —
void
— Remove Bank Backup — ( BankBackupRemove ) - [F] —
int
— Get Bank Backup Id — ( BankBackupGetId ) - [F] —
int
— Get Bank Backup Latest Id — ( BankBackupGetLatestId ) - [F] —
void
— Restore Bank Backup — ( BankRestore ) - [F] —
void
— Backup Bank — ( BankBackup ) - [F] —
bool
— Bank Exists — ( BankExists ) - [F] —
text
— Bank Size As Text — ( BankSizeAsText ) - [F] —
string
— Bank Name — ( BankName ) - [F] —
bool
— Bank Key Exists — ( BankKeyExists ) - [F] —
text
— Bank Key Size As Text — ( BankKeySizeAsText ) - [F] —
string
— Bank Key Name — ( BankKeyName ) - [F] —
int
— Bank Key Count — ( BankKeyCount ) - [F] —
bool
— Bank Option — ( BankOptionGet ) - [F] —
int
— Bank Player — ( BankPlayer ) - [F] —
bool
— Bank Section Exists — ( BankSectionExists ) - [F] —
text
— Bank Section Size As Text — ( BankSectionSizeAsText ) - [F] —
string
— Bank Section Name — ( BankSectionName ) - [F] —
int
— Bank Section Count — ( BankSectionCount ) - [F] —
bool
— Bank Value Is Type — ( BankValueIsType ) - [F] —
void
— Delete Saved Campaign Banks — ( BankDeleteCampaignBanks ) - [F] —
bool
— Evaluate Bank Condition — ( BankConditionEvaluate ) - [F] —
void
— Set Bank Option — ( BankOptionSet ) - [F] —
void
— Create Bank Section — ( BankSectionCreate ) - [F] —
void
— Remove Bank — ( BankRemove ) - [F] —
void
— Remove Bank Key — ( BankKeyRemove ) - [F] —
void
— Remove Bank Section — ( BankSectionRemove ) - [F] —
bool
— Verify Bank — ( BankVerify )
# Bank / Support
- [P] — No Bank
- [P] — Bank Option
- [P] — Bank Value Type
# Bank / Loops
- [F] —
void
— Pick Each Bank Backup — ( ) - [F] —
bank
— Picked Bank Backup — ( BankBackupLoopCurrent )
# Behavior
# Behavior / Basic
- [F] —
void
— Remove Behaviors By Category — ( UnitBehaviorRemoveCategory ) - [F] —
void
— Remove Behavior (Player) — ( UnitBehaviorRemovePlayer ) - [F] —
void
— Remove Behavior — ( UnitBehaviorRemove ) - [F] —
void
— Add Behavior (Player) — ( UnitBehaviorAddPlayer ) - [F] —
void
— Add Behavior — ( UnitBehaviorAdd ) - [F] —
void
— Set Behavior Count — ( libNtve_gf_SetBehaviorCount ) - [F] —
int
— Number Of Behaviors On Unit — ( UnitBehaviorCountAll ) - [F] —
string
[ gamelink::Behavior ] — Unit Behavior — ( UnitBehaviorGet ) - [F] —
bool
— Unit Has Behavior — ( UnitHasBehavior2 ) - [F] —
bool
— Unit Has Behavior (Enabled) — ( UnitHasBehavior ) - [F] —
bool
— Unit Behavior Enabled — ( UnitBehaviorEnabled ) - [F] —
int
— Stack Count Of Behavior On Unit — ( UnitBehaviorCount ) - [F] —
bool
— Behavior Has Flag — ( UnitBehaviorHasFlag ) - [F] —
void
— Transfer Behavior — ( UnitBehaviorTransfer ) - [F] —
void
— Set Unit Behavior Duration — ( UnitBehaviorSetDuration ) - [F] —
void
— Set Unit Behavior Duration Remaining — ( UnitBehaviorSetDurationRemaining ) - [F] —
fixed
— Duration Remaining Of Behavior On Unit — ( UnitBehaviorDuration ) - [F] —
fixed
— Duration Of Behavior On Unit — ( UnitBehaviorDurationTotal ) - [F] —
void
— Set Unit Behavior Spawn Count — ( UnitBehaviorSpawn ) - [F] —
int
— Unit Behavior Effect Player — ( UnitBehaviorEffectPlayer ) - [F] —
unit
— Unit Behavior Effect Unit — ( UnitBehaviorEffectUnit ) - [F] —
void
— Set Unit Behavior User Data — ( UnitBehaviorEffectTreeSetUserData ) - [F] —
fixed
— User Data Of Behavior On Unit — ( UnitBehaviorEffectTreeUserData ) - [F] —
bool
— User Data Of Behavior On Unit Exists — ( UnitBehaviorEffectTreeUserDataExists ) - [F] —
void
— Unit Behavior Changes — ( TriggerAddEventUnitBehaviorChange ) - [F] —
void
— Unit Behavior Changes From Category — ( TriggerAddEventUnitBehaviorChangeFromCategory ) - [F] —
string
[ gamelink::Behavior ] — Triggering Behavior — ( EventUnitBehavior ) - [F] —
int
[ preset::BehaviorChange ] — Triggering Behavior Change — ( EventUnitBehaviorChange ) - [F] —
fixed
— Unit Behavior Damage Modify Remaining — ( UnitBehaviorDamageModifyRemaining ) - [F] —
fixed
— Unit Behavior Damage Modify Limit — ( UnitBehaviorDamageModifyLimit ) - [F] —
void
— For Each Behavior On Unit — ( )
# Behavior / Attribute
- [F] —
int
— Unit Attribute Point — ( UnitGetAttributePoint ) - [F] —
void
— Set Unit Attribute Point — ( UnitSetAttributePoint )
# Behavior / Conjoined
- [F] —
unitgroup
— Unit Conjoined Group — ( UnitConjoinedGroup )
# Behavior / Unit Tracker
- [F] —
unitgroup
— Unit Tracked Group — ( UnitGetTrackedUnitGroup ) - [F] —
void
— Add Unit To Shared Tracked Unit List — ( BehaviorAddToSharedTrackedUnitList )
# Behavior / Support
- [P] — Base/Bonus Options
- [P] — Behavior Category
# BitMask
# BitMask / Core Functions
- [F] —
void
— BitMaskSetIndex — ( BitMaskSetIndex ) - [F] —
bitmask
— MakeEmptyBitMask — ( BitMaskMakeDefaultMask ) - [F] —
bool
— BitMaskIsEqual — ( BitMaskIsEqual ) - [F] —
bool
— BitMaskTrueIndex — ( BitMaskTrueIndex ) - [F] —
bool
— BitMaskFalseIndex — ( BitMaskFalseIndex ) - [F] —
void
— BitMaskReset — ( BitMaskReset ) - [F] —
int
— BitMaskCountOnBits — ( BitMaskCountOnBits ) - [F] —
void
— BitMaskAddBitMask — ( BitMaskAddBitMask ) - [F] —
void
— BitMaskAndBitMask — ( BitMaskAndBitMask ) - [F] —
void
— BitMaskOrBitMask — ( BitMaskOrBitMask ) - [F] —
void
— BitMaskXorBitMask — ( BitMaskXorBitMask ) - [F] —
void
— BitMaskInvert — ( BitMaskInvert ) - [F] —
void
— BitMaskLeftShift — ( BitMaskLeftShift ) - [F] —
void
— BitMaskRightShift — ( BitMaskRightShift )
# BitMask / Loops
- [F] —
void
— ForEachSetBitInBitMask — ( ) - [F] —
void
— ForEachUnSetBitInBitMask — ( )
# Camera
# Camera / Basic
- [F] —
void
— Apply Camera Object — ( CameraApplyInfo ) - [F] —
camerainfo
— Default Game Camera — ( CameraInfoDefault ) - [F] —
void
— Pan Camera — ( CameraPan ) - [F] —
void
— Make Camera Look At — ( CameraLookAt ) - [F] —
point
— Camera Target Of Player — ( CameraGetTarget ) - [F] —
fixed
— Camera Pitch of Player — ( CameraGetPitch ) - [F] —
fixed
— Camera Yaw of Player — ( CameraGetYaw ) - [F] —
fixed
— Camera Distance of Player — ( CameraGetDistance ) - [F] —
void
— Save Camera — ( CameraSave ) - [F] —
void
— Restore Camera — ( CameraRestore ) - [F] —
void
— Set Camera Channel On Portrait — ( CameraSetChannelOnPortrait ) - [F] —
void
— Clear Camera Channel On Portrait — ( CameraClearChannelOnPortrait ) - [F] —
void
— Set Camera Data — ( CameraSetData )
# Camera / Model Cameras
- [F] —
void
— Use Model Camera — ( CameraUseModel ) - [F] —
void
— Set Camera Channel — ( CameraSetChannel ) - [F] —
void
— Clear Camera Channel — ( CameraClearChannel )
# Camera / Camera Tricks
- [F] —
void
— Lock Camera Input — ( CameraLockInput ) - [F] —
void
— Set Camera Bounds — ( CameraSetBounds ) - [F] —
void
— Shake Camera — ( CameraShakeStart ) - [F] —
void
— Shake Camera Using Preset — ( CameraShake ) - [F] —
void
— Stop Shaking Camera — ( CameraShakeStop ) - [F] —
void
— Zoom Camera — ( libNtve_gf_SwooshCamera ) - [F] —
void
— Follow Unit Group with Camera — ( CameraFollowUnitGroup ) - [F] —
unitgroup
— Unit Group Followed By Camera — ( CameraFollowUnitGroupGet ) - [F] —
void
— Force Follow Unit Group with Camera — ( CameraForceFollowUnitGroup ) - [F] —
void
— Make Camera Look At And Follow Unit — ( CameraLookAtUnit ) - [F] —
void
— Make Camera Look At And Follow Actor — ( CameraLookAtActor ) - [F] —
void
— Lock Camera Mouse Relative Mode On/Off — ( CameraForceMouseRelative ) - [F] —
void
— Turn Camera Mouse Rotation On/Off — ( CameraSetMouseRotates ) - [F] —
void
— Set Camera Mouse Rotation Speed — ( CameraSetMouseRotationSpeed ) - [F] —
void
— Turn Camera Height Displacement On/Off — ( CameraUseHeightDisplacement ) - [F] —
void
— Turn Camera Height Smoothing On/Off — ( CameraUseHeightSmoothing ) - [F] —
void
— Turn Camera Vertical Field Of View On/Off — ( CameraSetVerticalFieldOfView )
# Camera / Utility
- [F] —
void
— Camera Moves — ( TriggerAddEventCameraMove ) - [F] —
int
[ preset::CameraMoveReason ] — Camera Move Reason — ( EventCameraMoveReason ) - [F] —
void
— Apply Camera Property — ( CameraSetValue ) - [F] —
fixed
— Camera Object Property — ( CameraInfoGetValue ) - [F] —
void
— Set Camera Object Property — ( CameraInfoSetValue ) - [F] —
point
— Camera Object Target — ( CameraInfoGetTarget ) - [F] —
void
— Set Camera Object Target — ( CameraInfoSetTarget ) - [F] —
camerainfo
— Copy Of Camera Object — ( libNtve_gf_CopyOfCameraObject )
# Camera / Support
- [P] — Camera Shake Amplitude
- [P] — Camera Shake Frequency
- [P] — Camera Use Target Option
- [P] — Default Model Camera
- [P] — Zoom Camera Distance
- [P] — Camera Follow Option
- [P] — Camera Object Property Type
- [P] — No Camera Object
- [P] — No Model Camera
- [P] — Camera Direction
- [P] — Camera Position
- [P] — Camera Move Reason
- [P] — Camera Velocity
- [P] — Camera Keep Target Option
- [P] — Camera Rotation
# Catalog
# Catalog / Lookup
- [F] —
bool
— Catalog Entry Is Default — ( CatalogEntryIsDefault ) - [F] —
bool
— Catalog Entry Is Valid — ( CatalogEntryIsValid ) - [F] —
int
— Catalog Entry Class — ( CatalogEntryClass ) - [F] —
int
— Catalog Entry Count — ( CatalogEntryCount ) - [F] —
string
[ catalogentry ] — Catalog Entry Get — ( CatalogEntryGet ) - [F] —
string
[ catalogentry ] — Catalog Entry Parent — ( CatalogEntryParent ) - [F] —
string
[ catalogscope ] — Catalog Entry Scope — ( CatalogEntryScope ) - [F] —
int
— Catalog Field Count — ( CatalogFieldCount ) - [F] —
string
[ catalogfieldname ] — Catalog Field Get — ( CatalogFieldGet ) - [F] —
bool
— Catalog Field Exists — ( CatalogFieldExists ) - [F] —
bool
— Catalog Field Is Array — ( CatalogFieldIsArray ) - [F] —
bool
— Catalog Field Is Scope — ( CatalogFieldIsScope ) - [F] —
string
— Catalog Field Type — ( CatalogFieldType ) - [F] —
int
[ preset::FieldTypeCategory ] — Catalog Field Type Category — ( CatalogFieldTypeCategory ) - [F] —
string
— Catalog Field Value Get — ( CatalogFieldValueGet ) - [F] —
int
— Catalog Field Value Get As Integer — ( CatalogFieldValueGetAsInt ) - [F] —
int
— Catalog Field Value Get Flags As Integer — ( CatalogFieldValueGetFlagsAsInt ) - [F] —
fixed
— Catalog Field Value Get As Real — ( libNtve_gf_CatalogFieldValueGetAsReal ) - [F] —
int
— Catalog Field Value Count — ( CatalogFieldValueCount ) - [F] —
string
— Catalog Reference Get — ( CatalogReferenceGet ) - [F] —
int
— Catalog Reference Get As Integer — ( CatalogReferenceGetAsInt ) - [F] —
fixed
— Catalog Reference Get As Real — ( libNtve_gf_CatalogReferenceGetAsReal ) - [F] —
int
— Catalog Reference Count — ( CatalogReferenceCount ) - [F] —
int
[ preset::AbilityClass ] — Class Of Ability — ( AbilityClass ) - [F] —
fixed
— Cost Of Ability — ( libNtve_gf_CostOfAbility )
# Catalog / Loops
- [F] —
void
— For Each Catalog Entry In Catalog — ( ) - [F] —
void
— For Each Value In Catalog Field Array — ( ) - [F] —
void
— For Each Scope Field Value In Catalog Field Scope Array — ( )
# Catalog / Support
- [P] — Upgrade Operation
- [P] — No Game Link
- [P] — No Alert
- [P] — Cost Type
- [P] — Catalog Type
- [P] — Any Game Link
- [P] — Field Type Category
- [F] —
bool
— Catalog Field Value Set — ( CatalogFieldValueSet ) - [F] —
bool
— Catalog Field Value Set As Real — ( libNtve_gf_CatalogFieldValueSetAsReal ) - [F] —
bool
— Catalog Field Value Modify — ( CatalogFieldValueModify ) - [F] —
bool
— Catalog Field Value Modify (Based On Default Value) — ( libNtve_gf_CatalogFieldValueModifyBasedOnDefaultValue ) - [F] —
bool
— Catalog Reference Set — ( CatalogReferenceSet ) - [F] —
bool
— Catalog Reference Set As Real — ( libNtve_gf_CatalogReferenceSetAsReal ) - [F] —
bool
— Catalog Reference Modify — ( CatalogReferenceModify ) - [F] —
bool
— Catalog Reference Modify (Based On Default Value) — ( libNtve_gf_CatalogReferenceModifyBasedOnDefaultValue ) - [F] —
void
— Catalog Link Replace — ( CatalogLinkReplace ) - [F] —
string
— Catalog Link Replacement — ( CatalogLinkReplacement )
# Cinematics
# Cinematics / Cinematic Mode
- [F] —
void
— Cinematic Mode — ( libNtve_gf_CinematicMode ) - [F] —
void
— Global Cinematic Setting — ( libNtve_gf_GlobalCinematicSetting ) - [F] —
void
— Global Cinematic Setting (Fixed Seed On/Off) — ( libNtve_gf_GlobalCinematicSettingFixedSeedOnOff ) - [F] —
void
— Set Cinematic Transition Style — ( libNtve_gf_SetCinematicTransitionStyle ) - [F] —
bool
— Player In Cinematic Mode — ( libNtve_gf_PlayerInCinematicMode )
# Cinematics / Cinematic Mode / Internal
- [F] —
void
— _Cine Mode Turn On/Off For Player — ( libNtve_gf__CineModeTurnOnOffForPlayer ) - [F] —
void
— _Cine Mode Turn On/Off For Player Group — ( libNtve_gf__CineModeTurnOnOffForPlayerGroup ) - [F] —
bool
— _Cine Mode Fog Setting — ( libNtve_gf__CineModeFogSetting ) - [F] —
void
— _Cine Mode Change Fog Setting For Player — ( libNtve_gf__CineModeChangeFogSettingForPlayer ) - [F] —
void
— _Cine Mode Change Fog Setting For Player Group — ( libNtve_gf__CineModeChangeFogSettingForPlayerGroup ) - [F] —
bool
— _Cine Mode Mask Setting — ( libNtve_gf__CineModeMaskSetting ) - [F] —
void
— _Cine Mode Change Mask Setting For Player — ( libNtve_gf__CineModeChangeMaskSettingForPlayer ) - [F] —
void
— _Cine Mode Change Mask Setting For Player Group — ( libNtve_gf__CineModeChangeMaskSettingForPlayerGroup ) - [F] —
void
— _Cine Mode Hide UI — ( libNtve_gf__CineModeHideUI ) - [F] —
void
— _Cine Mode Restore UI — ( libNtve_gf__CineModeRestoreUI ) - [F] —
void
— _Cine Mode Store Cheat Status — ( libNtve_gf__CineModeStoreCheatStatus ) - [F] —
void
— _Cine Mode Restore Cheat Status — ( libNtve_gf__CineModeRestoreCheatStatus ) - [F] —
void
— _Cine Mode Internal — ( CinematicMode )
# Cinematics / Data Driven
- [F] —
void
— Run Cinematic — ( CinematicDataRun ) - [F] —
void
— Stop Cinematic — ( CinematicDataStop )
# Cinematics / Effects
- [F] —
void
— Fade In/Out — ( CinematicFade ) - [F] —
void
— Overlay Image — ( CinematicOverlay ) - [F] —
void
— Select Main Shadow Light — ( SelectMainShadowLight )
# Cinematics / Movie
- [F] —
void
— Movie Start Recording — ( MovieStartRecording ) - [F] —
void
— Movie Add SubTitle (String) — ( MovieAddSubTitle ) - [F] —
void
— Movie Add SubTitle (Text) — ( MovieAddSubTitleText ) - [F] —
void
— Movie Add Trigger Function — ( MovieAddTriggerFunction ) - [F] —
void
— Movie Stop Recording — ( MovieStopRecording ) - [F] —
void
— Movie Dynamic Subtitles and Duration — ( libNtve_gf_MovieDynamicSubtitlesandDuration ) - [F] —
void
— Movie Function — ( TriggerAddEventMovieFunction ) - [F] —
void
— Movie Started — ( TriggerAddEventMovieStarted ) - [F] —
void
— Movie Finished — ( TriggerAddEventMovieFinished )
# Cinematics / Support
- [P] — Fade Option
- [P] — Fade Style
- [P] — No Cinematic
- [P] — Cinematic Transition Style
# Conversation
# Conversation / Conversations
- [F] —
int
[ conversation ] — Create Conversation — ( ConversationCreate ) - [F] —
int
[ reply ] — Create Conversation Reply — ( ConversationReplyCreate ) - [F] —
int
[ conversation ] — Last Created Conversation — ( ConversationLastCreated ) - [F] —
int
[ reply ] — Last Created Conversation Reply — ( ConversationReplyLastCreated ) - [F] —
void
— Show/Hide Conversation — ( ConversationShow ) - [F] —
bool
— Conversation Is Visible — ( ConversationVisible ) - [F] —
void
— Conversation Reply Selected — ( TriggerAddEventConversationReplySelected ) - [F] —
int
[ conversation ] — Selected Conversation — ( EventConversation ) - [F] —
int
[ reply ] — Selected Conversation Reply — ( EventConversationReply )
# Conversation / Conversation Tools
- [F] —
void
— Set Conversation Reply Text — ( ConversationReplySetText ) - [F] —
void
— Remove Conversation — ( ConversationDestroy ) - [F] —
void
— Remove Conversation Reply — ( ConversationReplyDestroy ) - [F] —
void
— Remove All Conversations — ( ConversationDestroyAll ) - [F] —
void
— Remove All Conversation Replies — ( ConversationReplyDestroyAll ) - [F] —
int
[ preset::ReplyState ] — Conversation Reply State — ( ConversationReplyGetState ) - [F] —
int
— Conversation Reply Index — ( ConversationReplyGetIndex ) - [F] —
text
— Conversation Reply Text — ( ConversationReplyGetText ) - [F] —
void
— Mark Conversation Reply As Read/Unread — ( ConversationReplySetState ) - [F] —
string
[ convstateindex ] — Convert Integer To Conversation State Index — ( ConversationDataStateIndex )
# Conversation / Data Conversations
- [F] —
void
— Set Data Conversation State — ( ConversationDataStateSetValue ) - [F] —
void
— Set Data Conversation Portrait — ( ConversationDataRegisterPortrait ) - [F] —
void
— Set Data Conversation Unit — ( ConversationDataRegisterUnit ) - [F] —
void
— Set Data Conversation Camera — ( ConversationDataRegisterCamera ) - [F] —
void
— Run Data Conversation — ( ConversationDataRun ) - [F] —
void
— Stop Data Conversation — ( ConversationDataStop ) - [F] —
void
— Data Conversation State Changed — ( TriggerAddEventConversationStateChanged ) - [F] —
string
[ convstateindex ] — Triggering Conversation State — ( EventConversationState )
# Conversation / Data Conversation Tools
- [F] —
void
— Mark Data Conversation Choice As Read/Unread — ( ConversationDataChoiceSetState ) - [F] —
void
— Mark Data Conversation Choice As Picked/Unpicked — ( ConversationDataChoiceSetPicked ) - [F] —
void
— Set Data Conversation Choice Picked Count — ( ConversationDataChoiceSetPickedCount ) - [F] —
void
— Set Data Conversation Line Picked Count — ( ConversationDataLineSetPickedCount ) - [F] —
void
— Set Data Conversation Line Players — ( ConversationDataLineSetPlayers ) - [F] —
void
— Reset Data Conversation Line Players — ( ConversationDataLineResetPlayers ) - [F] —
void
— Show/Hide Data Conversation Line For Observers — ( ConversationDataLineHideForObservers ) - [F] —
void
— Set Data Conversation Listener Gender — ( ConversationDataSetListenerGender ) - [F] —
void
— Save Data Conversation State Value — ( ConversationDataSaveStateValue ) - [F] —
void
— Load Data Conversation State Value — ( ConversationDataLoadStateValue ) - [F] —
void
— Save Data Conversation State Values — ( ConversationDataSaveStateValues ) - [F] —
void
— Load Data Conversation State Values — ( ConversationDataLoadStateValues ) - [F] —
void
— Reset Data Conversation State Values — ( ConversationDataResetStateValues ) - [F] —
void
— Save Data Conversation Lines And Choices — ( ConversationDataSaveNodeState ) - [F] —
void
— Load Data Conversation Lines And Choices — ( ConversationDataLoadNodeState ) - [F] —
void
— Reset Data Conversation Lines And Choices — ( ConversationDataResetNodeState ) - [F] —
void
— Preload Data Conversation Lines — ( ConversationDataPreloadLines ) - [F] —
void
— Preload Data Conversation Lines For Next Map — ( ConversationDataPreloadLinesQueue ) - [F] —
void
— Simulate Data Conversation — ( ConversationDataSimulateRun ) - [F] —
int
— Data Conversation State — ( ConversationDataStateGetValue ) - [F] —
int
— Data Conversation State Count — ( ConversationDataStateIndexCount ) - [F] —
text
— Data Conversation State Name — ( ConversationDataStateName ) - [F] —
fixed
— Data Conversation State Custom Value — ( ConversationDataStateFixedValue ) - [F] —
string
[ filepath ] — Data Conversation State Image — ( ConversationDataStateImagePath ) - [F] —
string
[ filepath ] — Data Conversation State Movie — ( ConversationDataStateMoviePath ) - [F] —
string
[ gamelink::Model ] — Data Conversation State Model — ( ConversationDataStateModel ) - [F] —
text
— Data Conversation State Text — ( ConversationDataStateText ) - [F] —
int
[ preset::TextTagEdge ] — Data Conversation State Text Tag Edge — ( ConversationDataStateImageEdge ) - [F] —
string
[ gamelink::Upgrade ] — Data Conversation State Upgrade — ( ConversationDataStateUpgrade ) - [F] —
abilcmd
— Data Conversation State Ability Command — ( ConversationDataStateAbilCmd ) - [F] —
string
[ preset::AttachPoints ] — Data Conversation State Attachment Point — ( ConversationDataStateAttachPoint ) - [F] —
bool
— Data Conversation Can Be Run — ( ConversationDataCanRun ) - [F] —
int
— Data Conversation Choice Count — ( ConversationDataChoiceCount ) - [F] —
string
— Data Conversation Choice Name — ( ConversationDataChoiceId ) - [F] —
bool
[ preset::PickedState ] — Data Conversation Choice Picked — ( ConversationDataChoiceGetPicked ) - [F] —
int
— Data Conversation Choice Picked Count — ( ConversationDataChoiceGetPickedCount ) - [F] —
int
[ preset::ReplyState ] — Data Conversation Choice State — ( ConversationDataChoiceGetState ) - [F] —
int
— Data Conversation Line Count — ( ConversationDataLineCount ) - [F] —
string
— Data Conversation Line Name — ( ConversationDataLineId ) - [F] —
int
— Data Conversation Line Picked Count — ( ConversationDataLineGetPickedCount ) - [F] —
string
— Data Conversation Lines With Tag — ( ) - [F] —
string
[ gamelink::Sound ] — Data Conversation Sound — ( ConversationDataGetSound ) - [F] —
string
[ gamelink::Character ] — Data Conversation Speaker — ( ConversationDataGetSpeaker ) - [F] —
string
[ convstateindex ] — Active Data Conversation Camera — ( ConversationDataActiveCamera ) - [F] —
string
[ convline ] — Active Data Conversation Line — ( ConversationDataActiveLine ) - [F] —
string
[ gamelink::Sound ] — Active Data Conversation Sound — ( ConversationDataActiveSound ) - [F] —
bool
— Last Data Conversation Was Skipped — ( ConversationDataWasSkipped )
# Conversation / Support
- [P] — Reply State
- [P] — Picked State
- [P] — Unpicked Only Option
- [P] — Global Conversation State Index
- [P] — Global Conversation Character
- [P] — No Conversation State Index
- [P] — No Conversation Reply
- [P] — No Conversation
- [P] — Conversation Skip Option
- [P] — Any Reply
- [P] — Any Conversation
- [P] — Any Conversation State Index
# Conversion
# Conversion / Basic Conversions
- [F] —
text
— Convert String To Text — ( StringToText ) - [F] —
string
— Convert Game Link To String — ( ) - [F] —
string
[ gamelink ] — Convert String To Game Link — ( ) - [F] —
string
[ catalogentry ] — Convert String To Catalog Entry — ( ) - [F] —
string
[ reference ] — Convert String To Catalog Reference — ( ) - [F] —
string
[ catalogfieldname ] — Convert String To Catalog Field Name — ( ) - [F] —
string
[ catalogfieldpath ] — Convert String To Catalog Field Path — ( ) - [F] —
string
[ catalogscope ] — Convert String To Catalog Scope — ( ) - [F] —
string
— Convert Catalog Entry To String — ( ) - [F] —
string
— Convert Catalog Reference To String — ( ) - [F] —
string
[ reference ] — Convert Catalog Reference (Any -> Numeric) — ( ) - [F] —
string
[ reference ] — Convert Catalog Reference (Any -> Upgrade) — ( ) - [F] —
string
[ reference ] — Convert Catalog Reference (Upgrade -> Any) — ( ) - [F] —
string
[ reference ] — Convert Catalog Reference (Numeric -> Any) — ( ) - [F] —
string
— Convert Catalog Field Name To String — ( ) - [F] —
string
— Convert Catalog Field Path To String — ( ) - [F] —
string
— Convert Catalog Scope To String — ( ) - [F] —
string
[ filepath ] — Convert String To Image File — ( ) - [F] —
string
[ filepath ] — Convert String To Movie File — ( ) - [F] —
string
[ filepath ] — Convert String To Cutscene File — ( ) - [F] —
string
— Convert Conversation State Index To String — ( ) - [F] —
string
[ convstateindex ] — Convert String To Conversation State Index — ( ) - [F] —
string
— Convert User Data Instance To String — ( ) - [F] —
string
[ userinstance ] — Convert String To User Data Instance — ( ) - [F] —
fixed
— Convert String To Real — ( StringToFixed ) - [F] —
int
— Convert String To Integer — ( StringToInt ) - [F] —
abilcmd
— Convert String To Ability Command — ( StringToAbilCmd ) - [F] —
text
— Convert Real To Text — ( FixedToText ) - [F] —
text
— Convert Real To Text (Advanced) — ( FixedToTextAdvanced ) - [F] —
string
— Convert Real To String — ( FixedToString ) - [F] —
int
— Convert Real To Integer — ( FixedToInt ) - [F] —
text
— Convert Integer To Text — ( IntToText ) - [F] —
string
— Convert Integer To String — ( IntToString ) - [F] —
fixed
— Convert Integer To Real — ( IntToFixed ) - [F] —
text
— Convert Boolean To Text — ( libNtve_gf_ConvertBooleanToText ) - [F] —
int
— Convert Boolean To Integer — ( BoolToInt ) - [F] —
string
— Convert Boolean To String — ( libNtve_gf_ConvertBooleanToString ) - [F] —
bool
— Convert String To Boolean — ( libNtve_gf_ConvertStringToBoolean ) - [F] —
string
— Convert Point To String — ( libNtve_gf_ConvertPointToString ) - [F] —
point
— Convert String To Point — ( libNtve_gf_ConvertStringToPoint ) - [F] —
string
— Convert Image To String — ( ) - [F] —
int
— Convert Game User To Integer — ( ) - [F] —
text
— Format Number — ( FormatNumber ) - [F] —
text
— Format Duration — ( FormatDuration )
# Conversion / Preset Conversions
- [F] —
color
— Convert Preset To Color — ( ) - [F] —
int
[ conversation ] — Convert Preset To Conversation — ( ) - [F] —
string
[ gamelink::Unit ] — Convert Preset To Game Link - Unit — ( ) - [F] —
string
— Convert Preset To Identifier — ( ) - [F] —
int
— Convert Preset To Integer — ( ) - [F] —
point
— Convert Preset To Point — ( ) - [F] —
void
— Convert Preset To Purchasable — ( ) - [F] —
fixed
— Convert Preset To Real — ( ) - [F] —
region
— Convert Preset To Region — ( ) - [F] —
int
[ reply ] — Convert Preset To Reply — ( ) - [F] —
revealer
— Convert Preset To Revealer — ( ) - [F] —
string
— Convert Preset To String — ( ) - [F] —
int
[ transmission ] — Convert Preset To Transmission — ( ) - [F] —
trigger
— Convert Preset To Trigger — ( ) - [F] —
unit
— Convert Preset To Unit — ( ) - [F] —
unitfilter
— Convert Preset To Unit Filter — ( )
# Conversion / Color Conversions
- [F] —
color
— Convert Reals To Color — ( Color ) - [F] —
color
— Convert Reals To Color With Alpha — ( ColorWithAlpha ) - [F] —
fixed
— Color Component — ( ColorGetComponent ) - [F] —
int
— Convert Real Color Component to Integer 255 Color Component — ( Color255FromFixed ) - [F] —
color
— Convert Color Index To Color — ( ColorFromIndex ) - [F] —
color
— Convert Player Color To Color — ( libNtve_gf_ConvertPlayerColorToColor )
# Conversion / Actor Conversions
- [F] —
string
— Convert Color To String — ( libNtve_gf_ConvertColorToString ) - [F] —
string
— Convert Bearings To String — ( libNtve_gf_ConvertBearingsToString ) - [F] —
string
— Convert XY To String — ( libNtve_gf_ConvertXYToString ) - [F] —
string
— Convert 3D Vector To String — ( libNtve_gf_Convert3DVectorToString ) - [F] —
string
— Convert 3D Rotation To String — ( libNtve_gf_Convert3DRotationToString ) - [F] —
string
[ actormsg ] — Convert String To Actor Message — ( )
# Conversion / UI Conversions
- [F] —
string
— Convert Font Style To String — ( ) - [F] —
string
[ layoutframerel ] — Convert String To UI Layout Frame Name — ( libNtve_gf_ConvertStringToUILayoutFrameName )
# Conversion / Support
- [P] — Number Format
- [P] — Color Component Type
- [P] — Team Color Type
# Cutscene
# Cutscene / Cutscenes
- [F] —
int
[ preset::Cutscene ] — Create Cutscene — ( CutsceneCreateNoPosition ) - [F] —
int
[ preset::Cutscene ] — Create Cutscene at Position — ( CutsceneCreateNew ) - [F] —
void
— Go To Next Cutscene Bookmark — ( CutsceneGoToNextBookmark ) - [F] —
void
— Cutscene EndScene Fired — ( TriggerAddEventCutsceneEndSceneFired ) - [F] —
int
[ preset::Cutscene ] — Create Cutscene — ( CutsceneCreate ) - [F] —
int
[ preset::Cutscene ] — Last Created Cutscene — ( CutsceneLastCreated ) - [F] —
void
— Play Cutscene — ( CutscenePlay ) - [F] —
void
— Pause Cutscene — ( CutscenePause ) - [F] —
void
— Stop Cutscene — ( CutsceneStop ) - [F] —
void
— Set Cutscene Time — ( CutsceneSetTime ) - [F] —
void
— Go To Cutscene Bookmark — ( CutsceneGoToBookmark ) - [F] —
void
— Show/Hide Cutscene — ( CutsceneShow ) - [F] —
void
— Play Cutscene Range Over Time — ( CutscenePlayCutsceneRangeOverTime ) - [F] —
void
— Cutscene Fade — ( CutsceneFade ) - [F] —
int
[ preset::Cutscene ] — Dialog Item Cutscene — ( CutsceneGetTriggerControl ) - [F] —
void
— Cutscene Bookmark Fired — ( TriggerAddEventCutsceneBookmarkFired ) - [F] —
int
[ preset::Cutscene ] — Triggering Cutscene — ( EventCutsceneId ) - [F] —
string
— Triggering Cutscene Bookmark — ( EventCutsceneBookmark ) - [F] —
void
— Wait For Cutscene To End — ( WaitForCutsceneToEnd )
# Cutscene / Cutscenes / Filters
- [F] —
void
— Set Global Cutscene Filter — ( CutsceneSetGlobalFilter ) - [F] —
void
— Set Cutscene Filter — ( CutsceneSetFilter ) - [F] —
void
— Add Global Cutscene Filter — ( CutsceneAddGlobalFilter ) - [F] —
void
— Add Cutscene Filter — ( CutsceneAddFilter ) - [F] —
void
— Remove Global Cutscene Filter — ( CutsceneRemoveGlobalFilter ) - [F] —
void
— Remove Cutscene Filter — ( CutsceneRemoveFilter ) - [F] —
void
— Clear Global Cutscene Filters — ( CutsceneClearGlobalFilters ) - [F] —
void
— Clear Cutscene Filter — ( CutsceneClearFilters )
# Cutscene / Support
- [P] — Cutscene
# Data Table
# Data Table / Instance Version / Save Value
- [F] —
void
— Save Data Table Value (Ability Command) - Instance — ( DataTableInstanceSetAbilCmd ) - [F] —
void
— Save Data Table Value (Actor) - Instance — ( DataTableInstanceSetActor ) - [F] —
void
— Save Data Table Value (Actor Scope) - Instance — ( DataTableInstanceSetActorScope ) - [F] —
void
— Save Data Table Value (AI Filter) - Instance — ( DataTableInstanceSetAIFilter ) - [F] —
void
— Save Data Table Value (Bank) - Instance — ( DataTableInstanceSetBank ) - [F] —
void
— Save Data Table Value (Boolean) - Instance — ( DataTableInstanceSetBool ) - [F] —
void
— Save Data Table Value (Byte) - Instance — ( DataTableInstanceSetByte ) - [F] —
void
— Save Data Table Value (Camera Object) - Instance — ( DataTableInstanceSetCameraInfo ) - [F] —
void
— Save Data Table Value (Cinematic) - Instance — ( DataTableInstanceSetCinematic ) - [F] —
void
— Save Data Table Value (Color) - Instance — ( DataTableInstanceSetColor ) - [F] —
void
— Save Data Table Value (Control) - Instance — ( DataTableInstanceSetControl ) - [F] —
void
— Save Data Table Value (Conversation) - Instance — ( DataTableInstanceSetConversation ) - [F] —
void
— Save Data Table Value (Conversation Reply) - Instance — ( DataTableInstanceSetReply ) - [F] —
void
— Save Data Table Value (Dialog) - Instance — ( DataTableInstanceSetDialog ) - [F] —
void
— Save Data Table Value (Dialog Item) - Instance — ( libNtve_gf_SaveDataTableInstanceValueDialogItem ) - [F] —
void
— Save Data Table Value (Difficulty Level) - Instance — ( libNtve_gf_SaveDataTableInstanceValueDifficultyLevel ) - [F] —
void
— Save Data Table Value (Doodad) - Instance — ( DataTableInstanceSetDoodad ) - [F] —
void
— Save Data Table Value (Integer) - Instance — ( DataTableInstanceSetInt ) - [F] —
void
— Save Data Table Value (Marker) - Instance — ( DataTableInstanceSetMarker ) - [F] —
void
— Save Data Table Value (Objective) - Instance — ( DataTableInstanceSetObjective ) - [F] —
void
— Save Data Table Value (Order) - Instance — ( DataTableInstanceSetOrder ) - [F] —
void
— Save Data Table Value (Ping) - Instance — ( DataTableInstanceSetPing ) - [F] —
void
— Save Data Table Value (Planet) - Instance — ( DataTableInstanceSetPlanet ) - [F] —
void
— Save Data Table Value (Player Color) - Instance — ( libNtve_gf_SaveDataTableInstanceValuePlayerColor ) - [F] —
void
— Save Data Table Value (Player Group) - Instance — ( DataTableInstanceSetPlayerGroup ) - [F] —
void
— Save Data Table Value (Point) - Instance — ( DataTableInstanceSetPoint ) - [F] —
void
— Save Data Table Value (Portrait) - Instance — ( DataTableInstanceSetPortrait ) - [F] —
void
— Save Data Table Value (Real) - Instance — ( DataTableInstanceSetFixed ) - [F] —
void
— Save Data Table Value (Region) - Instance — ( DataTableInstanceSetRegion ) - [F] —
void
— Save Data Table Value (Revealer) - Instance — ( DataTableInstanceSetRevealer ) - [F] —
void
— Save Data Table Value (Sound) - Instance — ( DataTableInstanceSetSound ) - [F] —
void
— Save Data Table Value (Sound Link) - Instance — ( DataTableInstanceSetSoundLink ) - [F] —
void
— Save Data Table Value (String) - Instance — ( DataTableInstanceSetString ) - [F] —
void
— Save Data Table Value (Text) - Instance — ( DataTableInstanceSetText ) - [F] —
void
— Save Data Table Value (Text Tag) - Instance — ( libNtve_gf_SaveDataTableInstanceValueTextTag ) - [F] —
void
— Save Data Table Value (Timer) - Instance — ( DataTableInstanceSetTimer ) - [F] —
void
— Save Data Table Value (Transmission) - Instance — ( DataTableInstanceSetTransmission ) - [F] —
void
— Save Data Table Value (Transmission Source) - Instance — ( DataTableInstanceSetTransmissionSource ) - [F] —
void
— Save Data Table Value (Trigger) - Instance — ( DataTableInstanceSetTrigger ) - [F] —
void
— Save Data Table Value (Unit) - Instance — ( DataTableInstanceSetUnit ) - [F] —
void
— Save Data Table Value (Unit Filter) - Instance — ( DataTableInstanceSetUnitFilter ) - [F] —
void
— Save Data Table Value (Unit Group) - Instance — ( DataTableInstanceSetUnitGroup ) - [F] —
void
— Save Data Table Value (Unit Reference) - Instance — ( DataTableInstanceSetUnitRef ) - [F] —
void
— Save Data Table Value (Wave) - Instance — ( DataTableInstanceSetWave ) - [F] —
void
— Save Data Table Value (Wave Info) - Instance — ( DataTableInstanceSetWaveInfo ) - [F] —
void
— Save Data Table Value (Wave Target) - Instance — ( DataTableInstanceSetWaveTarget )
# Data Table / Instance Version / Load Value
- [F] —
abilcmd
— Value From Data Table (Ability Command) - Instance — ( DataTableInstanceGetAbilCmd ) - [F] —
actor
— Value From Data Table (Actor) - Instance — ( DataTableInstanceGetActor ) - [F] —
actorscope
— Value From Data Table (Actor Scope) - Instance — ( DataTableInstanceGetActorScope ) - [F] —
aifilter
— Value From Data Table (AI Filter) - Instance — ( DataTableInstanceGetAIFilter ) - [F] —
bank
— Value From Data Table (Bank) - Instance — ( DataTableInstanceGetBank ) - [F] —
bool
— Value From Data Table (Boolean) - Instance — ( DataTableInstanceGetBool ) - [F] —
byte
— Value From Data Table (Byte) - Instance — ( DataTableInstanceGetByte ) - [F] —
camerainfo
— Value From Data Table (Camera Object) - Instance — ( DataTableInstanceGetCameraInfo ) - [F] —
int
[ cinematic ] — Value From Data Table (Cinematic) - Instance — ( DataTableInstanceGetCinematic ) - [F] —
color
— Value From Data Table (Color) - Instance — ( DataTableInstanceGetColor ) - [F] —
int
[ control ] — Value From Data Table (Control) - Instance — ( DataTableInstanceGetControl ) - [F] —
int
[ conversation ] — Value From Data Table (Conversation) - Instance — ( DataTableInstanceGetConversation ) - [F] —
int
[ reply ] — Value From Data Table (Conversation Reply) - Instance — ( DataTableInstanceGetReply ) - [F] —
int
[ dialog ] — Value From Data Table (Dialog) - Instance — ( DataTableInstanceGetDialog ) - [F] —
int
[ control ] — Value From Data Table (Dialog Item) - Instance — ( libNtve_gf_ValueFromDataTableInstanceDialogItem ) - [F] —
int
[ difficulty ] — Value From Data Table (Difficulty Level) - Instance — ( libNtve_gf_ValueFromDataTableInstanceDifficultyLevel ) - [F] —
doodad
— Value From Data Table (Doodad) - Instance — ( DataTableInstanceGetDoodad ) - [F] —
int
— Value From Data Table (Integer) - Instance — ( DataTableInstanceGetInt ) - [F] —
marker
— Value From Data Table (Marker) - Instance — ( DataTableInstanceGetMarker ) - [F] —
int
[ objective ] — Value From Data Table (Objective) - Instance — ( DataTableInstanceGetObjective ) - [F] —
order
— Value From Data Table (Order) - Instance — ( DataTableInstanceGetOrder ) - [F] —
int
[ ping ] — Value From Data Table (Ping) - Instance — ( DataTableInstanceGetPing ) - [F] —
int
[ planet ] — Value From Data Table (Planet) - Instance — ( DataTableInstanceGetPlanet ) - [F] —
int
[ playercolor ] — Value From Data Table (Player Color) - Instance — ( libNtve_gf_ValueFromDataTableInstancePlayerColor ) - [F] —
playergroup
— Value From Data Table (Player Group) - Instance — ( DataTableInstanceGetPlayerGroup ) - [F] —
point
— Value From Data Table (Point) - Instance — ( DataTableInstanceGetPoint ) - [F] —
int
[ portrait ] — Value From Data Table (Portrait) - Instance — ( DataTableInstanceGetPortrait ) - [F] —
fixed
— Value From Data Table (Real) - Instance — ( DataTableInstanceGetFixed ) - [F] —
region
— Value From Data Table (Region) - Instance — ( DataTableInstanceGetRegion ) - [F] —
revealer
— Value From Data Table (Revealer) - Instance — ( DataTableInstanceGetRevealer ) - [F] —
sound
— Value From Data Table (Sound) - Instance — ( DataTableInstanceGetSound ) - [F] —
soundlink
— Value From Data Table (Sound Link) - Instance — ( DataTableInstanceGetSoundLink ) - [F] —
string
— Value From Data Table (String) - Instance — ( DataTableInstanceGetString ) - [F] —
text
— Value From Data Table (Text) - Instance — ( DataTableInstanceGetText ) - [F] —
int
[ preset::TextTag ] — Value From Data Table (Text Tag) - Instance — ( libNtve_gf_ValueFromDataTableInstanceTextTag ) - [F] —
timer
— Value From Data Table (Timer) - Instance — ( DataTableInstanceGetTimer ) - [F] —
int
[ transmission ] — Value From Data Table (Transmission) - Instance — ( DataTableInstanceGetTransmission ) - [F] —
transmissionsource
— Value From Data Table (Transmission Source) - Instance — ( DataTableInstanceGetTransmissionSource ) - [F] —
trigger
— Value From Data Table (Trigger) - Instance — ( DataTableInstanceGetTrigger ) - [F] —
unit
— Value From Data Table (Unit) - Instance — ( DataTableInstanceGetUnit ) - [F] —
unitfilter
— Value From Data Table (Unit Filter) - Instance — ( DataTableInstanceGetUnitFilter ) - [F] —
unitgroup
— Value From Data Table (Unit Group) - Instance — ( DataTableInstanceGetUnitGroup ) - [F] —
unit
— Value From Data Table (Unit Reference) - Instance — ( ) - [F] —
wave
— Value From Data Table (Wave) - Instance — ( DataTableInstanceGetWave ) - [F] —
waveinfo
— Value From Data Table (Wave Info) - Instance — ( DataTableInstanceGetWaveInfo ) - [F] —
wavetarget
— Value From Data Table (Wave Target) - Instance — ( DataTableInstanceGetWaveTarget )
# Data Table / Instance Version / Utility
- [F] —
void
— Create Data Table - Instance — ( DataTableInstanceCreate ) - [F] —
void
— Copy Data Table - Instance — ( DataTableInstanceCopy ) - [F] —
void
— Clear Data Table - Instance — ( DataTableInstanceClear ) - [F] —
int
[ datatable ] — Last Created Data Table - Instance — ( DataTableInstanceLastCreated ) - [F] —
int
— Number Of Data Table Values - Instance — ( DataTableInstanceValueCount ) - [F] —
string
— Name Of Data Table Value - Instance — ( DataTableInstanceValueName ) - [F] —
bool
— Data Table Value Exists - Instance — ( DataTableInstanceValueExists ) - [F] —
int
[ preset::DataType ] — Type Of Data Table Value - Instance — ( DataTableInstanceValueType )
# Data Table / Instance Version / Support
- [P] — No Data Table Instance
# Data Table / Save Value
- [F] —
void
— Save Data Table Value (Ability Command) — ( DataTableSetAbilCmd ) - [F] —
void
— Save Data Table Value (Actor) — ( DataTableSetActor ) - [F] —
void
— Save Data Table Value (Actor Scope) — ( DataTableSetActorScope ) - [F] —
void
— Save Data Table Value (AI Filter) — ( DataTableSetAIFilter ) - [F] —
void
— Save Data Table Value (Bank) — ( DataTableSetBank ) - [F] —
void
— Save Data Table Value (Boolean) — ( DataTableSetBool ) - [F] —
void
— Save Data Table Value (Byte) — ( DataTableSetByte ) - [F] —
void
— Save Data Table Value (Camera Object) — ( DataTableSetCameraInfo ) - [F] —
void
— Save Data Table Value (Cinematic) — ( DataTableSetCinematic ) - [F] —
void
— Save Data Table Value (Color) — ( DataTableSetColor ) - [F] —
void
— Save Data Table Value (Control) — ( DataTableSetControl ) - [F] —
void
— Save Data Table Value (Conversation) — ( DataTableSetConversation ) - [F] —
void
— Save Data Table Value (Conversation Reply) — ( DataTableSetReply ) - [F] —
void
— Save Data Table Value (Dialog) — ( DataTableSetDialog ) - [F] —
void
— Save Data Table Value (Dialog Item) — ( libNtve_gf_SaveDataTableValueDialogItem ) - [F] —
void
— Save Data Table Value (Difficulty Level) — ( libNtve_gf_SaveDataTableValueDifficultyLevel ) - [F] —
void
— Save Data Table Value (Doodad) — ( DataTableSetDoodad ) - [F] —
void
— Save Data Table Value (Integer) — ( DataTableSetInt ) - [F] —
void
— Save Data Table Value (Marker) — ( DataTableSetMarker ) - [F] —
void
— Save Data Table Value (Objective) — ( DataTableSetObjective ) - [F] —
void
— Save Data Table Value (Order) — ( DataTableSetOrder ) - [F] —
void
— Save Data Table Value (Ping) — ( DataTableSetPing ) - [F] —
void
— Save Data Table Value (Planet) — ( DataTableSetPlanet ) - [F] —
void
— Save Data Table Value (Player Color) — ( libNtve_gf_SaveDataTableValuePlayerColor ) - [F] —
void
— Save Data Table Value (Player Group) — ( DataTableSetPlayerGroup ) - [F] —
void
— Save Data Table Value (Point) — ( DataTableSetPoint ) - [F] —
void
— Save Data Table Value (Portrait) — ( DataTableSetPortrait ) - [F] —
void
— Save Data Table Value (Real) — ( DataTableSetFixed ) - [F] —
void
— Save Data Table Value (Region) — ( DataTableSetRegion ) - [F] —
void
— Save Data Table Value (Revealer) — ( DataTableSetRevealer ) - [F] —
void
— Save Data Table Value (Sound) — ( DataTableSetSound ) - [F] —
void
— Save Data Table Value (Sound Link) — ( DataTableSetSoundLink ) - [F] —
void
— Save Data Table Value (String) — ( DataTableSetString ) - [F] —
void
— Save Data Table Value (Text) — ( DataTableSetText ) - [F] —
void
— Save Data Table Value (Text Tag) — ( libNtve_gf_SaveDataTableValueTextTag ) - [F] —
void
— Save Data Table Value (Timer) — ( DataTableSetTimer ) - [F] —
void
— Save Data Table Value (Transmission) — ( DataTableSetTransmission ) - [F] —
void
— Save Data Table Value (Transmission Source) — ( DataTableSetTransmissionSource ) - [F] —
void
— Save Data Table Value (Trigger) — ( DataTableSetTrigger ) - [F] —
void
— Save Data Table Value (Unit) — ( DataTableSetUnit ) - [F] —
void
— Save Data Table Value (Unit Filter) — ( DataTableSetUnitFilter ) - [F] —
void
— Save Data Table Value (Unit Group) — ( DataTableSetUnitGroup ) - [F] —
void
— Save Data Table Value (Unit Reference) — ( DataTableSetUnitRef ) - [F] —
void
— Save Data Table Value (Wave) — ( DataTableSetWave ) - [F] —
void
— Save Data Table Value (Wave Info) — ( DataTableSetWaveInfo ) - [F] —
void
— Save Data Table Value (Wave Target) — ( DataTableSetWaveTarget )
# Data Table / Load Value
- [F] —
abilcmd
— Value From Data Table (Ability Command) — ( DataTableGetAbilCmd ) - [F] —
actor
— Value From Data Table (Actor) — ( DataTableGetActor ) - [F] —
actorscope
— Value From Data Table (Actor Scope) — ( DataTableGetActorScope ) - [F] —
aifilter
— Value From Data Table (AI Filter) — ( DataTableGetAIFilter ) - [F] —
bank
— Value From Data Table (Bank) — ( DataTableGetBank ) - [F] —
bool
— Value From Data Table (Boolean) — ( DataTableGetBool ) - [F] —
byte
— Value From Data Table (Byte) — ( DataTableGetByte ) - [F] —
camerainfo
— Value From Data Table (Camera Object) — ( DataTableGetCameraInfo ) - [F] —
int
[ cinematic ] — Value From Data Table (Cinematic) — ( DataTableGetCinematic ) - [F] —
color
— Value From Data Table (Color) — ( DataTableGetColor ) - [F] —
int
[ control ] — Value From Data Table (Control) — ( DataTableGetControl ) - [F] —
int
[ conversation ] — Value From Data Table (Conversation) — ( DataTableGetConversation ) - [F] —
int
[ reply ] — Value From Data Table (Conversation Reply) — ( DataTableGetReply ) - [F] —
int
[ dialog ] — Value From Data Table (Dialog) — ( DataTableGetDialog ) - [F] —
int
[ control ] — Value From Data Table (Dialog Item) — ( libNtve_gf_ValueFromDataTableDialogItem ) - [F] —
int
[ difficulty ] — Value From Data Table (Difficulty Level) — ( libNtve_gf_ValueFromDataTableDifficultyLevel ) - [F] —
doodad
— Value From Data Table (Doodad) — ( DataTableGetDoodad ) - [F] —
int
— Value From Data Table (Integer) — ( DataTableGetInt ) - [F] —
marker
— Value From Data Table (Marker) — ( DataTableGetMarker ) - [F] —
int
[ objective ] — Value From Data Table (Objective) — ( DataTableGetObjective ) - [F] —
order
— Value From Data Table (Order) — ( DataTableGetOrder ) - [F] —
int
[ ping ] — Value From Data Table (Ping) — ( DataTableGetPing ) - [F] —
int
[ planet ] — Value From Data Table (Planet) — ( DataTableGetPlanet ) - [F] —
int
[ playercolor ] — Value From Data Table (Player Color) — ( libNtve_gf_ValueFromDataTablePlayerColor ) - [F] —
playergroup
— Value From Data Table (Player Group) — ( DataTableGetPlayerGroup ) - [F] —
point
— Value From Data Table (Point) — ( DataTableGetPoint ) - [F] —
int
[ portrait ] — Value From Data Table (Portrait) — ( DataTableGetPortrait ) - [F] —
fixed
— Value From Data Table (Real) — ( DataTableGetFixed ) - [F] —
region
— Value From Data Table (Region) — ( DataTableGetRegion ) - [F] —
revealer
— Value From Data Table (Revealer) — ( DataTableGetRevealer ) - [F] —
sound
— Value From Data Table (Sound) — ( DataTableGetSound ) - [F] —
soundlink
— Value From Data Table (Sound Link) — ( DataTableGetSoundLink ) - [F] —
string
— Value From Data Table (String) — ( DataTableGetString ) - [F] —
text
— Value From Data Table (Text) — ( DataTableGetText ) - [F] —
int
[ preset::TextTag ] — Value From Data Table (Text Tag) — ( libNtve_gf_ValueFromDataTableTextTag ) - [F] —
timer
— Value From Data Table (Timer) — ( DataTableGetTimer ) - [F] —
int
[ transmission ] — Value From Data Table (Transmission) — ( DataTableGetTransmission ) - [F] —
transmissionsource
— Value From Data Table (Transmission Source) — ( DataTableGetTransmissionSource ) - [F] —
trigger
— Value From Data Table (Trigger) — ( DataTableGetTrigger ) - [F] —
unit
— Value From Data Table (Unit) — ( DataTableGetUnit ) - [F] —
unitfilter
— Value From Data Table (Unit Filter) — ( DataTableGetUnitFilter ) - [F] —
unitgroup
— Value From Data Table (Unit Group) — ( DataTableGetUnitGroup ) - [F] —
unit
— Value From Data Table (Unit Reference) — ( ) - [F] —
wave
— Value From Data Table (Wave) — ( DataTableGetWave ) - [F] —
waveinfo
— Value From Data Table (Wave Info) — ( DataTableGetWaveInfo ) - [F] —
wavetarget
— Value From Data Table (Wave Target) — ( DataTableGetWaveTarget )
# Data Table / Utility
- [F] —
bool
— Data Table Value Exists — ( DataTableValueExists ) - [F] —
string
— Name Of Data Table Value — ( DataTableValueName ) - [F] —
int
[ preset::DataType ] — Type Of Data Table Value — ( DataTableValueType ) - [F] —
int
— Number Of Data Table Values — ( DataTableValueCount ) - [F] —
void
— Remove Data Table Value — ( DataTableValueRemove ) - [F] —
void
— Clear Data Table — ( DataTableClear )
# Data Table / Support
- [P] — Data Scope
- [P] — Data Type
- [P] — Unknown Data Type
# DateTime
- [F] —
int
— Convert DateTime To Integer — ( DateTimeToInt ) - [F] —
datetime
— Convert Integer To DateTime — ( IntToDateTime ) - [F] —
string
— Convert DateTime To String — ( DateTimeToString ) - [F] —
datetime
— Convert String To DateTime — ( StringToDateTime ) - [F] —
datetime
— Current DateTime — ( CurrentDateTimeGet ) - [F] —
datetime
— Initial DateTime — ( InitialDateTimeGet ) - [F] —
int
— Get DateTime Year — ( GetDateTimeYear ) - [F] —
int
— Get DateTime Month — ( GetDateTimeMonth ) - [F] —
int
— Get DateTime Day — ( GetDateTimeDay ) - [F] —
int
— Get DateTime Hour — ( GetDateTimeHour ) - [F] —
int
— Get DateTime Minute — ( GetDateTimeMinute ) - [F] —
int
— Get DateTime Second — ( GetDateTimeSecond ) - [F] —
int
— Get DateTime Weekday Index — ( GetDateTimeWeekday ) - [F] —
int
— Synchronous Game Start Time — ( SynchronousGameStartTimeGet ) - [F] —
int
— Current Synchronous Game Time — ( CurrentSynchronousGameTimeGet ) - [F] —
string
[ preset::Weekday ] — Get Current Day of Week — ( libNtve_gf_GetCurrentDayofWeek ) - [F] —
bool
— DateTime is Before — ( DateTimeIsBefore ) - [F] —
bool
— DateTime is After — ( DateTimeIsAfter ) - [F] —
bool
— DateTime is Between — ( libNtve_gf_DateTimeisBetween ) - [F] —
string
[ preset::Weekday ] — Get Weekday From DateTime — ( libNtve_gf_GetWeekdayFromDateTime ) - [F] —
string
[ preset::Month ] — Get Month From DateTime — ( libNtve_gf_GetMonthFromDateTime ) - [F] —
bool
— DateTime is Weekend — ( libNtve_gf_DateTimeisWeekend ) - [F] —
bool
— DateTime is Morning — ( libNtve_gf_DateTimeisMorning ) - [F] —
bool
— DateTime is Afternoon — ( libNtve_gf_DateTimeisAfternoon ) - [F] —
bool
— DateTime is Evening — ( libNtve_gf_DateTimeisEvening ) - [F] —
string
— Format DateTime as String — ( libNtve_gf_FormatDateTimeasString ) - [P] — Weekday
- [P] — Month
# Debug
# Debug / Trigger Debugging
- [F] —
void
— Debug Message — ( TriggerDebugOutput ) - [F] —
void
— Enable/Disable Debug Messages — ( TriggerDebugOutputEnable ) - [F] —
void
— Enable/Disable Debug Message Type — ( TriggerDebugEnableType ) - [F] —
void
— Set Debug Window Message Color — ( TriggerDebugSetTypeColor ) - [F] —
void
— Set Debug Message File — ( TriggerDebugSetTypeFile ) - [F] —
void
— Set Debug Message Filter — ( TriggerDebugSetTypeFilter ) - [F] —
void
— Set Debug Message Name — ( TriggerDebugSetTypeName ) - [F] —
void
— Open or Close Debug Window — ( TriggerDebugWindowOpen ) - [F] —
int
[ preset::DebugMessageType ] — Convert Integer To Debug Message Type — ( libNtve_gf_ConvertIntegerToDebugMessageType )
# Debug / Performance Testing
- [F] —
void
— Wait For Profiler Logging To End — ( WaitForProfilerLoggingToEnd ) - [F] —
void
— Profile Run Start — ( StartProfileRun ) - [F] —
void
— Profile Run Stop — ( StopProfileRun ) - [F] —
void
— Performance Test Start — ( PerfTestStart ) - [F] —
void
— Performance Test Stop — ( PerfTestStop ) - [F] —
void
— Performance Test Get FPS — ( PerfTestGetFPS ) - [F] —
void
— Unit Stats Start — ( UnitStatsStart ) - [F] —
void
— Unit Stats Stop — ( UnitStatsStop )
# Debug / Shader Generation
- [F] —
void
— Engine Reset — ( EngineReset ) - [F] —
void
— Game Wait For Resources To Complete — ( GameWaitForResourcesToComplete )
# Debug / Support
- [P] — Debug Message Type
- [P] — Debug Message Filter
# Dialog
# Dialog / Dialogs
- [F] —
int
[ dialog ] — Create Dialog — ( DialogCreate ) - [F] —
void
— Show/Hide Dialog — ( DialogSetVisible ) - [F] —
void
— Set Dialog Title — ( DialogSetTitle ) - [F] —
int
[ dialog ] — Last Created Dialog — ( DialogLastCreated ) - [F] —
bool
— Dialog Is Visible — ( DialogIsVisible ) - [F] —
text
— Dialog Title — ( DialogGetTitle )
# Dialog / Dialog Size And Position
- [F] —
void
— Set Dialog Size — ( DialogSetSize ) - [F] —
void
— Move Dialog — ( DialogSetPosition ) - [F] —
void
— Attach Dialog To Dialog — ( DialogSetPositionRelative ) - [F] —
void
— Attach Dialog To Unit — ( DialogSetPositionRelativeToUnit ) - [F] —
void
— Anchor Dialog To Unit — ( DialogSetPositionRelativeToUnitWithAnchor ) - [F] —
void
— Set Dialog Fullscreen — ( DialogSetFullscreen ) - [F] —
int
— Dialog Width — ( DialogGetWidth ) - [F] —
int
— Dialog Height — ( DialogGetHeight ) - [F] —
int
— Dialog Offset X — ( DialogGetOffsetX ) - [F] —
int
— Dialog Offset Y — ( DialogGetOffsetY ) - [F] —
int
[ preset::Anchor ] — Dialog Anchor — ( DialogGetAnchor ) - [F] —
int
[ preset::Anchor ] — Dialog Relative Anchor — ( DialogGetRelativeAnchor ) - [F] —
int
[ dialog ] — Relative Dialog — ( DialogGetRelativeDialog ) - [F] —
bool
— Dialog Is Fullscreen — ( DialogIsFullscreen )
# Dialog / Dialog Tools
- [F] —
void
— Destroy All Dialogs — ( DialogDestroyAll ) - [F] —
void
— Destroy Dialog — ( DialogDestroy ) - [F] —
void
— Position Subtitle to Dialog — ( DialogSetSubtitlePositionOverride ) - [F] —
void
— Clear Subtitle Position Dialog — ( DialogClearSubtitlePositionOverride ) - [F] —
void
— Set Dialog Enabled — ( DialogSetEnabled ) - [F] —
bool
— Dialog Is Enabled — ( DialogIsEnabled ) - [F] —
void
— Set Dialog Offscreen — ( DialogSetOffscreen ) - [F] —
bool
— Dialog Is Offscreen — ( DialogIsOffscreen ) - [F] —
bool
— Dialog Is Modal — ( DialogIsModal ) - [F] —
void
— Show/Hide Dialog Background — ( DialogSetImageVisible ) - [F] —
bool
— Dialog Background Image Is Visible — ( DialogIsImageVisible ) - [F] —
string
— Dialog Background Image — ( DialogGetImage ) - [F] —
void
— Set Dialog Transparency — ( DialogSetTransparency ) - [F] —
fixed
— Dialog Transparency — ( DialogGetTransparency ) - [F] —
void
— Set Dialog RTT Channel — ( DialogSetChannel ) - [F] —
int
— Dialog Channel — ( DialogGetChannel ) - [F] —
void
— Set Dialog Render Priority — ( DialogSetRenderPriority ) - [F] —
int
— Dialog Render Priority — ( DialogGetRenderPriority ) - [F] —
void
— Set Dialog Observed Type — ( DialogSetObservedType )
# Dialog / Dialog Items
- [F] —
int
[ control ] — Create Dialog Item — ( DialogControlCreate ) - [F] —
int
[ control ] — Create Dialog Item In Panel — ( DialogControlCreateInPanel ) - [F] —
int
[ control ] — Create Dialog Item From Template — ( DialogControlCreateFromTemplate ) - [F] —
int
[ control ] — Create Dialog Item In Panel From Template — ( DialogControlCreateInPanelFromTemplate ) - [F] —
int
[ control ] — Hookup Dialog Item — ( DialogControlHookup ) - [F] —
int
[ control ] — Hookup Standard Dialog Item — ( DialogControlHookupStandard ) - [F] —
int
[ control ] — Hookup Unit Status Dialog Item — ( DialogControlHookupUnitStatus ) - [F] —
void
— Show/Hide Dialog Item — ( DialogControlSetVisible ) - [F] —
void
— Enable/Disable Dialog Item — ( DialogControlSetEnabled ) - [F] —
void
— Set Dialog Item Text — ( libNtve_gf_SetDialogItemText ) - [F] —
void
— Set Dialog Item Observed Type — ( DialogControlSetObservedType ) - [F] —
int
[ control ] — Last Created Dialog Item — ( DialogControlLastCreated ) - [F] —
bool
— Dialog Item Is Visible — ( DialogControlIsVisible ) - [F] —
bool
— Dialog Item Is Enabled — ( DialogControlIsEnabled ) - [F] —
text
— Dialog Item Text — ( libNtve_gf_DialogItemText ) - [F] —
void
— Dialog Item Is Used — ( TriggerAddEventDialogControl ) - [F] —
int
[ control ] — Used Dialog Item — ( EventDialogControl ) - [F] —
int
[ preset::ControlEventType ] — Dialog Item Event Type — ( EventDialogControlEventType ) - [F] —
int
[ preset::MouseButton ] — Dialog Item Mouse Button — ( EventDialogControlMouseButton )
# Dialog / Create Specific Dialog Item Actions
- [F] —
int
[ control ] — Create Dialog Item (Achievement) — ( libNtve_gf_CreateDialogItemAchievement ) - [F] —
int
[ control ] — Create Dialog Item (Button) — ( libNtve_gf_CreateDialogItemButton ) - [F] —
int
[ control ] — Create Dialog Item (Check Box) — ( libNtve_gf_CreateDialogItemCheckBox ) - [F] —
int
[ control ] — Create Dialog Item (Image) — ( libNtve_gf_CreateDialogItemImage ) - [F] —
int
[ control ] — Create Dialog Item (Label) — ( libNtve_gf_CreateDialogItemLabel )
# Dialog / Dialog Item Size And Position
- [F] —
void
— Move Dialog Item — ( DialogControlSetPosition ) - [F] —
void
— Attach Dialog Item To Dialog Item — ( DialogControlSetPositionRelative ) - [F] —
void
— Set Dialog Item Rotation — ( libNtve_gf_SetDialogItemRotation ) - [F] —
void
— Set Dialog Item to Use Aspect Uncorrection — ( libNtve_gf_SetDialogItemtoUseAspectUncorrection ) - [F] —
void
— Set Dialog Item Size to Parent — ( DialogControlSetFullDialog ) - [F] —
void
— Set Dialog Item Size — ( DialogControlSetSize ) - [F] —
int
— Dialog Item Width — ( DialogControlGetWidth ) - [F] —
int
— Dialog Item Height — ( DialogControlGetHeight ) - [F] —
int
— Dialog Item Offset X — ( DialogControlGetOffsetX ) - [F] —
int
— Dialog Item Offset Y — ( DialogControlGetOffsetY ) - [F] —
int
[ preset::Anchor ] — Dialog Item Anchor — ( DialogControlGetAnchor ) - [F] —
int
[ preset::Anchor ] — Dialog Item Relative Anchor — ( DialogControlGetRelativeAnchor ) - [F] —
int
[ control ] — Relative Dialog Item — ( DialogControlGetRelativeControl ) - [F] —
bool
— Dialog Item Is Full Dialog — ( DialogControlIsFullDialog )
# Dialog / Dialog Item Values
- [F] —
void
— Set Dialog Item Current Value — ( libNtve_gf_SetDialogItemCurrentValue ) - [F] —
void
— Set Dialog Item Minimum Value — ( libNtve_gf_SetDialogItemMinimumValue ) - [F] —
void
— Set Dialog Item Maximum Value — ( libNtve_gf_SetDialogItemMaximumValue ) - [F] —
void
— Set Dialog Item Checked — ( libNtve_gf_SetDialogItemChecked ) - [F] —
void
— Set Dialog Item Edit Value — ( libNtve_gf_SetDialogItemEditorValue ) - [F] —
fixed
— Dialog Item Current Value — ( libNtve_gf_DialogItemValue ) - [F] —
fixed
— Dialog Item Maximum Value — ( libNtve_gf_DialogItemMaximumValue ) - [F] —
fixed
— Dialog Item Minimum Value — ( libNtve_gf_DialogItemMinimumValue ) - [F] —
bool
— Dialog Item Is Checked — ( libNtve_gf_DialogItemIsChecked ) - [F] —
string
— Dialog Item Edit Value — ( libNtve_gf_DialogItemEditValue ) - [F] —
void
— Add List Item — ( DialogControlAddItem ) - [F] —
void
— Select List Item — ( DialogControlSelectItem ) - [F] —
void
— Clear List Selection — ( DialogControlClearSelectedItem ) - [F] —
int
— Selected List Item — ( DialogControlGetSelectedItem ) - [F] —
int
— Count Of List Items — ( DialogControlGetItemCount ) - [F] —
void
— Remove List Item — ( DialogControlRemoveItem ) - [F] —
void
— Remove All List Items — ( DialogControlRemoveAllItems ) - [F] —
void
— Add Graph Data Point — ( DialogControlAddDataPoint ) - [F] —
void
— Remove All Graph Data Points — ( DialogControlRemoveAllDataPoints ) - [F] —
void
— Set Graph Data Color — ( DialogControlSetDataColor ) - [F] —
void
— Set Graph Data Name — ( DialogControlSetDataName ) - [F] —
void
— Set Graph Minimum X Visible — ( DialogControlSetMinXVisible ) - [F] —
fixed
— Get Graph Minimum X Value — ( DialogControlGetMinXValue ) - [F] —
void
— Set Graph Maximum X Visible — ( DialogControlSetMaxXVisible ) - [F] —
fixed
— Get Graph Maximum X Value — ( DialogControlGetMaxXValue ) - [F] —
void
— Set Graph Minimum Y Visible — ( DialogControlSetMinYVisible ) - [F] —
fixed
— Get Graph Minimum Y Value — ( DialogControlGetMinYValue ) - [F] —
void
— Set Graph Maximum Y Visible — ( DialogControlSetMaxYVisible ) - [F] —
fixed
— Get Graph Maximum Y Value — ( DialogControlGetMaxYValue )
# Dialog / Dialog Item Values / Internal
- [F] —
text
— Dialog Item Text Value — ( DialogControlGetPropertyAsText ) - [F] —
string
— Dialog Item String Value — ( DialogControlGetPropertyAsString ) - [F] —
int
— Dialog Item Integer Value — ( DialogControlGetPropertyAsInt ) - [F] —
fixed
— Dialog Item Real Value — ( DialogControlGetPropertyAsFixed ) - [F] —
bool
— Dialog Item Boolean Value — ( DialogControlGetPropertyAsBool ) - [F] —
color
— Dialog Item Color Value — ( DialogControlGetPropertyAsColor ) - [F] —
int
[ control ] — Dialog Item Control Value — ( DialogControlGetPropertyAsControl ) - [F] —
unit
— Dialog Item Unit Value — ( DialogControlGetPropertyAsUnit ) - [F] —
unitgroup
— Dialog Item Unit Group Value — ( DialogControlGetPropertyAsUnitGroup ) - [F] —
void
— Set Dialog Item Text Value — ( DialogControlSetPropertyAsText ) - [F] —
void
— Set Dialog Item String Value — ( DialogControlSetPropertyAsString ) - [F] —
void
— Set Dialog Item Integer Value — ( DialogControlSetPropertyAsInt ) - [F] —
void
— Set Dialog Item Real Value — ( DialogControlSetPropertyAsFixed ) - [F] —
void
— Set Dialog Item Boolean Value — ( DialogControlSetPropertyAsBool ) - [F] —
void
— Set Dialog Item Color Value — ( DialogControlSetPropertyAsColor ) - [F] —
void
— Set Dialog Item Control Value — ( DialogControlSetPropertyAsControl ) - [F] —
void
— Set Dialog Item Unit Value — ( DialogControlSetPropertyAsUnit ) - [F] —
void
— Set Dialog Item Unit Group Value — ( DialogControlSetPropertyAsUnitGroup )
# Dialog / Dialog Item Tools
- [F] —
void
— Dialog Item Send Animation Event 2 — ( DialogControlSetAnimationState ) - [F] —
void
— Position Subtitle to Dialog Item — ( DialogSetSubtitlePositionOverrideControl ) - [F] —
void
— Clear Subtitle Position Dialog Item — ( DialogClearSubtitlePositionOverrideControl ) - [F] —
void
— Destroy All Dialog Items — ( DialogControlDestroyAll ) - [F] —
int
[ dialog ] — Dialog Containing Dialog Item — ( DialogControlGetDialog ) - [F] —
int
[ preset::ControlType ] — Dialog Item Type — ( DialogControlGetType ) - [F] —
void
— Set Dialog Item Color — ( libNtve_gf_SetDialogItemColor ) - [F] —
void
— Set Dialog Item Style — ( libNtve_gf_SetDialogItemStyle ) - [F] —
void
— Set Dialog Item Text Writeout — ( libNtve_gf_SetDialogItemTextWriteout ) - [F] —
void
— Set Dialog Item Text Writeout Duration — ( libNtve_gf_SetDialogItemTextWriteoutDuration ) - [F] —
void
— Set Dialog Item Tooltip — ( libNtve_gf_SetDialogItemTooltip ) - [F] —
color
— Dialog Item Color — ( libNtve_gf_DialogItemColor ) - [F] —
string
[ fontstyle ] — Dialog Item Style — ( libNtve_gf_DialogItemStyle ) - [F] —
text
— Dialog Item Tooltip — ( libNtve_gf_DialogItemTooltip ) - [F] —
void
— Destroy Dialog Item — ( DialogControlDestroy ) - [F] —
void
— Set Dialog Item Image — ( libNtve_gf_SetDialogItemImage ) - [F] —
void
— Set Dialog Item Hover Image — ( libNtve_gf_SetDialogItemImage2 ) - [F] —
void
— Set Dialog Item Image Type — ( libNtve_gf_SetDialogItemImageType ) - [F] —
void
— Set Dialog Item Blend Mode — ( libNtve_gf_SetDialogItemBlendMode ) - [F] —
void
— Set Dialog Item Tiled — ( libNtve_gf_SetDialogItemImageType2 ) - [F] —
void
— Set Dialog Background — ( DialogSetImage ) - [F] —
string
— Dialog Item Image — ( libNtve_gf_DialogItemImage ) - [F] —
int
[ preset::ImageType ] — Dialog Item Image Type — ( libNtve_gf_DialogItemImageType ) - [F] —
void
— Fade Dialog Item Transparency — ( DialogControlFadeTransparency ) - [F] —
void
— Set Dialog Item Flash — ( libNtve_gf_SetDialogItemFlash ) - [F] —
void
— Set Dialog Item Cutscene — ( libNtve_gf_SetDialogItemCutscene ) - [F] —
void
— Dialog Item Invoke As Text — ( DialogControlInvokeAsText ) - [F] —
void
— Dialog Item Invoke As String — ( DialogControlInvokeAsString ) - [F] —
void
— Dialog Item Send Animation Event — ( DialogControlSendAnimationEvent ) - [F] —
void
— Dialog Item Set Animation Speed — ( DialogControlSetAnimationSpeed ) - [F] —
void
— Dialog Item Set Animation Time — ( DialogControlSetAnimationTime ) - [F] —
void
— Dialog Item Advance Animation — ( DialogControlAdvanceAnimation ) - [F] —
void
— Dialog Item Force Transition — ( DialogControlForceTransition ) - [F] —
void
— Dialog Item Request Focus — ( DialogControlRequestFocus ) - [F] —
void
— Set Dialog Item Achievement — ( libNtve_gf_SetDialogItemAchievement ) - [F] —
void
— Set Dialog Item Render Priority — ( libNtve_gf_SetDialogItemRenderPriority ) - [F] —
void
— Set Dialog Item Click On Down — ( libNtve_gf_SetDialogItemClickOnDown ) - [F] —
void
— Set Dialog Item Toggled — ( libNtve_gf_SetDialogItemToggled ) - [F] —
void
— Set Dialog Item Movie — ( libNtve_gf_SetDialogItemMovie ) - [F] —
void
— Set Dialog Item Desaturated — ( libNtve_gf_SetDialogItemDesaturated ) - [F] —
void
— Set Dialog Item Desaturation Color — ( libNtve_gf_SetDialogItemDesaturationColor ) - [F] —
void
— Set Dialog Item Custom Tooltip — ( libNtve_gf_SetDialogItemCustomTooltip ) - [F] —
void
— Set Dialog Item Unit — ( libNtve_gf_SetDialogItemUnit ) - [F] —
void
— Set Dialog Item Model — ( libNtve_gf_SetDialogItemModel ) - [F] —
void
— Set Dialog Item Animation — ( libNtve_gf_SetDialogItemAnimation ) - [F] —
void
— Set Dialog Item Camera — ( libNtve_gf_SetDialogItemCamera ) - [F] —
void
— Set Dialog Item Border Visible — ( libNtve_gf_SetDialogItemBorderVisible ) - [F] —
void
— Set Dialog Item Border Image — ( libNtve_gf_SetDialogItemBorderImage ) - [F] —
void
— Set Dialog Item Background Visible — ( libNtve_gf_SetDialogItemBackgroundVisible ) - [F] —
void
— Set Dialog Item Use Transition — ( libNtve_gf_SetDialogItemUseTransition ) - [F] —
void
— Set Dialog Item Muted — ( libNtve_gf_SetDialogItemMuted ) - [F] —
void
— Set Dialog Item Paused — ( libNtve_gf_SetDialogItemPaused ) - [F] —
void
— Set Dialog Item Accept Mouse — ( libNtve_gf_SetDialogItemAcceptMouse ) - [F] —
void
— Set Dialog Item Tint Color — ( libNtve_gf_SetDialogItemTintColor ) - [F] —
void
— Set Dialog Item Team Color — ( libNtve_gf_SetDialogItemTeamColor ) - [F] —
void
— Set Dialog Item Light — ( libNtve_gf_SetDialogItemLight ) - [F] —
void
— Set Dialog Item Transition Model — ( libNtve_gf_SetDialogItemTransitionModel ) - [F] —
void
— Set Dialog Item Force Visible — ( libNtve_gf_SetDialogItemForceVisible ) - [F] —
void
— Set Dialog Item Render Type — ( libNtve_gf_SetDialogItemRenderType ) - [F] —
void
— Set Dialog Item Unit Link — ( libNtve_gf_SetDialogItemUnitLink ) - [F] —
void
— Set Dialog Item Team Color Index — ( libNtve_gf_SetDialogItemTeamColorIndex ) - [F] —
void
— Set Dialog Item Animation Duration — ( libNtve_gf_SetDialogItemAnimationDuration ) - [F] —
void
— Set Dialog Item Animation Time — ( libNtve_gf_SetDialogItemAnimationTime ) - [F] —
void
— Set Dialog Item Actor — ( libNtve_gf_SetDialogItemActor ) - [F] —
void
— Set Dialog Item Behavior — ( libNtve_gf_SetDialogItemBehavior ) - [F] —
void
— Set Dialog Item Hotkey — ( libNtve_gf_SetDialogItemHotkey ) - [F] —
void
— Set Dialog Item Allowed Mouse Buttons — ( libNtve_gf_SetDialogItemAllowedMouseButtons ) - [F] —
void
— Set Dialog Item Alpha Mask — ( libNtve_gf_SetDialogItemAlphaMask ) - [F] —
void
— Set Dialog Item Animation Index — ( libNtve_gf_SetDialogItemAnimationIndex ) - [F] —
void
— Set Dialog Item Handle — ( libNtve_gf_SetDialogItemHandle ) - [F] —
void
— Set Dialog Item Border Color — ( libNtve_gf_SetDialogItemBorderColor ) - [F] —
void
— Set Dialog Item Fill Color — ( libNtve_gf_SetDialogItemFillColor ) - [F] —
void
— Set Dialog Item Submenu — ( libNtve_gf_SetDialogItemSubmenu ) - [F] —
void
— Set Dialog Item Unit Group — ( libNtve_gf_SetDialogItemUnitGroup ) - [F] —
void
— Set Dialog Item PlayerId — ( libNtve_gf_SetDialogItemPlayerId ) - [F] —
void
— Set Dialog Item Score Value Link — ( libNtve_gf_SetDialogItemScoreValueLink ) - [F] —
void
— Set Dialog Item State Index — ( libNtve_gf_SetDialogItemStateIndex )
# Dialog / Screen Button
- [F] —
void
— Display Screen Button — ( libNtve_gf_DisplayScreenButton ) - [F] —
void
— Show/Hide Screen Button — ( libNtve_gf_HideScreenButton ) - [F] —
void
— Flash Screen Button — ( libNtve_gf_FlashScreenButton ) - [F] —
void
— Stop Flashing Screen Button — ( libNtve_gf_StopFlashingScreenButton ) - [F] —
void
— Set Screen Button Border Image — ( libNtve_gf_SetScreenButtonBorderImage ) - [F] —
void
— Set Screen Button Flashing Border Image — ( libNtve_gf_SetScreenButtonFlashingBorderImage ) - [F] —
int
[ dialog ] — Screen Button Dialog — ( libNtve_gf_ScreenButtonDialog ) - [F] —
int
[ control ] — Screen Button — ( libNtve_gf_ScreenButton )
# Dialog / Screen Image
- [F] —
void
— Display Screen Image — ( libNtve_gf_DisplayScreenImage ) - [F] —
void
— Show/Hide Screen Image — ( libNtve_gf_HideScreenImage ) - [F] —
void
— Pulse Screen Image — ( libNtve_gf_PulseScreenImage ) - [F] —
void
— Stop Pulsing Screen Image — ( libNtve_gf_StopPulsingScreenImage ) - [F] —
int
[ dialog ] — Screen Image Dialog — ( libNtve_gf_ScreenImageDialog ) - [F] —
int
[ control ] — Screen Image Dialog Item — ( libNtve_gf_ScreenImageDialogItem )
# Dialog / Screen Text
- [F] —
void
— Display Screen Label — ( libNtve_gf_DisplayScreenLabel ) - [F] —
void
— Show/Hide Screen Label — ( libNtve_gf_HideScreenImage2 ) - [F] —
int
[ dialog ] — Screen Label Dialog — ( libNtve_gf_ScreenLabelDialog ) - [F] —
int
[ control ] — Screen Label Dialog Item — ( libNtve_gf_ScreenLabelDialogItem )
# Dialog / Support
- [P] — Any Dialog Item
- [P] — Checked Option
- [P] — Dialog Item Event Type
- [P] — Dialog Item Property
- [P] — Dialog Item Type
- [P] — Dialog Blend Mode
- [P] — Dialog Observed Type
- [P] — Image Type
- [P] — Dialog Item Render Type
- [P] — Modal/Non-modal Option
- [P] — No Dialog
- [P] — No Dialog Item
- [P] — No Parameter (String)
- [P] — No Parameter (Text)
# Effect History
# Effect History
- [F] —
int
— Effect History Count — ( EffectHistoryCount ) - [F] —
effecthistory
— Effect History Of Unit — ( UnitEffectHistory )
# Effect History / Entries
- [F] —
string
[ gamelink::Abil ] — Effect History Entry Ability — ( EffectHistoryGetAbil ) - [F] —
fixed
— Effect History Entry Amount — ( EffectHistoryGetAmountFixed ) - [F] —
int
— Effect History Entry Amount As Integer — ( EffectHistoryGetAmountInt ) - [F] —
string
[ gamelink::Effect ] — Effect History Entry Effect — ( EffectHistoryGetEffect ) - [F] —
fixed
— Effect History Entry Time — ( EffectHistoryGetTime ) - [F] —
int
[ preset::EffectHistory ] — Effect History Entry Type — ( EffectHistoryGetType ) - [F] —
unit
— Effect History Entry Unit — ( EffectHistoryGetUnitByLocation ) - [F] —
string
[ gamelink::Weapon ] — Effect History Entry Weapon — ( EffectHistoryGetWeapon )
# Effect History / Support
- [P] — Effect History
- [P] — Effect History Effect
# Environment
# Environment / Lighting
- [F] —
void
— Game Day/Night State Change — ( TriggerAddEventGameTimeEvent ) - [F] —
void
— Set Lighting — ( GameSetLighting ) - [F] —
void
— Set Lighting For Player — ( PlayerSetLighting ) - [F] —
void
— Set Time Of Day — ( GameTimeOfDaySet ) - [F] —
void
— Set Time Of Day (Seconds) — ( GameTimeOfDayValueSet ) - [F] —
void
— Set Time Of Day (Hours, Minutes, Seconds) — ( GameTimeOfDayTimeValueSet ) - [F] —
void
— Set Time of Day Lighting — ( GameSetToDLighting ) - [F] —
void
— Set Time of Day Lighting For Player — ( PlayerSetToDLighting ) - [F] —
void
— Set Day Length — ( GameTimeOfDaySetLength ) - [F] —
void
— Pause/Unpause Time Of Day — ( GameTimeOfDayPause ) - [F] —
int
[ preset::DayNightEventType ] — Triggering Day/Night State — ( EventGameTimeEvent ) - [F] —
string
[ timeofday ] — Current Time Of Day — ( GameTimeOfDayGet ) - [F] —
int
— Current Time Of Day (Seconds) — ( GameTimeOfDayValueGet ) - [F] —
int
[ preset::DayNightEventType ] — Current Day/Night State — ( GameTimeOfDayCurrentTimeEvent ) - [F] —
fixed
— Day Length — ( GameTimeOfDayGetLength ) - [F] —
bool
— Time Of Day Is Paused — ( GameTimeOfDayIsPaused )
# Environment / Fog And Background
- [F] —
void
— Enable/Disable Fog — ( FogSetEnabled ) - [F] —
void
— Enable/Disable Fog At Ultra — ( FogSetDisableAtUltra ) - [F] —
void
— Set Fog Density — ( FogSetDensity ) - [F] —
void
— Set Fog Color — ( FogSetColor ) - [F] —
void
— Set Fog Falloff — ( FogSetFallOff ) - [F] —
void
— Set Fog Start Height — ( FogSetStartHeight ) - [F] —
void
— Set Fog Density Over Time — ( FogSetDensityOverTime ) - [F] —
void
— Set Fog Color Over Time — ( FogSetColorOverTime ) - [F] —
void
— Set Fog Falloff Over Time — ( FogSetFallOffOverTime ) - [F] —
void
— Set Fog Start Height Over Time — ( FogSetStartHeightOverTime ) - [F] —
void
— Set Background Model — ( GameSetBackground )
# Environment / Terrain And Water
- [F] —
void
— Show/Hide Environment — ( EnvironmentShow ) - [F] —
fixed
— Height At Point — ( WorldHeight ) - [F] —
string
[ gamelink::TerrainTex ] — Terrain Texture At Point — ( TerrainTexture ) - [F] —
int
— Cliff Level Of Point (Integer) — ( CliffLevel ) - [F] —
fixed
— Cliff Level Of Point (Real) — ( PointPathingCliffLevel ) - [F] —
bool
— Line Crosses Cliff — ( CrossCliff ) - [F] —
bool
— Terrain Has Custom Attribute — ( HasCustomCellAttribute ) - [F] —
void
— Show/Hide Terrain — ( TerrainShowRegion ) - [F] —
void
— Set Water State — ( WaterSetState ) - [F] —
void
— Pause/Unpause Water Transition — ( WaterPause )
# Environment / Creep And Power
- [F] —
void
— Set Creep Speed — ( CreepSetSpeed ) - [F] —
void
— Modify Creep — ( CreepModify ) - [F] —
bool
— Creep Is Present — ( CreepIsPresent ) - [F] —
int
— Creep Adjacent — ( CreepAdjacent ) - [F] —
int
— FunctionDef/Name/lib_Ntve_00000250 — ( PowerLevel ) - [F] —
int
— Power Level — ( PowerLevel ) - [F] —
bool
— FunctionDef/Name/lib_Ntve_00000251 — ( PowerIsProvidedBy ) - [F] —
bool
— Power Is Provided By — ( PowerIsProvidedBy )
# Environment / Effects
- [F] —
void
— Create Explosion At Point — ( libNtve_gf_CreateExplosionAtPoint ) - [F] —
void
— Create Effect At Point (From Player) — ( PlayerCreateEffectPoint ) - [F] —
void
— Create Effect On Unit (From Player) — ( PlayerCreateEffectUnit ) - [F] —
void
— Create Effect At Point (From Unit) — ( UnitCreateEffectPoint ) - [F] —
void
— Create Effect On Unit (From Unit) — ( UnitCreateEffectUnit ) - [F] —
void
— Damage Unit (From Unit) — ( UnitDamage ) - [F] —
bool
— Player Can Create Effect At Point — ( libNtve_gf_PlayerCanCreateEffectAtPoint ) - [F] —
bool
— Player Can Create Effect On Unit — ( libNtve_gf_PlayerCanCreateEffectOnUnit ) - [F] —
bool
— Unit Can Create Effect At Point — ( libNtve_gf_UnitCanCreateEffectAtPoint ) - [F] —
bool
— Unit Can Create Effect On Unit — ( libNtve_gf_UnitCanCreateEffectOnUnit ) - [F] —
void
— Destroy Effects — ( GameDestroyEffects ) - [F] —
void
— Effect Used — ( TriggerAddEventPlayerEffectUsed ) - [F] —
void
— Effect Used From Scope — ( TriggerAddEventPlayerEffectUsedFromScope ) - [F] —
string
[ gamelink::Effect ] — Triggering Effect Used — ( EventPlayerEffectUsed ) - [F] —
point
— Triggering Effect Point — ( EventPlayerEffectUsedPoint ) - [F] —
unit
— Triggering Effect Unit — ( EventPlayerEffectUsedUnit ) - [F] —
unit
— Triggering Effect Item — ( EventPlayerEffectUsedItem ) - [F] —
unit
— Triggering Effect Impact Unit — ( EventPlayerEffectUsedUnitImpact ) - [F] —
unit
— Triggering Effect Launch Unit — ( EventPlayerEffectUsedUnitLaunch ) - [F] —
int
— Triggering Effect Unit Owner — ( EventPlayerEffectUsedUnitOwner ) - [F] —
string
[ gamelink::Unit ] — Triggering Effect Unit Type — ( EventPlayerEffectUsedUnitType ) - [F] —
string
[ gamelink::Unit ] — Triggering Effect Item Type — ( EventPlayerEffectUsedItemType ) - [F] —
int
— Triggering Effect Amount (Integer) — ( EventPlayerEffectUsedAmountInt ) - [F] —
fixed
— Triggering Effect Amount (Real) — ( EventPlayerEffectUsedAmountFixed ) - [F] —
string
[ gamelink::Behavior ] — Triggering Effect Source Behavior — ( EventPlayerEffectUsedSourceBehavior ) - [F] —
string
[ gamelink::Weapon ] — Triggering Effect Weapon — ( EventPlayerEffectUsedWeapon ) - [F] —
string
[ gamelink::Abil ] — Triggering Effect Ability — ( EventPlayerEffectUsedAbil )
# Environment / Effects / Internal
- [F] —
int
— Validate Player Can Create Effect At Point — ( PlayerValidateEffectPoint ) - [F] —
int
— Validate Player Can Create Effect On Unit — ( PlayerValidateEffectUnit ) - [F] —
int
— Validate Unit Can Create Effect At Point — ( UnitValidateEffectPoint ) - [F] —
int
— Validate Unit Can Create Effect On Unit — ( UnitValidateEffectUnit )
# Environment / Pathing
- [F] —
void
— Pathing Add No Fly Zone — ( PathAddNoFlyZone ) - [F] —
void
— Pathing Remove No Fly Zones In Region — ( PathRemoveNoFlyZonesInRegion )
# Environment / Support
- [P] — Day/Night Event Type
- [P] — Time Of Day Value Type
- [P] — Background Type
- [P] — Height Type
- [P] — Environment Type
- [P] — Pathing Type
- [P] — No Water
- [P] — Water Blend Type
- [P] — Creep Permanent Option
- [P] — Creep Speed Type
- [P] — Explosion Size
- [P] — Explosion Type
- [P] — Effect Player
- [P] — Effect Location
- [P] — Damage Location
- [P] — Effect Unit
- [P] — Effect Amount
# Item
# Item / Basic
- [F] —
void
— Set Charge Remaining — ( ItemSetChargeCount ) - [F] —
fixed
— Charge Count — ( ItemGetChargeCount )
# Item / Support
# Game
# Game / Game Settings
- [F] —
void
— Map Initialization — ( TriggerAddEventMapInit ) - [F] —
void
— Save Game Started — ( TriggerAddEventSaveGame ) - [F] —
void
— Save Game Finished — ( TriggerAddEventSaveGameDone ) - [F] —
void
— Load Game Finished — ( TriggerAddEventLoadGameDone ) - [F] —
void
— Set Game Speed — ( GameSetSpeedValue ) - [F] —
void
— Game Set Quit On Quit Button — ( GameSetQuitOnQuitButton ) - [F] —
void
— Set Global Time Scale — ( GameSetGlobalTimeScale ) - [F] —
void
— Pause Mission Time — ( GameSetMissionTimePaused ) - [F] —
bool
— Mission Time Paused — ( GameIsMissionTimePaused ) - [F] —
fixed
— Mission Time — ( GameGetMissionTime ) - [F] —
void
— Set Minimum Game Speed — ( GameSetSpeedValueMinimum ) - [F] —
void
— Lock Game Speed — ( GameSetSpeedLocked ) - [F] —
fixed
— Game Speed Factor — ( GameGetSpeed ) - [F] —
int
[ preset::GameSpeed ] — Game Speed — ( GameGetSpeedValue ) - [F] —
fixed
— Global Time Scale — ( GameGetGlobalTimeScale ) - [F] —
int
[ preset::GameSpeed ] — Game Speed Minimum — ( GameGetSpeedValueMinimum ) - [F] —
bool
— Game Speed Is Locked — ( GameIsSpeedLocked ) - [F] —
string
[ attributevalue ] — Attribute Game Value — ( GameAttributeGameValue ) - [F] —
string
[ attributevalue ] — Attribute Player Value — ( GameAttributePlayerValue ) - [F] —
playergroup
— Players On Team — ( GameAttributePlayersForTeam ) - [F] —
void
— Turn Fixed Random Seed On/Off — ( GameSetSeedLocked ) - [F] —
bool
— Random Seed Is Locked — ( GameIsSeedLocked ) - [F] —
void
— Set Random Seed — ( GameSetSeed ) - [F] —
void
— Create Saved Game — ( GameSaveCreate ) - [F] —
void
— Set Game Pausing Allowed — ( GameSetPauseable ) - [F] —
void
— Set Tradeshow Game Time Remaining — ( GameSetAbsoluteTimeRemaining ) - [F] —
void
— Pause Tradeshow Game Time Remaining — ( GameSetAbsoluteTimeRemainingPaused ) - [F] —
fixed
— Tradeshow Game Time Remaining — ( GameGetAbsoluteTimeRemaining ) - [F] —
bool
— Tradeshow Game Time Remaining Is Paused — ( GameGetAbsoluteTimeRemainingPaused ) - [F] —
text
— Map Name — ( GameMapName ) - [F] —
string
— Map Path — ( GameMapPath ) - [F] —
text
— Map Description — ( GameMapDescription ) - [F] —
bool
— Map Is Blizzard — ( GameMapIsBlizzard ) - [F] —
string
[ gamelink::Terrain ] — Map Texture Set — ( GameTerrainSet ) - [F] —
bool
— Game Is Test — ( GameIsTestMap ) - [F] —
bool
— Game Is Examinable — ( GameIsExaminable ) - [F] —
int
— Game Get Test Config Type — ( GameTestConfigType ) - [F] —
bool
— Game Is Online — ( GameIsOnline ) - [F] —
bool
— Game Is Debug Option Set — ( GameIsDebugOptionSet ) - [F] —
bool
— Game Is Matchmade — ( GameIsMatchmade ) - [F] —
bool
— Game Is Competitive — ( GameIsCompetitive ) - [F] —
bool
— Game Is Practice — ( GameIsPractice ) - [F] —
bool
— Game Is Cooperative — ( GameIsCooperative ) - [F] —
bool
— Game Allows Duplicate Heroes — ( GameAreHeroDuplicatesAllowed )
# Game / Game Settings / Internal
- [F] —
fixed
— Game Play Time — ( libNtve_gf_GamePlayTime )
# Game / Chat And Console
- [F] —
void
— Chat Message — ( TriggerAddEventChatMessage ) - [F] —
void
— Cheat Used — ( TriggerAddEventCheatUsed ) - [F] —
string
— Chat String — ( EventChatMessage ) - [F] —
int
[ preset::GameCheatType ] — Cheat Type Used — ( EventCheatUsed ) - [F] —
bool
— Console Command — ( ConsoleCommand ) - [F] —
bool
— Cheats Enabled — ( GameCheatsEnabled ) - [F] —
void
— Allow Cheat — ( GameCheatAllow )
# Game / Transitions
- [F] —
void
— GameSetNextCampaignIndex — ( GameSetNextCampaignIndex ) - [F] —
void
— End Game For Player — ( GameOver ) - [F] —
void
— Restart Game — ( RestartGame ) - [F] —
void
— Kick From Game — ( KickFromGame ) - [F] —
void
— Set Next Map — ( GameSetNextMap ) - [F] —
void
— Set Transition Map — ( GameSetTransitionMap ) - [F] —
void
— Set Next Mission Difficulty — ( SetNextMissionDifficulty ) - [F] —
bool
— Game Is Transitioned — ( GameIsTransitionMap )
# Game / Achievements
- [F] —
void
— Award Achievement — ( AchievementAward ) - [F] —
void
— Set Achievement Term Quantity — ( AchievementTermQuantitySet ) - [F] —
void
— Add To Achievement Term Quantity — ( AchievementTermQuantityAdd ) - [F] —
void
— Erase Achievement — ( AchievementErase ) - [F] —
void
— Disable Achievements — ( AchievementsDisable ) - [F] —
bool
— Achievements Are Disabled — ( AchievementsDisabled ) - [F] —
text
— Get Achievement Percent Text — ( AchievementPercentText ) - [F] —
void
— Set Achievement Panel Category — ( AchievementPanelSetCategory )
# Game / Charges And Cooldowns
- [F] —
void
— Add Charge Remaining Regen Time For Game — ( GameAddChargeRegenRemaining ) - [F] —
void
— Add Charge Full Regen Time For Game — ( GameAddChargeRegenFull ) - [F] —
void
— Add Charge Used For Game — ( GameAddChargeUsed ) - [F] —
void
— Remove Charge Used For Game — ( libNtve_gf_GameRemoveChargeUsed ) - [F] —
fixed
— Charge Regen Remaining For Game — ( GameGetChargeRegen ) - [F] —
fixed
— Charge Regen Full For Game — ( GameGetChargeRegenFull ) - [F] —
fixed
— Game Charge Used — ( GameGetChargeUsed ) - [F] —
void
— Pause/Unpause All Charges For Game — ( GamePauseAllCharges ) - [F] —
void
— Add Cooldown For Game — ( GameAddCooldown ) - [F] —
void
— Remove Cooldown For Game — ( libNtve_gf_GameRemoveCooldown ) - [F] —
fixed
— Game Cooldown — ( GameGetCooldown ) - [F] —
void
— Pause/Unpause All Cooldowns For Game — ( GamePauseAllCooldowns )
# Game / Charges And Cooldowns / Deprecated
- [F] —
void
— Add Charge Regen Time For Game (Deprecated) — ( GameAddChargeRegen ) - [F] —
void
— Remove Charge Regen Time For Game (Deprecated) — ( libNtve_gf_GameRemoveChargeRegen )
# Game / Preloading
- [F] —
void
— Preload Asset — ( PreloadAsset ) - [F] —
void
— Preload Image — ( PreloadImage ) - [F] —
void
— Preload Layout — ( PreloadLayout ) - [F] —
void
— Preload Model — ( PreloadModel ) - [F] —
void
— Preload Model Animation — ( libNtve_gf_PreloadModelAnimation ) - [F] —
void
— Preload Model Object — ( libNtve_gf_PreloadModelObject ) - [F] —
void
— Preload Movie — ( PreloadMovie ) - [F] —
void
— Preload Object — ( PreloadObject ) - [F] —
void
— Preload Scene — ( PreloadScene ) - [F] —
void
— Preload Script — ( PreloadScript ) - [F] —
void
— Preload Sound — ( PreloadSound ) - [F] —
void
— Preload Sound Object — ( libNtve_gf_PreloadSoundObject ) - [F] —
void
— Preload Soundtrack — ( libNtve_gf_PreloadSoundtrack ) - [F] —
void
— Preload Unit — ( libNtve_gf_PreloadUnit )
# Game / Support
- [P] — Chat Match Option
- [P] — Chat Response Option
- [P] — Death Type
- [P] — Game Speed
- [P] — Game Speed Rate
- [P] — Game Test Type
- [P] — Game Over Type
- [P] — Marker Match Type
- [P] — Map Type
- [P] — Next Map Values
- [P] — No Attribute ID (Game)
- [P] — No Attribute ID (Player)
- [P] — No Attribute Value
- [P] — No Marker
- [P] — Resource Type
- [P] — Preload Queue
- [P] — Game Cheat Type
- [P] — Game Cheat Category
# Game / Map To Map Loading
- [F] —
void
— Online Map To Map Load — ( OnlineMapToMapLoad )
# Game User
# Game User / Text
- [F] —
void
— Text Message to Game User — ( GameUserDisplayMessage ) - [F] —
void
— Clear Text Messages for Game User — ( GameUserClearMessages )
# Game User / Game User Settings
- [F] —
text
— Name of Game User — ( GameUserName ) - [F] —
string
— Handle of Game User — ( GameUserHandle ) - [F] —
int
[ preset::GameUserId ] — Triggering Game User — ( EventGameUser )
# Game User / Support
- [P] — Game User Id
# General
# General / Variables
- [F] —
void
— Set Variable — ( ) - [F] —
void
— Set Variable (Param) — ( ) - [F] —
void
— Modify Variable (Integer) — ( ) - [F] —
void
— Modify Variable (Real) — ( )
# General / Waits
- [F] —
void
— Wait — ( Wait ) - [F] —
void
— Wait For Condition — ( ) - [F] —
void
— Wait For Condition With Maximum Duration — ( ) - [F] —
void
— Wait For Timer — ( libNtve_gf_WaitForTimer ) - [F] —
void
— Critical Section — ( )
# General / Conditional Statements
- [F] —
void
— If Then Else — ( ) - [F] —
void
— If Then Else-If — ( ) - [F] —
void
— If Then — ( ) - [F] —
void
— Switch — ( ) - [F] —
void
— Switch Case — ( )
# General / Loops
- [F] —
void
— Repeat — ( ) - [F] —
void
— Repeat Forever — ( ) - [F] —
void
— For Each Real — ( ) - [F] —
void
— For Each Real Deprecated — ( ) - [F] —
void
— For Each Integer — ( ) - [F] —
void
— For Each Integer Deprecated — ( ) - [F] —
void
— Pick Each Integer — ( ) - [F] —
void
— Pick Each Integer Deprecated — ( ) - [F] —
int
— Picked Integer — ( ) - [F] —
int
— Picked Integer Deprecated — ( IntLoopCurrentDeprecated ) - [F] —
void
— While — ( ) - [F] —
void
— Do - While — ( )
# General / Breaks
- [F] —
void
— Skip Remaining Actions — ( ) - [F] —
void
— Return — ( ) - [F] —
void
— Break — ( ) - [F] —
void
— Continue — ( ) - [F] —
void
— Custom Script — ( ) - [F] —
void
— Action Group — ( )
# General / Support
- [P] — Add/Remove Option
- [P] — Alignment (Horizontal)
- [P] — Alignment (Vertical)
- [P] — All Count
- [P] — Allow/Disallow Option
- [P] — Anchor
- [P] — Ascending/Descending
- [P] — Change/Retain Option
- [P] — Color
- [P] — Automatic Color
- [P] — Do/Do Not Option
- [P] — Enable/Disable Option
- [P] — Enable/Disable Option (Reversed)
- [P] — Font Size
- [P] — Gender
- [P] — Lock/Unlock Option
- [P] — Include/Ignore Option
- [P] — Maximum Count
- [P] — No File
- [P] — Number Values
- [P] — On/Off Option
- [P] — Open/Close Option
- [P] — Pause/Unpause Option
- [P] — Precision
- [P] — Select/Deselect Option
- [P] — Show/Hide Option
- [P] — Show/Hide Option (Reversed)
- [P] — Visible/Hidden Option
- [P] — Sleep/WakeUp Option
- [P] — Wait Option
# Leaderboard
# Leaderboard / Leaderboards
- [F] —
int
[ preset::Board ] — Create Leaderboard — ( BoardCreate ) - [F] —
int
[ preset::Board ] — Last Created Leaderboard — ( BoardLastCreated ) - [F] —
void
— Set Leaderboard Name — ( BoardSetName ) - [F] —
void
— Anchor Leaderboard — ( BoardSetAnchor ) - [F] —
void
— Move Leaderboard — ( BoardSetPosition ) - [F] —
void
— Reset Leaderboard Position — ( BoardResetPosition ) - [F] —
void
— Show/Hide Leaderboard — ( libNtve_gf_ShowHideLeaderboard ) - [F] —
void
— Show/Hide All Leaderboards — ( BoardShowAll ) - [F] —
void
— Destroy Leaderboard — ( BoardDestroy )
# Leaderboard / Leaderboard Items
- [F] —
void
— Set Leaderboard Item Text — ( BoardItemSetText ) - [F] —
void
— Set Leaderboard Item Text Color — ( BoardItemSetTextColor ) - [F] —
void
— Set Leaderboard Item Sort Order — ( BoardItemSetSortValue ) - [F] —
void
— Set Leaderboard Item Icon — ( BoardItemSetIcon ) - [F] —
void
— Set Leaderboard Item Background Color — ( BoardItemSetBackgroundColor ) - [F] —
void
— Set Leaderboard Item Font Size — ( BoardItemSetFontSize ) - [F] —
void
— Set Leaderboard Item Alignment — ( BoardItemSetAlignment )
# Leaderboard / Format
- [F] —
void
— Set Leaderboard Sort Column — ( BoardSort ) - [F] —
void
— Set Leaderboard Groups — ( BoardSetGroupCount ) - [F] —
void
— Set Leaderboard Group For Row — ( BoardRowSetGroup ) - [F] —
void
— Set Leaderboard Column Width — ( BoardSetColumnWidth ) - [F] —
void
— Set Leaderboard Rows — ( BoardSetRowCount ) - [F] —
void
— Set Leaderboard Columns — ( BoardSetColumnCount ) - [F] —
void
— Enable/Disable Leaderboard State — ( BoardSetState ) - [F] —
void
— Show/Hide Leaderboard Minimize Button — ( BoardMinimizeShow ) - [F] —
void
— Set Leaderboard Minimize Button Color — ( BoardMinimizeSetColor ) - [F] —
void
— Turn Leaderboard Minimize Button On/Off — ( BoardMinimizeEnable ) - [F] —
void
— Minimize Leaderboard — ( BoardMinimizeSetState )
# Leaderboard / Player Columns
- [F] —
void
— Add Player To Leaderboard — ( BoardPlayerAdd ) - [F] —
void
— Remove Player From Leaderboard — ( BoardPlayerRemove ) - [F] —
void
— Set Leaderboard Player Column — ( BoardSetPlayerColumn )
# Leaderboard / Progress Bars
- [F] —
void
— Show/Hide Leaderboard Item Progress Bar — ( BoardItemSetProgressShow ) - [F] —
void
— Set Leaderboard Item Progress Range — ( BoardItemSetProgressRange ) - [F] —
void
— Set Leaderboard Item Progress Value — ( BoardItemSetProgressValue ) - [F] —
void
— Set Leaderboard Item Progress Color — ( BoardItemSetProgressColor )
# Leaderboard / Support
- [P] — Leaderboard
- [P] — Leaderboard Columns
- [P] — Leaderboard Item Side
- [P] — Leaderboard Rows
- [P] — Leaderboard State
- [P] — Leaderboard Widths
- [P] — Minimize/Maximize Option
# Loot
# Loot / Basic
- [F] —
void
— Create Loot At Unit — ( UnitLootDropUnit ) - [F] —
void
— Create Loot At Point — ( UnitLootDropPoint ) - [F] —
unit
— Last Created Loot Unit — ( UnitLootLastCreated ) - [F] —
unitgroup
— Last Created Loot Units — ( UnitLootLastCreatedGroup )
# Loot / Random Item Generator
- [F] —
void
— Create Random Item Loot At Point — ( libNtve_gf_CreateRandomItemLootAtPoint )
# Loot / Support
- [P] — Any Item Class
# Logic
# Logic / Comparisons
- [F] —
bool
— Comparison — ( ) - [F] —
bool
— And — ( ) - [F] —
bool
— Or — ( ) - [F] —
bool
— Not — ( ) - [F] —
bool
— Within Bounds — ( ) - [F] —
bool
— Text Has Been Set — ( ) - [F] —
bool
— And Or — ( ) - [F] —
bool
— And Or Multiple — ( ) - [F] —
bool
— Not — ( )
# Logic / Support
- [P] — Any Comparison Operator
- [P] — Arithmetic Operator
- [P] — Bitwise Operator
- [P] — Boolean Operator
- [P] — Equality Operator
- [P] — Numerical Comparison Operator
# Math
# Math / Arithmetic
- [F] —
int
— Absolute Value (Integer) — ( AbsI ) - [F] —
fixed
— Absolute Value (Real) — ( AbsF ) - [F] —
int
— Arithmetic (Integer) — ( ) - [F] —
int
— Bitwise Arithmetic (Integer) — ( ) - [F] —
fixed
— Arithmetic (Real) — ( ) - [F] —
int
— Arithmetic Multiple (Integer) — ( ) - [F] —
int
— Bitwise Arithmetic Multiple (Integer) — ( ) - [F] —
fixed
— Arithmetic Multiple (Real) — ( ) - [F] —
int
— Ceiling (Integer) — ( CeilingI ) - [F] —
fixed
— Ceiling (Real) — ( Ceiling ) - [F] —
int
— Clamp (Integer) — ( libNtve_gf_ArithmeticIntClamp ) - [F] —
fixed
— Clamp (Real) — ( libNtve_gf_ArithmeticRealClamp ) - [F] —
void
— Cycle — ( ) - [F] —
int
— Floor (Integer) — ( FloorI ) - [F] —
fixed
— Floor (Real) — ( Floor ) - [F] —
int
— Log2 (Integer) — ( Log2I ) - [F] —
fixed
— Log2 (Real) — ( Log2 ) - [F] —
fixed
— Log (Real) — ( libNtve_gf_Log ) - [F] —
int
— Modulo (Integer) — ( ModI ) - [F] —
fixed
— Modulo (Real) — ( ModF ) - [F] —
int
— Power (Integer) — ( PowI ) - [F] —
fixed
— Power (Real) — ( Pow ) - [F] —
int
— Round (Integer) — ( RoundI ) - [F] —
fixed
— Round (Real) — ( Round ) - [F] —
int
— Pow2 (Integer) — ( Pow2I ) - [F] —
fixed
— Pow2 (Real) — ( Pow2 ) - [F] —
int
— Square Root (Integer) — ( SquareRootI ) - [F] —
fixed
— Square Root (Real) — ( SquareRoot ) - [F] —
int
— Trunc (Integer) — ( TruncI ) - [F] —
fixed
— Trunc (Real) — ( Trunc )
# Math / Conditionals
- [F] —
int
— Minimum (Integer) — ( MinI ) - [F] —
fixed
— Minimum (Real) — ( MinF ) - [F] —
int
— Maximum (Integer) — ( MaxI ) - [F] —
fixed
— Maximum (Real) — ( MaxF )
# Math / Random
- [F] —
int
— Random Integer — ( RandomInt ) - [F] —
fixed
— Random Real — ( RandomFixed ) - [F] —
fixed
— Random Percent — ( libNtve_gf_RandomPercent ) - [F] —
fixed
— Random Angle — ( libNtve_gf_RandomAngle )
# Math / Trigonometry
- [F] —
fixed
— Sine — ( Sin ) - [F] —
fixed
— Cosine — ( Cos ) - [F] —
fixed
— Tangent — ( Tan ) - [F] —
fixed
— Arcsine — ( ASin ) - [F] —
fixed
— Arccosine — ( ACos ) - [F] —
fixed
— Arctangent From Deltas — ( ATan2 ) - [F] —
fixed
— Arctangent From Value — ( ATan )
# Melee
# Melee / Melee Defaults
- [F] —
void
— Set Starting Resources For All Players — ( MeleeInitResources ) - [F] —
void
— Set Starting Units For All Players — ( MeleeInitUnits ) - [F] —
void
— Start Melee AI For All Players — ( MeleeInitAI ) - [F] —
void
— Set Default Melee Options For All Players — ( MeleeInitOptions )
# Melee / Player Settings
- [F] —
bool
— Player Melee Option — ( MeleeGetOption ) - [F] —
void
— Enable/Disable Melee Option For Player — ( MeleeSetOption ) - [F] —
void
— Set Starting Resources For Player — ( MeleeInitResourcesForPlayer ) - [F] —
void
— Set Starting Units For Player — ( MeleeInitUnitsForPlayer )
# Melee / Support
- [P] — Melee Option
# Objective
# Objective / Basic
- [F] —
int
[ objective ] — Create Objective — ( ObjectiveCreate ) - [F] —
int
[ objective ] — Create Objective For Players — ( ObjectiveCreateForPlayers ) - [F] —
void
— Show/Hide Objective — ( ObjectiveShow ) - [F] —
void
— Set Objective State — ( ObjectiveSetState ) - [F] —
int
[ objective ] — Last Created Objective — ( ObjectiveLastCreated ) - [F] —
bool
— Objective Is Visible — ( ObjectiveVisible ) - [F] —
int
[ preset::ObjectiveState ] — Objective State — ( ObjectiveGetState )
# Objective / Advanced
- [F] —
void
— Set Objective Priority — ( ObjectiveSetPriority ) - [F] —
void
— Set Objective Description — ( ObjectiveSetDescription ) - [F] —
void
— Set Objective Players — ( ObjectiveSetPlayerGroup ) - [F] —
void
— Set Objective Text — ( ObjectiveSetName ) - [F] —
void
— Set Objective Type — ( ObjectiveSetPrimary ) - [F] —
void
— Move Objective to Beginning — ( ObjectiveSetLast ) - [F] —
void
— Move Objective to End — ( ObjectiveSetFirst ) - [F] —
void
— Move Objective to after Objective — ( ObjectiveSetAfter ) - [F] —
void
— Move Objective to before Objective — ( ObjectiveSetBefore ) - [F] —
text
— Objective Text — ( ObjectiveGetName ) - [F] —
text
— Objective Description — ( ObjectiveGetDescription ) - [F] —
playergroup
— Objective Players — ( ObjectiveGetPlayerGroup ) - [F] —
bool
— Objective Primary — ( ObjectiveGetPrimary ) - [F] —
int
— Objective Priority — ( ObjectiveGetPriority ) - [F] —
void
— Destroy Objective — ( ObjectiveDestroy ) - [F] —
void
— Destroy All Objectives — ( ObjectiveDestroyAll )
# Objective / Support
- [P] — No Objective
- [P] — Objective State
- [P] — Objective Type (Boolean)
- [P] — Objective Type (Integer)
- [P] — Objective Reward
# Order
# Order / Orders To Be Issued
- [F] —
order
— Order Targeting Item — ( OrderTargetingItem ) - [F] —
order
— Order Targeting Point — ( OrderTargetingPoint ) - [F] —
order
— Revive Order Targeting Point — ( libNtve_gf_ReviveOrderTargetingPoint ) - [F] —
order
— Order Targeting Relative Points — ( OrderTargetingRelativePoint ) - [F] —
order
— Order Targeting Unit — ( OrderTargetingUnit ) - [F] —
order
— Order Targeting Unit Group — ( OrderTargetingUnitGroup ) - [F] —
order
— Order Targeting Valid Unit In Group — ( AIUnitGroupGetValidOrder ) - [F] —
order
— Order With No Target — ( Order ) - [F] —
order
— Revive Order With No Target — ( libNtve_gf_ReviveOrderWithNoTarget ) - [F] —
order
— Change Autocast Mode — ( OrderSetAutoCast ) - [F] —
void
— Order Set Target Item — ( OrderSetTargetItem ) - [F] —
void
— Order Set Target Unit — ( OrderSetTargetUnit ) - [F] —
void
— Order Set Target Point — ( OrderSetTargetPoint ) - [F] —
void
— Order Set Target Passenger — ( OrderSetTargetPassenger )
# Order / Order Properties
- [F] —
int
— Player For Order — ( OrderGetPlayer ) - [F] —
abilcmd
— Ability Command For Order — ( OrderGetAbilityCommand ) - [F] —
bool
— Flag Is Enabled For Order — ( OrderGetFlag ) - [F] —
unit
— Target Item For Order — ( OrderGetTargetItem ) - [F] —
point
— Target Point For Order — ( OrderGetTargetPoint ) - [F] —
point
— Target Position For Order — ( OrderGetTargetPosition ) - [F] —
int
[ preset::OrderTargetType ] — Target Type For Order — ( OrderGetTargetType ) - [F] —
unit
— Target Unit For Order — ( OrderGetTargetUnit ) - [F] —
bool
— Order Is Valid — ( UnitOrderIsValid ) - [F] —
void
— Order Set Flag — ( OrderSetFlag )
# Order / Ability Commands
- [F] —
abilcmd
— Ability Command — ( AbilityCommand ) - [F] —
string
[ gamelink::Abil ] — Ability Of Ability Command — ( AbilityCommandGetAbility ) - [F] —
int
— Index Of Ability Command — ( AbilityCommandGetCommand ) - [F] —
int
[ preset::AbilityCommandActionType ] — Action Type For Ability Command — ( AbilityCommandGetAction )
# Order / Support
- [P] — Ability Command Action Type
- [P] — No Order
- [P] — Order Flag
- [P] — Order Target Type
- [P] — Smart Command (Action)
- [P] — Smart Command (Event)
# Ping
# Ping / Basic
- [F] —
void
— Player Ping — ( TriggerAddEventPing ) - [F] —
unit
— Player Ping Unit — ( EventPingUnit ) - [F] —
string
[ gamelink::Unit ] — Player Ping Unit Type — ( EventPingUnitType ) - [F] —
int
— Player Ping Unit ControlPlayer — ( EventPingUnitControlPlayer ) - [F] —
int
— Player Ping Unit UpkeepPlayer — ( EventPingUnitUpkeepPlayer ) - [F] —
point
— Player Ping Unit Position — ( EventPingUnitPosition ) - [F] —
bool
— Player Ping Unit Is Under Construction — ( EventPingUnitIsUnderConstruction ) - [F] —
point
— Player Ping Location — ( EventPingPoint ) - [F] —
bool
— Player Ping Is From Minimap — ( EventPingedMinimap ) - [F] —
int
— Player Ping Option — ( EventPingOption ) - [F] —
void
— Show/Hide Player Pings — ( PingSetPlayerPingsShown ) - [F] —
void
— Ping Minimap — ( MinimapPing ) - [F] —
void
— Ping Minimap Possible Enemy Start Locations — ( MinimapPingPossibleEnemyStartLocations ) - [F] —
int
[ ping ] — Create Ping (Deprecated) — ( PingCreate ) - [F] —
int
[ ping ] — Create Ping With Point Facing — ( PingCreateWithPlayerId ) - [F] —
int
[ ping ] — Create Ping From Data — ( PingCreateFromData ) - [F] —
void
— Create Ping Facing Angle — ( libNtve_gf_CreatePingFacingAngle ) - [F] —
void
— Show/Hide Ping — ( PingSetVisible ) - [F] —
int
[ ping ] — Last Created Ping — ( PingLastCreated ) - [F] —
bool
— Ping Is Visible — ( PingIsVisible )
# Ping / Advanced
- [F] —
void
— Move Ping — ( PingSetPosition ) - [F] —
void
— Make Ping Face Angle — ( PingSetRotation ) - [F] —
void
— Attach Ping To Unit — ( PingSetUnit ) - [F] —
point
— Position Of Ping — ( PingGetPosition ) - [F] —
fixed
— Facing Angle Of Ping — ( PingGetRotation ) - [F] —
unit
— Ping Unit — ( PingGetUnit ) - [F] —
void
— Set Ping Scale — ( PingSetScale ) - [F] —
void
— Set Ping Depth — ( PingSetDepth ) - [F] —
void
— Set Ping Tooltip — ( PingSetTooltip ) - [F] —
void
— Set Ping Color — ( PingSetColor ) - [F] —
void
— Set Ping Duration — ( PingSetDuration ) - [F] —
void
— Set Ping Model — ( PingSetModel ) - [F] —
void
— Set Ping Players — ( PingSetPlayerGroup ) - [F] —
void
— Set Ping Use Unit Team Color — ( PingSetUseUnitTeamColor ) - [F] —
void
— Set Ping Use Unit Visibility — ( PingSetUseUnitVisibility ) - [F] —
void
— Set Ping Observer Display — ( PingSetObserver ) - [F] —
void
— Set Ping Use Player Vision — ( PingSetUsePlayerVision ) - [F] —
void
— Destroy Ping — ( PingDestroy ) - [F] —
void
— Destroy All Pings — ( PingDestroyAll ) - [F] —
fixed
— Ping Scale — ( PingGetScale ) - [F] —
fixed
— Ping Depth — ( PingGetDepth ) - [F] —
text
— Ping Tooltip — ( PingGetTooltip ) - [F] —
color
— Color Of Ping — ( PingGetColor ) - [F] —
fixed
— Duration of Ping — ( PingGetDuration ) - [F] —
playergroup
— Ping Players — ( PingGetPlayerGroup )
# Ping / Support
- [P] — No Ping
# Player
# Player / Player Settings
- [F] —
void
— Modify Player Property (Integer) — ( PlayerModifyPropertyInt ) - [F] —
void
— Modify Player Property (Real) — ( PlayerModifyPropertyFixed ) - [F] —
int
— Player Property (Integer) — ( PlayerGetPropertyInt ) - [F] —
fixed
— Player Property (Real) — ( PlayerGetPropertyFixed ) - [F] —
void
— Modify Player Score (Integer) — ( PlayerScoreValueSetFromInt ) - [F] —
void
— Modify Player Score (Real) — ( PlayerScoreValueSetFromFixed ) - [F] —
int
— Player Score Value (Integer) — ( PlayerScoreValueGetAsInt ) - [F] —
fixed
— Player Score Value (Real) — ( PlayerScoreValueGetAsFixed ) - [F] —
void
— Turn Player Flag On/Off — ( PlayerSetState ) - [F] —
bool
— Player Flag Check — ( PlayerGetState ) - [F] —
bool
— Player License Check — ( PlayerHasLicense ) - [F] —
bool
— Player Access Check — ( PlayerHasAccessTo ) - [F] —
bool
— Player Has Reward — ( PlayerHasReward ) - [F] —
bool
— Player Has Talent — ( PlayerHasTalent ) - [F] —
text
— Name Of Player — ( PlayerName ) - [F] —
string
— Handle Of Player — ( PlayerHandle ) - [F] —
string
[ gamelink::Race ] — Race Of Player — ( PlayerRace ) - [F] —
string
[ gamelink::Hero ] — Hero Of Player — ( PlayerHero ) - [F] —
string
[ gamelink::Skin ] — Skin Of Player — ( PlayerSkin ) - [F] —
string
[ gamelink::Mount ] — Mount Of Player — ( PlayerMount ) - [F] —
string
[ gamelink::Spray ] — Spray Of Player — ( PlayerSpray ) - [F] —
string
[ gamelink::Artifact ] — Artifact Of Player — ( PlayerArtifact ) - [F] —
int
— Artifact Rank Of Player — ( PlayerArtifactRank ) - [F] —
string
[ gamelink::Commander ] — Commander Of Player — ( PlayerCommander ) - [F] —
int
— Commander Level Of Player — ( PlayerCommanderLevel ) - [F] —
int
— Commander Mastery Level Of Player — ( PlayerCommanderMasteryLevel ) - [F] —
int
— Commander Mastery Talent Rank Of Player — ( PlayerCommanderMasteryTalentRank ) - [F] —
int
— Commander Selected Prestige Of Player — ( PlayerCommanderSelectedPrestige ) - [F] —
int
— Brutal Plus Difficulty of Player — ( PlayerBrutalPlusDifficulty ) - [F] —
int
— Retry Mutation Index of Player — ( PlayerRetryMutation ) - [F] —
int
— Allied Commander Enemy Wave Type — ( PlayerACEnemyWaveType ) - [F] —
point
— Start Location Of Player — ( PlayerStartLocation ) - [F] —
int
[ preset::PlayerController ] — Controller Of Player — ( PlayerType ) - [F] —
int
[ preset::PlayerStatus ] — Status Of Player — ( PlayerStatus ) - [F] —
void
— Set Player Color — ( PlayerSetColorIndex ) - [F] —
void
— Set Player Race — ( PlayerSetRace ) - [F] —
void
— Set Player Hero — ( PlayerSetHero ) - [F] —
void
— Set Player Skin — ( PlayerSetSkin ) - [F] —
void
— Set Player Console Skin — ( PlayerSetConsoleSkin ) - [F] —
void
— Apply Player Skin — ( PlayerApplySkin ) - [F] —
void
— Apply Player Skin (Replacing Existing Unit) — ( libNtve_gf_PlayerApplySkinReplacingExistingUnit ) - [F] —
void
— Set Player Mount — ( PlayerSetMount ) - [F] —
void
— Set Player Spray — ( PlayerSetSpray ) - [F] —
void
— Set Player Commander — ( PlayerSetCommander ) - [F] —
void
— Set Player Commander Level — ( PlayerSetCommanderLevel ) - [F] —
void
— Set Player Commander Mastery Level — ( PlayerSetCommanderMasteryLevel ) - [F] —
void
— Set Player Death Timer — ( PlayerSetDeathTimer ) - [F] —
void
— Set Player Bounds — ( PlayerSetBounds ) - [F] —
void
— Add Player Talent — ( PlayerAddTalent ) - [F] —
void
— Remove Player Talent — ( PlayerRemoveTalent ) - [F] —
void
— Add Player Response — ( PlayerAddResponse ) - [F] —
void
— Remove Player Response — ( PlayerRemoveResponse ) - [F] —
void
— Clear Player Response — ( PlayerClearResponse ) - [F] —
int
[ playercolor ] — Player Color — ( PlayerGetColorIndex ) - [F] —
void
— Override Player Option — ( PlayerOptionOverride ) - [F] —
string
— Player Hotkey Profile — ( PlayerGetHotkeyProfile ) - [F] —
void
— Player Property Changed — ( TriggerAddEventPlayerPropChange ) - [F] —
void
— Player Joins Game — ( TriggerAddEventPlayerJoin ) - [F] —
void
— Player Leaves Game — ( TriggerAddEventPlayerLeft ) - [F] —
int
— Triggering Player — ( EventPlayer ) - [F] —
int
[ preset::Player_Property_Get ] — Triggering Player Property — ( EventPlayerProperty ) - [F] —
int
— Triggering Player Property Change (Integer) — ( EventPlayerPropertyChangeInt ) - [F] —
fixed
— Triggering Player Property Change (Real) — ( EventPlayerPropertyChangeFixed ) - [F] —
void
— Player Add Label — ( PlayerAddLabel ) - [F] —
void
— Player Remove Label — ( PlayerRemoveLabel ) - [F] —
void
— Player Remove All Labels — ( PlayerRemoveAllLabels ) - [F] —
bool
— Player Has Label — ( PlayerHasLabel ) - [F] —
void
— Player Add Reward — ( PlayerAddReward )
# Player / Alliances
- [F] —
void
— Player Changes Alliances — ( TriggerAddEventPlayerAllianceChange ) - [F] —
void
— Set Alliance — ( libNtve_gf_SetAlliance ) - [F] —
void
— Set Alliance (One-Way) — ( libNtve_gf_SetAllianceOneWay ) - [F] —
void
— Set Alliance Aspect — ( PlayerSetAlliance ) - [F] —
void
— Set Alliance For Player Group — ( libNtve_gf_SetPlayerGroupAlliance ) - [F] —
void
— Set Alliance Between Two Player Groups — ( libNtve_gf_SetAllianceBetweenTwoPlayerGroups ) - [F] —
void
— Set Alliance Aspect For Player Group — ( libNtve_gf_SetAllianceAspectForPlayerGroup ) - [F] —
bool
— Alliance Aspect — ( PlayerGetAlliance ) - [F] —
bool
— Get Relationship Between Players — ( libNtve_gf_PlayerIsEnemy )
# Player / Alliances / Internal
- [F] —
void
— Clear Alliance — ( libNtve_gf_ClearAlliance ) - [F] —
void
— Make Ally — ( libNtve_gf_MakeAlly )
# Player / Difficulty Levels
- [F] —
void
— Set Player Difficulty Level — ( PlayerSetDifficulty ) - [F] —
int
[ difficulty ] — Difficulty Level For Player — ( PlayerDifficulty ) - [F] —
bool
— Difficulty Level Is Enabled — ( DifficultyEnabled ) - [F] —
text
— Name Of Difficulty Level — ( DifficultyName ) - [F] —
text
— Name Of Campaign Difficulty Level — ( DifficultyNameCampaign ) - [F] —
int
— APM Of Difficulty Level — ( DifficultyAPM )
# Player / Charges And Cooldowns
- [F] —
void
— Add Charge Remaining Regen Time For Player — ( PlayerAddChargeRegenRemaining ) - [F] —
void
— Add Charge Full Regen Time For Player — ( PlayerAddChargeRegenFull ) - [F] —
void
— Add Charge Used For Player — ( PlayerAddChargeUsed ) - [F] —
void
— Remove Charge Used For Player — ( libNtve_gf_PlayerRemoveChargeUsed ) - [F] —
fixed
— Charge Regen Remaining For Player — ( PlayerGetChargeRegen ) - [F] —
fixed
— Charge Regen Full For Player — ( PlayerGetChargeRegenFull ) - [F] —
fixed
— Player Charge Used — ( PlayerGetChargeUsed ) - [F] —
void
— Pause/Unpause All Charges For Player — ( PlayerPauseAllCharges ) - [F] —
void
— Add Cooldown For Player — ( PlayerAddCooldown ) - [F] —
void
— Remove Cooldown For Player — ( libNtve_gf_PlayerRemoveCooldown ) - [F] —
fixed
— Player Cooldown — ( PlayerGetCooldown ) - [F] —
void
— Pause/Unpause All Cooldowns For Player — ( PlayerPauseAllCooldowns )
# Player / Charges And Cooldowns / Deprecated
- [F] —
void
— Add Charge Regen Time For Player (Deprecated) — ( PlayerAddChargeRegen ) - [F] —
void
— Remove Charge Regen Time For Player (Deprecated) — ( libNtve_gf_PlayerRemoveChargeRegen )
# Player / Support
- [P] — Alliance Aspect
- [P] — Alliance Setting
- [P] — Any Player
- [P] — (Obsolete) Difficulty Level
- [P] — Leave Game Option
- [P] — Modify Operation
- [P] — No Player
- [P] — No Game Option Value
- [P] — (Obsolete) Player Color
- [P] — Player Color Option
- [P] — Player Controller
- [P] — Player Flag
- [P] — Player License
- [P] — Player Property (Get)
- [P] — Player Property (Set)
- [P] — Player Relation
- [P] — Player Response Type
- [P] — Player Status
- [P] — Player Values
# Player Group
# Player Group / Useful Player Groups
- [F] —
playergroup
— All Players — ( PlayerGroupAll ) - [F] —
playergroup
— Empty Player Group — ( PlayerGroupEmpty ) - [F] —
playergroup
— Active Players — ( PlayerGroupActive ) - [F] —
playergroup
— Allies/Enemies Of Player — ( PlayerGroupAlliance ) - [F] —
playergroup
— Allies/Enemies Of Player (Count Inactive And Self) — ( libNtve_gf_AlliesEnemiesOfPlayerCountInactiveAndSelf ) - [F] —
playergroup
— Convert Player To Player Group — ( PlayerGroupSingle )
# Player Group / Groups
- [F] —
void
— Add Player To Player Group — ( PlayerGroupAdd ) - [F] —
void
— Add Player Group To Player Group — ( libNtve_gf_AddPlayerGroupToPlayerGroup ) - [F] —
void
— Remove Player From Player Group — ( PlayerGroupRemove ) - [F] —
void
— Remove Player Group From Player Group — ( libNtve_gf_RemovePlayerGroupFromPlayerGroup ) - [F] —
void
— Remove All Players From Player Group — ( PlayerGroupClear ) - [F] —
int
— Number Of Players In Player Group — ( PlayerGroupCount ) - [F] —
bool
— Player In Player Group — ( PlayerGroupHasPlayer ) - [F] —
int
— Player From Player Group — ( PlayerGroupPlayer ) - [F] —
playergroup
— Copy Of Player Group — ( PlayerGroupCopy ) - [F] —
playergroup
— Union Of Player Groups — ( libNtve_gf_UnionOfPlayerGroups ) - [F] —
playergroup
— Intersection Of Player Groups — ( libNtve_gf_IntersectionOfPlayerGroups )
# Player Group / Loops
- [F] —
void
— For Each Player In Player Group — ( ) - [F] —
void
— For Each Player In Player Group Deprecated — ( ) - [F] —
void
— Pick Each Player In Player Group — ( ) - [F] —
void
— Pick Each Player In Player Group Deprecated — ( ) - [F] —
int
— Picked Player — ( ) - [F] —
int
— Picked Player Deprecated — ( PlayerGroupLoopCurrentDeprecated )
# Player Group / Support
- [P] — No Player Group
- [P] — Player Alliance
# Point
# Point / Internal
- [F] —
point
— OBSOLETE - Point Facing Angle — ( libNtve_gf_PointFromPositionAndAngle )
# Point / Creation And Modification
- [F] —
point
— Point From XYZ — ( libNtve_gf_PointFromXYZ ) - [F] —
point
— Point From XY — ( Point ) - [F] —
point
— Point From Name — ( PointFromName ) - [F] —
void
— Move Point — ( PointSet ) - [F] —
void
— Make Point Face Angle — ( PointSetFacing ) - [F] —
void
— Set Point Height — ( PointSetHeight )
# Point / Measurements
- [F] —
fixed
— X Of Point — ( PointGetX ) - [F] —
fixed
— Y Of Point — ( PointGetY ) - [F] —
fixed
— Facing Angle Of Point — ( PointGetFacing ) - [F] —
fixed
— Height Of Point — ( PointGetHeight ) - [F] —
fixed
— Angle Between Points — ( AngleBetweenPoints ) - [F] —
fixed
— Distance Between Points — ( DistanceBetweenPoints ) - [F] —
fixed
— Distance Squared Between Points — ( DistanceSquaredBetweenPoints ) - [F] —
bool
— Point Is In Region — ( RegionContainsPoint )
# Point / Offsets
- [F] —
point
— Point Facing Angle — ( libNtve_gf_PointFacingAngle ) - [F] —
point
— Point With Z Offset — ( libNtve_gf_PointWithZOffset ) - [F] —
point
— Point With Offset — ( PointWithOffset ) - [F] —
point
— Point With Polar Offset — ( PointWithOffsetPolar ) - [F] —
point
— Point Offset Towards Point — ( libNtve_gf_PointOffsetTowardsPoint ) - [F] —
point
— Random Point Between Points — ( libNtve_gf_RandomPointBetweenPoints ) - [F] —
point
— Reflected Point — ( PointReflect ) - [F] —
point
— Interpolated Point — ( PointInterpolate ) - [F] —
point
— Mid-Point — ( MidPoint )
# Point / Pathing
- [F] —
bool
— Point Is Passable — ( PointPathingPassable ) - [F] —
bool
— Points Connected By Pathing — ( PointPathingIsConnected ) - [F] —
int
— Pathing Cost Between Points — ( PointPathingCost ) - [F] —
int
[ preset::PathingType ] — Pathing Type At Point — ( PathingType )
# Point / Support
- [P] — No Point
# Portrait
# Portrait / Useful Portraits
- [F] —
int
[ portrait ] — Cinematic Portrait — ( libNtve_gf_CinematicPortrait ) - [F] —
void
— Hide All Cinematic Portraits — ( libNtve_gf_HideAllCinematicPortraits ) - [F] —
int
[ portrait ] — Fullscreen Portrait — ( libNtve_gf_FullscreenPortrait ) - [F] —
int
[ portrait ] — Game Portrait — ( PortraitGetGame ) - [F] —
int
[ portrait ] — Planet Panel Portrait — ( PortraitGetPlanetPanel ) - [F] —
int
[ portrait ] — Dialog Item Portrait — ( PortraitGetTriggerControl )
# Portrait / Useful Portraits / Internal
- [P] — CinematicPortraitIndex
# Portrait / Basic
- [F] —
int
[ portrait ] — Create Portrait — ( PortraitCreate ) - [F] —
void
— Show/Hide Portrait — ( PortraitSetVisible ) - [F] —
int
[ portrait ] — Last Created Portrait — ( PortraitLastCreated ) - [F] —
bool
— Portrait Is Visible — ( PortraitVisible )
# Portrait / Advanced
- [F] —
void
— Destroy All Portraits — ( PortraitDestroyAll ) - [F] —
void
— Destroy Portrait — ( PortraitDestroy ) - [F] —
void
— Play Portrait Animation — ( libNtve_gf_PortraitSetAnim ) - [F] —
void
— Set Portrait Camera — ( PortraitSetCamera ) - [F] —
void
— Set Portrait Border Texture — ( PortraitSetBorderTexture ) - [F] —
void
— Set Portrait Light — ( PortraitSetLight ) - [F] —
void
— Set Portrait Model — ( PortraitSetModel ) - [F] —
void
— Set Portrait Model And Play Animation — ( PortraitSetModelAnim ) - [F] —
void
— Set Portrait Position — ( PortraitSetPosition ) - [F] —
void
— Set Portrait Size — ( PortraitSetSize ) - [F] —
void
— Set Portrait Transition Model — ( PortraitSetTransitionModel ) - [F] —
void
— Set Portrait Mouse Target — ( PortraitSetMouseTarget ) - [F] —
void
— Set Portrait Channel — ( PortraitSetChannel ) - [F] —
void
— Set Portrait Render Type — ( PortraitSetRenderType ) - [F] —
void
— Mute/Unmute Portrait — ( PortraitSetMuted ) - [F] —
void
— Pause/Unpause Portrait — ( PortraitSetPaused ) - [F] —
void
— Set Portrait Tint Color — ( PortraitSetTintColor ) - [F] —
void
— Set Portrait Team Color — ( PortraitSetTeamColor ) - [F] —
void
— Set Portrait Actor — ( PortraitSetActor ) - [F] —
void
— Turn Portrait Border On/Off — ( PortraitSetBorderVisible ) - [F] —
void
— Turn Portrait Background On/Off — ( PortraitSetBackgroundVisible ) - [F] —
void
— Turn Portrait Fullscreen On/Off — ( PortraitSetFullscreen ) - [F] —
void
— Turn Portrait Offscreen On/Off — ( PortraitSetOffscreen ) - [F] —
void
— Turn Portrait Transition On/Off — ( PortraitUseTransition ) - [F] —
void
— Force Portrait Transition On/Off — ( PortraitForceTransition ) - [F] —
void
— Clear Portrait Animation — ( libNtve_gf_ClearPortraitAnimation ) - [F] —
void
— Wait For Portrait To Load — ( PortraitWaitForLoad )
# Portrait / Support
- [P] — CinematicPortraitPosition
- [P] — Model Camera
- [P] — Portrait Camera
- [P] — No Portrait
- [P] — No Portrait Channel
- [P] — Portrait Render Type
# Region
# Region / Useful Regions
- [F] —
region
— Empty Region — ( RegionEmpty ) - [F] —
region
— Entire Map — ( RegionEntireMap ) - [F] —
region
— Playable Map Area — ( RegionPlayableMap ) - [F] —
region
— Region From Name — ( RegionFromName ) - [F] —
void
— Set Playable Map Area — ( RegionPlayableMapSet )
# Region / Creation
- [F] —
region
— Convert Circle To Region — ( RegionCircle ) - [F] —
region
— Convert Rectangle To Region — ( RegionRect ) - [F] —
void
— Add Circle To Region — ( RegionAddCircle ) - [F] —
void
— Add Rectangle To Region — ( RegionAddRect ) - [F] —
void
— Add Region To Region — ( RegionAddRegion )
# Region / Modification
- [F] —
point
— Random Point In Region — ( RegionRandomPoint ) - [F] —
point
— Center Of Region — ( RegionGetCenter ) - [F] —
unit
— Unit Attached To Region — ( RegionGetAttachUnit ) - [F] —
void
— Attach Region To Unit — ( RegionAttachToUnit ) - [F] —
void
— Move Region — ( RegionSetCenter ) - [F] —
fixed
— Width Of Region — ( libNtve_gf_WidthOfRegion ) - [F] —
fixed
— Height Of Region — ( libNtve_gf_HeightOfRegion ) - [F] —
point
— Bottom-Left Of Region Bounds — ( RegionGetBoundsMin ) - [F] —
point
— Top-Right Of Region Bounds — ( RegionGetBoundsMax )
# Region / Support
- [P] — Any Region
- [P] — No Region
- [P] — Region State
# Selection
# Selection / Unit Selection
- [F] —
int
— Subgroup Index — ( UnitSubgroupIndexSelected ) - [F] —
unitgroup
— Selected Subgroup Units — ( UnitSubgroupSelected ) - [F] —
void
— Select/Deselect Unit — ( UnitSelect ) - [F] —
void
— Select Next Subgroup — ( UnitSubgroupIndexNext ) - [F] —
void
— Select Previous Subgroup — ( UnitSubgroupIndexPrevious ) - [F] —
void
— Select/Deselect Unit Group — ( UnitGroupSelect ) - [F] —
void
— Clear Unit Selection — ( UnitClearSelection ) - [F] —
bool
— Unit Is Selected — ( UnitIsSelected ) - [F] —
bool
— Unit Type Is Selected — ( libNtve_gf_UnitTypeIsSelected ) - [F] —
unitgroup
— Selected Units — ( UnitGroupSelected ) - [F] —
void
— Unit Is Selected — ( TriggerAddEventUnitSelected ) - [F] —
void
— Store Unit Selection — ( libNtve_gf_StoreUnitSelection ) - [F] —
void
— Restore Unit Selection — ( libNtve_gf_RestoreUnitSelection ) - [F] —
void
— Flash Unit Selection — ( UnitFlashSelection )
# Selection / Control Groups
- [F] —
unitgroup
— Control Group Units — ( UnitControlGroup ) - [F] —
void
— Copy Unit Control Groups — ( libNtve_gf_CopyUnitControlGroups ) - [F] —
void
— Add Unit To Control Group — ( UnitControlGroupAddUnit ) - [F] —
void
— Add Unit Group To Control Group — ( UnitControlGroupAddUnits ) - [F] —
void
— Remove Unit From Control Group — ( UnitControlGroupRemoveUnit ) - [F] —
void
— Remove Unit Group From Control Group — ( UnitControlGroupRemoveUnits ) - [F] —
void
— Clear Control Group — ( UnitControlGroupClear )
# Selection / Clicks and Highlights
- [F] —
void
— Unit Is Clicked — ( TriggerAddEventUnitClick ) - [F] —
void
— Unit Is Highlighted — ( TriggerAddEventUnitHighlight )
# Selection / Support
- [P] — Select/Deselect State
- [P] — Unit Selection Store Option
- [P] — Highlight Option
# Sound
# Sound / Deprecated
- [F] —
void
— Set Sound Reverb (Deprecated) — ( SoundSetReverb ) - [F] —
void
— Play Sound Scene File (Deprecated) — ( SoundPlaySceneFile ) - [F] —
void
— Play Sound Scene (Deprecated) — ( SoundPlayScene ) - [F] —
void
— Play Sound (Deprecated) — ( SoundPlay ) - [F] —
void
— Play Sound On Unit (Deprecated) — ( SoundPlayOnUnit ) - [F] —
void
— Play Sound At Point (Deprecated) — ( SoundPlayAtPoint )
# Sound / Sounds
- [F] —
void
— Play Sound On Unit — ( SoundPlayOnUnitForPlayer ) - [F] —
void
— Play Sound At Point — ( SoundPlayAtPointForPlayer ) - [F] —
void
— Play Sound — ( SoundPlayForPlayer ) - [F] —
sound
— Last Played Sound — ( SoundLastPlayed ) - [F] —
void
— Pause Sound — ( SoundPause ) - [F] —
void
— Stop Sound — ( SoundStop ) - [F] —
void
— Skip To Sound Offset — ( SoundSetOffset ) - [F] —
void
— Move Sound — ( SoundSetPosition ) - [F] —
void
— Wait For Sound — ( SoundWait ) - [F] —
void
— Set Sound Volume — ( SoundSetVolume ) - [F] —
void
— Stop All Trigger Sounds — ( SoundStopAllTriggerSounds ) - [F] —
void
— Stop All Model Sounds — ( SoundStopAllModelSounds ) - [F] —
void
— Set Sound Listener Gender — ( SoundSetListenerGender )
# Sound / Sound Properties
- [F] —
int
— Sound Asset Index — ( SoundLinkAsset ) - [F] —
string
[ gamelink::Sound ] — Sound ID — ( SoundLinkId ) - [F] —
soundlink
— Sound Link — ( SoundLink ) - [F] —
text
— Sound Subtitle Text — ( SoundSubtitleText ) - [F] —
string
[ gamelink::Model ] — Sound Portrait Model — ( SoundPortraitModel ) - [F] —
fixed
— Sound Duration — ( SoundLengthSync ) - [F] —
void
— Mark Sound For Duration Preload — ( ) - [F] —
void
— Query Sound Duration — ( SoundLengthQuery ) - [F] —
void
— Wait For Sound Durations — ( SoundLengthQueryWait )
# Sound / Soundtracks
- [F] —
void
— Play Soundtrack — ( SoundtrackPlay ) - [F] —
void
— Pause Soundtrack — ( SoundtrackPause ) - [F] —
void
— Stop Soundtrack (Current) — ( SoundtrackStopCurrent ) - [F] —
void
— Stop Soundtrack (Current & Queued) — ( SoundtrackStop ) - [F] —
void
— Wait For Soundtrack — ( SoundtrackWait ) - [F] —
void
— Set Default Soundtrack — ( SoundtrackDefault ) - [F] —
void
— Enable/Disable Soundtrack Continuous — ( SoundtrackSetContinuous ) - [F] —
void
— Set Soundtrack Delay — ( SoundtrackSetDelay ) - [F] —
void
— Enable/Disable Soundtrack Shuffle — ( SoundtrackSetShuffle )
# Sound / Sound Channels
- [F] —
void
— Mute/Unmute Sound Channel — ( SoundChannelMute ) - [F] —
void
— Pause Sound Channel — ( SoundChannelPause ) - [F] —
void
— Stop Sound Channel — ( SoundChannelStop ) - [F] —
void
— Set Sound Channel Volume — ( SoundChannelSetVolume ) - [F] —
void
— Set All Sound Channel Volumes — ( libNtve_gf_SetAllSoundChannelVolumes ) - [F] —
void
— Insert Sound Channel Digital Effect — ( SoundChannelDSPInsert ) - [F] —
void
— Remove Sound Channel Digital Effect — ( SoundChannelDSPRemove )
# Sound / Sound Settings
- [F] —
void
— Set Sound Factors — ( SoundSetFactors ) - [F] —
void
— Set Sound Reverb For Players — ( SoundSetReverbForPlayers )
# Sound / Scenes
- [F] —
void
— Play Sound Scene — ( SoundPlaySceneForPlayer )
# Sound / Support
- [P] — Global Sound
- [P] — Any Cue
- [P] — Any Sound Index
- [P] — Any Soundtrack Index
- [P] — Continuously/Once Option
- [P] — Looping Option
- [P] — Music Type
- [P] — Mute/Unmute Option
- [P] — No Sound
- [P] — No Sound Link
- [P] — Sound Channel
- [P] — Sound Fade Option
- [P] — Sound Offset
- [P] — Volume Channel Mode
- [P] — Soundtrack Category
- [P] — CINEMODE_VOLUMEPERCENT
- [P] — SPEECH_VOLUMEPERCENT
# Stats
- [F] —
int
[ preset::StatEvent ] — Create Stat Event — ( StatEventCreate ) - [F] —
void
— Add String Data to Stat Event — ( StatEventAddDataString ) - [F] —
void
— Add Integer Data to Stat Event — ( StatEventAddDataInt ) - [F] —
void
— Add Real Data to Stat Event — ( StatEventAddDataFixed ) - [F] —
void
— Send Stat Event — ( StatEventSend ) - [F] —
int
[ preset::StatEvent ] — Last Created Stat Event — ( StatEventLastCreated ) - [P] — Stat Event
# Story
# Story / Planet Panel / Planet Panel
- [F] —
void
— Planet Panel Planet Selected — ( TriggerAddEventPlanetMissionSelected ) - [F] —
void
— Planet Panel Launched — ( TriggerAddEventPlanetMissionLaunched ) - [F] —
void
— Planet Panel Canceled — ( TriggerAddEventPlanetPanelCanceled ) - [F] —
void
— Planet Panel Pressed Replay Button — ( TriggerAddEventPlanetPanelReplayPressed ) - [F] —
void
— Planet Panel Birth Complete — ( TriggerAddEventPlanetPanelBirthComplete ) - [F] —
void
— Planet Panel Death Complete — ( TriggerAddEventPlanetPanelDeathComplete ) - [F] —
int
[ planet ] — Clicked Planet — ( EventPlanetPanelMissionSelected ) - [F] —
int
[ planet ] — Selected Planet — ( PlanetGetSelected ) - [F] —
int
[ difficulty ] — Selected Mission Difficulty — ( EventPlanetPanelDifficultySelected ) - [F] —
int
[ preset::PlanetState3 ] — Planet Panel Contact Button State — ( PlanetPanelGetContactButtonState ) - [F] —
void
— Set Planet Panel Contact Button State — ( PlanetPanelSetContactButtonState ) - [F] —
void
— Set Planet Panel Background Image — ( PlanetPanelSetBackgroundImage ) - [F] —
void
— Enable/Disable Planet Panel Close Button — ( PlanetPanelSetBackButtonEnabled ) - [F] —
void
— Set Planet Panel Close Button Text — ( PlanetPanelSetBackButtonText ) - [F] —
void
— Set Planet Panel Close Button Shortcut — ( PlanetPanelSetBackButtonShortcut ) - [F] —
void
— Set Planet Panel Close Button Tooltip — ( PlanetPanelSetBackButtonTooltip ) - [F] —
void
— Enable/Disable Planet Panel Dismiss Button — ( PlanetPanelSetDismissButtonEnabled ) - [F] —
void
— Set Selected Planet — ( PlanetSetSelected ) - [F] —
void
— Clear Selected Planet — ( PlanetClearSelected )
# Story / Planet Panel / Planets
- [F] —
void
— Destroy All Planets — ( PlanetDestroyAll ) - [F] —
void
— Destroy Planet — ( PlanetDestroy ) - [F] —
int
[ planet ] — Create Planet — ( PlanetCreate ) - [F] —
int
[ planet ] — Last Created Planet — ( PlanetLastCreated )
# Story / Planet Panel / Planet Properties
- [F] —
void
— Set Planet Name — ( PlanetSetPlanetName ) - [F] —
void
— Set Planet State — ( PlanetSetState ) - [F] —
void
— Set Planet Model — ( PlanetSetPlanetModelLink ) - [F] —
void
— Set Planet Background Model — ( PlanetSetBackgroundModelLink ) - [F] —
void
— Set Planet Players — ( PlanetSetPlayerGroup ) - [F] —
void
— Set Planet Description — ( PlanetSetDescriptionText ) - [F] —
void
— Set Planet Tooltip — ( PlanetSetTooltipText ) - [F] —
void
— Set Planet Mission Title — ( PlanetSetMissionTitle ) - [F] —
void
— Set Planet Mission Name — ( PlanetSetMissionName ) - [F] —
void
— Set Planet Primary Objective Title — ( PlanetSetPrimaryObjectiveTitle ) - [F] —
void
— Set Planet Primary Objective Text — ( PlanetSetPrimaryObjectiveText ) - [F] —
void
— Set Planet Secondary Objective Text — ( PlanetSetSecondaryObjectiveText ) - [F] —
void
— Set Planet Secondary Objective Title — ( PlanetSetSecondaryObjectiveTitle ) - [F] —
void
— Set Planet Reward Title — ( PlanetSetRewardTitle ) - [F] —
void
— Set Planet Reward Text — ( PlanetSetRewardText ) - [F] —
void
— Set Planet Research Title — ( PlanetSetResearchTitle ) - [F] —
void
— Set Planet Research Text — ( PlanetSetResearchText ) - [F] —
void
— Set Planet Bonus Title — ( PlanetSetBonusTitle ) - [F] —
void
— Set Planet Bonus Text — ( PlanetSetBonusText ) - [F] —
void
— Set Planet Frame Text — ( PlanetSetPlanetText ) - [F] —
void
— Set Planet Contact Title — ( PlanetSetContactTitle ) - [F] —
void
— Set Planet Contact Name — ( PlanetSetContactName ) - [F] —
void
— Set Planet Contact Model — ( PlanetSetContactModelLink ) - [F] —
void
— Set Planet Contact Actor — ( PlanetSetContactActorLink ) - [F] —
void
— Set Planet Contact Tooltip — ( PlanetSetContactTooltipText ) - [F] —
void
— Set Planet Technology Title — ( PlanetSetTechnologyTitle ) - [F] —
void
— Set Planet Technology Name — ( PlanetSetTechnologyName ) - [F] —
void
— Set Planet Technology Text — ( PlanetSetTechnologyText ) - [F] —
void
— Set Planet Technology Icon — ( PlanetSetTechnologyIconFilePath ) - [F] —
void
— Set Planet Technology Unit — ( PlanetSetTechnologyUnitLink ) - [F] —
void
— Set Planet Technology Tooltip — ( PlanetSetTechnologyTooltipText )
# Story / Planet Panel / Support
- [P] — Planet State
- [P] — Planet Panel Contact Button State
- [P] — Any Planet
- [P] — No Planet
# Story / Tech Purchase Panel / Purchase Categories
- [F] —
int
[ preset::PurchaseCategory ] — Create Purchase Category — ( PurchaseCategoryCreate ) - [F] —
int
[ preset::PurchaseCategory ] — Last Created Purchase Category — ( PurchaseCategoryLastCreated ) - [F] —
void
— Destroy Purchase Category — ( PurchaseCategoryDestroy ) - [F] —
void
— Destroy All Purchase Categories — ( PurchaseCategoryDestroyAll ) - [F] —
void
— Set Purchase Category Name — ( PurchaseCategorySetNameText ) - [F] —
void
— Set Purchase Category Slot — ( PurchaseCategorySetSlot ) - [F] —
void
— Set Purchase Category Players — ( PurchaseCategorySetPlayerGroup ) - [F] —
void
— Set Purchase Category State — ( PurchaseCategorySetState )
# Story / Tech Purchase Panel / Purchase Groups
- [F] —
int
[ preset::PurchaseGroup ] — Create Purchase Group — ( PurchaseGroupCreate ) - [F] —
int
[ preset::PurchaseGroup ] — Last Created Purchase Group — ( PurchaseGroupLastCreated ) - [F] —
void
— Destroy Purchase Group — ( PurchaseGroupDestroy ) - [F] —
void
— Destroy All Purchase Groups — ( PurchaseGroupDestroyAll ) - [F] —
void
— Set Purchase Group Name — ( PurchaseGroupSetNameText ) - [F] —
void
— Set Purchase Group Tooltip — ( PurchaseGroupSetTooltipText ) - [F] —
void
— Set Purchase Group Slot — ( PurchaseGroupSetSlot ) - [F] —
void
— Set Purchase Group Unit — ( PurchaseGroupSetUnitLink ) - [F] —
void
— Set Purchase Group Icon — ( PurchaseGroupSetIconFilePath ) - [F] —
void
— Set Purchase Group Players — ( PurchaseGroupSetPlayerGroup ) - [F] —
void
— Set Purchase Group State — ( PurchaseGroupSetState )
# Story / Tech Purchase Panel / Purchase Items
- [F] —
int
[ preset::PurchaseItem ] — Create Purchase Item — ( PurchaseItemCreate ) - [F] —
int
[ preset::PurchaseItem ] — Last Created Purchase Item — ( PurchaseItemLastCreated ) - [F] —
void
— Destroy Purchase Item — ( PurchaseItemDestroy ) - [F] —
void
— Destroy All Purchase Items — ( PurchaseItemDestroyAll ) - [F] —
void
— Set Purchase Item Name — ( PurchaseItemSetNameText ) - [F] —
void
— Set Purchase Item Tooltip — ( PurchaseItemSetTooltipText ) - [F] —
void
— Set Purchase Item Description — ( PurchaseItemSetDescriptionText ) - [F] —
void
— Set Purchase Item Cost — ( PurchaseItemSetCost ) - [F] —
void
— Set Purchase Item Slot — ( PurchaseItemSetSlot ) - [F] —
void
— Set Purchase Item Icon — ( PurchaseItemSetIconFilePath ) - [F] —
void
— Set Purchase Item Movie — ( PurchaseItemSetMovieFilePath ) - [F] —
void
— Set Purchase Item Players — ( PurchaseItemSetPlayerGroup ) - [F] —
void
— Set Purchase Item State — ( PurchaseItemSetState ) - [F] —
void
— Set Purchase Item Recently Purchased — ( PurchaseItemSetRecentlyPurchased )
# Story / Tech Purchase Panel / Interaction
- [F] —
void
— Purchase Made — ( TriggerAddEventPurchaseMade ) - [F] —
void
— Purchase Item Selected — ( TriggerAddEventSelectedPurchaseItemChanged ) - [F] —
void
— Purchase Item Selected — ( TriggerAddEventSelectedPurchaseItemChanged ) - [F] —
void
— Purchase Category Selected — ( TriggerAddEventSelectedPurchaseCategoryChanged ) - [F] —
void
— Purchase Category Selected — ( TriggerAddEventSelectedPurchaseCategoryChanged ) - [F] —
void
— Purchase Exit — ( TriggerAddEventPurchaseExit ) - [F] —
void
— Set Selected Purchase Category — ( PurchaseSetSelectedPurchaseCategory ) - [F] —
void
— Set Selected Purchase Item — ( PurchaseSetSelectedPurchaseItem ) - [F] —
void
— Purchase Purchase Item — ( PurchaseItemPurchase ) - [F] —
int
[ preset::PurchaseCategory ] — Selected Purchase Category — ( PurchaseGetSelectedPurchaseCategory ) - [F] —
int
[ preset::PurchaseItem ] — Selected Purchase Item — ( PurchaseGetSelectedPurchaseItem ) - [F] —
int
[ preset::PurchaseItem ] — Purchased Purchase Item — ( EventPurchaseMade ) - [F] —
bool
— Purchase Item Is Recently Purchased — ( PurchaseItemIsRecentlyPurchased )
# Story / Tech Purchase Panel / Support
- [P] — Purchase Item
- [P] — Purchase Group
- [P] — Purchase Category
- [P] — Purchase Category State
- [P] — Purchase Group State
- [P] — Purchase Item State
# Story / Mission Archives Panel
- [F] —
void
— Mission Archives Panel Exited — ( TriggerAddEventBattleReportPanelExit ) - [F] —
void
— Mission Archives Panel Play Mission — ( TriggerAddEventBattleReportPanelPlayMission ) - [F] —
void
— Mission Archive Panel Play Scene — ( TriggerAddEventBattleReportPanelPlayScene ) - [F] —
void
— Mission Archives Panel Selection Changed — ( TriggerAddEventBattleReportPanelSelectionChanged ) - [F] —
void
— Add Mission Archive — ( BattleReportCreate ) - [F] —
int
[ control ] — Mission Archive Dialog Item — ( BattleReportGetDialogControl ) - [F] —
int
[ preset::MissionArchive ] — Last Created Mission Archive — ( BattleReportLastCreated ) - [F] —
void
— Remove Mission Archive — ( BattleReportDestroy ) - [F] —
void
— Set Mission Archive Mission Text — ( BattleReportSetMissionText ) - [F] —
void
— Set Mission Archive Mission Image — ( BattleReportSetMissionImage ) - [F] —
void
— Set Mission Archive Scene Image — ( BattleReportSetSceneImage ) - [F] —
void
— Set Mission Archive Scene Text — ( BattleReportSetSceneText ) - [F] —
void
— Set Mission Archive Difficulty Best Time Text — ( BattleReportSetDifficultyLevelBestTimeText ) - [F] —
void
— Set Mission Archive Difficulty Completed — ( BattleReportSetDifficultyLevelCompleted ) - [F] —
void
— Add Mission Archive Achievement — ( BattleReportAddAchievement ) - [F] —
void
— Set Mission Archive Best Time Text — ( BattleReportSetBestTimeText ) - [F] —
void
— Set Mission Archive Research Title — ( BattleReportSetResearchTitle ) - [F] —
void
— Set Mission Archive Research Text — ( BattleReportSetResearchText ) - [F] —
void
— Set Mission Archive Bonus Title — ( BattleReportSetBonusTitle ) - [F] —
void
— Set Mission Archive Bonus Text — ( BattleReportSetBonusText ) - [F] —
void
— Set Mission Archive Button Text — ( BattleReportSetButtonText ) - [F] —
void
— Set Mission Archive Button Image — ( BattleReportSetButtonImage ) - [F] —
void
— Set Mission Archive Priority — ( BattleReportSetPriority ) - [F] —
void
— Set Mission Archive State — ( BattleReportSetState ) - [F] —
void
— Show Mission Archive in Missions Completed Total — ( BattleReportSetShownInMissionTotal ) - [F] —
text
— Get Mission Archive Mission Text — ( BattleReportGetMissionText ) - [F] —
string
[ filepath ] — Get Mission Archive Mission Image — ( BattleReportGetMissionImage ) - [F] —
string
[ filepath ] — Get Mission Archive Scene Image — ( BattleReportGetSceneImage ) - [F] —
text
— Get Mission Archive Scene Text — ( BattleReportGetSceneText ) - [F] —
text
— Get Mission Archive Difficulty Best Time Text — ( BattleReportGetDifficultyLevelBestTimeText ) - [F] —
bool
— Get Mission Archive Difficulty Completed — ( BattleReportGetDifficultyLevelCompleted ) - [F] —
text
— Get Mission Archive Best Time Text — ( BattleReportGetBestTimeText ) - [F] —
text
— Get Mission Archive Research Title — ( BattleReportGetResearchTitle ) - [F] —
text
— Get Mission Archive Research Text — ( BattleReportGetResearchText ) - [F] —
text
— Get Mission Archive Bonus Title — ( BattleReportGetBonusTitle ) - [F] —
text
— Get Mission Archive Bonus Text — ( BattleReportGetBonusText ) - [F] —
text
— Get Mission Archive Button Text — ( BattleReportGetButtonText ) - [F] —
string
[ filepath ] — Get Mission Archive Button Image — ( BattleReportGetButtonImage ) - [F] —
int
— Get Mission Archive Priority — ( BattleReportGetPriority ) - [F] —
int
[ preset::MissionArchiveState ] — Get Mission Archive State — ( BattleReportGetState ) - [F] —
void
— Set Selected Mission Archive — ( BattleReportPanelSetSelectedBattleReport ) - [F] —
int
[ preset::MissionArchive ] — Selected Mission Archive — ( BattleReportPanelGetSelectedBattleReport ) - [F] —
int
[ difficulty ] — Selected Mission Archive Difficulty — ( EventBattleReportPanelDifficultySelected ) - [F] —
int
[ preset::MissionArchive ] — Selected Mission Archive Mission — ( EventBattleReportPanelMissionSelected ) - [F] —
int
[ preset::MissionArchive ] — Selected Mission Archive Scene — ( EventBattleReportPanelSceneSelected )
# Story / Research Panel
- [F] —
void
— Research Panel Close Button Clicked — ( TriggerAddEventResearchPanelExit ) - [F] —
int
[ preset::ResearchTier ] — Create Research Tier — ( ResearchTierCreate ) - [F] —
int
[ preset::ResearchTier ] — Last Created Research Tier — ( ResearchTierLastCreated ) - [F] —
void
— Destroy Research Tier — ( ResearchTierDestroy ) - [F] —
void
— Destroy All Research Tiers — ( ResearchTierDestroyAll ) - [F] —
void
— Set Research Tier Required Level — ( ResearchTierSetRequiredLevel ) - [F] —
void
— Set Research Tier Max Purchases Allowed — ( ResearchTierSetMaxPurchasesAllowed ) - [F] —
int
[ preset::ResearchCategory ] — Create Research Category — ( ResearchCategoryCreate ) - [F] —
int
[ preset::ResearchCategory ] — Last Created Research Category — ( ResearchCategoryLastCreated ) - [F] —
void
— Destroy Research Category — ( ResearchCategoryDestroy ) - [F] —
void
— Destroy All Research Categories — ( ResearchCategoryDestroyAll ) - [F] —
void
— Set Research Category Name — ( ResearchCategorySetNameText ) - [F] —
void
— Set Research Category Current Level — ( ResearchCategorySetCurrentLevel ) - [F] —
void
— Set Research Category Last Level — ( ResearchCategorySetLastLevel ) - [F] —
int
[ preset::ResearchItem ] — Create Research Item — ( ResearchItemCreate ) - [F] —
int
[ preset::ResearchItem ] — Last Created Research Item — ( ResearchItemLastCreated ) - [F] —
void
— Destroy Research Item — ( ResearchItemDestroy ) - [F] —
void
— Purchase Research Item — ( ResearchItemPurchase ) - [F] —
void
— Set Research Item State — ( ResearchItemSetState ) - [F] —
void
— Set Research Item Icon — ( ResearchItemSetIconFilePath ) - [F] —
void
— Set Research Item Movie — ( ResearchItemSetMovieFilePath ) - [F] —
void
— Set Research Item Name — ( ResearchItemSetNameText ) - [F] —
void
— Set Research Item Description — ( ResearchItemSetDescriptionText ) - [F] —
void
— Set Research Item Tooltip — ( ResearchItemSetTooltipText ) - [F] —
void
— Set Research Item Confirmation — ( ResearchItemSetConfirmationText ) - [F] —
void
— Research Panel Research Button Clicked — ( TriggerAddEventResearchPanelPurchase ) - [F] —
void
— Research Panel Selection Changed — ( TriggerAddEventResearchPanelSelectionChanged ) - [F] —
void
— Set Research Item Recently Purchased — ( ResearchItemSetRecentlyPurchased ) - [F] —
bool
— Research Item Is Recently Purchased — ( ResearchItemIsRecentlyPurchased ) - [F] —
void
— Set Selected Research Item — ( ResearchItemSetSelected ) - [F] —
int
[ preset::ResearchItem ] — Selected Research Item — ( ResearchItemGetSelected )
# Story / Mercenary Panel
- [F] —
void
— Mercenary Panel Exited — ( TriggerAddEventMercenaryPanelExit ) - [F] —
void
— Mercenary Panel Purchase — ( TriggerAddEventMercenaryPanelPurchase ) - [F] —
void
— Mercenary Panel Selection Changed — ( TriggerAddEventMercenaryPanelSelectionChanged ) - [F] —
void
— Create Mercenary — ( MercenaryCreate ) - [F] —
int
[ preset::Mercenary ] — Last Created Mercenary — ( MercenaryLastCreated ) - [F] —
void
— Destroy Mercenary — ( MercenaryDestroy ) - [F] —
void
— Set Mercenary Title Text — ( MercenarySetTitleText ) - [F] —
void
— Set Mercenary Unit Text — ( MercenarySetUnitText ) - [F] —
void
— Set Mercenary CostText — ( MercenarySetCostText ) - [F] —
void
— Set Mercenary Description Text — ( MercenarySetDescriptionText ) - [F] —
void
— Set Mercenary Special Text — ( MercenarySetSpecialText ) - [F] —
void
— Set Mercenary Availability Text — ( MercenarySetAvailabilityText ) - [F] —
void
— Set Mercenary Cost — ( MercenarySetCost ) - [F] —
void
— Set Mercenary State — ( MercenarySetState ) - [F] —
void
— Set Mercenary Portrait Image — ( MercenarySetImageFilePath ) - [F] —
void
— Set Mercenary Portrait Model — ( MercenarySetModelLink ) - [F] —
void
— Set Mercenary Scene — ( MercenarySetScenePath ) - [F] —
void
— Set Mercenary Player Group — ( MercenarySetPlayerGroup ) - [F] —
void
— Set Mercenary Recently Purchased — ( MercenarySetRecentlyPurchased ) - [F] —
bool
— Mercenary Is Recently Purchased — ( MercenaryIsRecentlyPurchased ) - [F] —
void
— Purchase Mercenary — ( MercenaryPurchase ) - [F] —
void
— Set Selected Mercenary — ( MercenarySetSelected ) - [F] —
void
— Enable/Disable Mercenary Panel Close Button — ( MercenaryPanelSetCloseButtonEnabled ) - [F] —
void
— Enable/Disable Mercenary Panel Dismiss Button — ( MercenaryPanelSetDismissButtonEnabled ) - [F] —
int
[ preset::Mercenary ] — Selected Mercenary — ( MercenaryGetSelected )
# Story / Victory Panel
- [F] —
void
— Victory Panel Play Mission Again — ( TriggerAddEventVictoryPanelPlayMissionAgain ) - [F] —
void
— Victory Panel Exited — ( TriggerAddEventVictoryPanelExit ) - [F] —
int
[ difficulty ] — Selected Victory Difficulty — ( EventVictoryPanelDifficultySelected ) - [F] —
void
— Set Victory Panel Victory Text — ( VictoryPanelSetVictoryText ) - [F] —
void
— Set Victory Panel Mission Title — ( VictoryPanelSetMissionTitle ) - [F] —
void
— Set Victory Panel Mission Text — ( VictoryPanelSetMissionText ) - [F] —
void
— Set Victory Panel Time Title — ( VictoryPanelSetMissionTimeTitle ) - [F] —
void
— Set Victory Panel Time Text — ( VictoryPanelSetMissionTimeText ) - [F] —
void
— Set Victory Panel Reward Title — ( VictoryPanelSetRewardTitle ) - [F] —
void
— Set Victory Panel Reward Text — ( VictoryPanelSetRewardText ) - [F] —
void
— Set Victory Panel Reward Credits — ( VictoryPanelSetRewardCredits ) - [F] —
void
— Set Victory Panel Achievements Title — ( VictoryPanelSetAchievementsTitle ) - [F] —
void
— Add Victory Panel Achievement — ( VictoryPanelAddAchievement ) - [F] —
void
— Set Victory Panel Statistics Title — ( VictoryPanelSetStatisticsTitle ) - [F] —
void
— Add Victory Panel Tracked Statistic — ( VictoryPanelAddTrackedStatistic ) - [F] —
void
— Enable/Disable All Score Tracking — ( PlayerScoreValueEnableAll ) - [F] —
void
— Enable/Disable Score Tracking — ( PlayerScoreValueEnable ) - [F] —
void
— Add Victory Panel Custom Statistic Line — ( VictoryPanelAddCustomStatisticLine ) - [F] —
void
— Set Victory Panel Custom Statistic Text — ( VictoryPanelSetCustomStatisticText ) - [F] —
void
— Set Victory Panel Custom Statistic Value — ( VictoryPanelSetCustomStatisticValue ) - [F] —
void
— Clear Victory Panel Custom Statistic Table — ( VictoryPanelClearCustomStatisticTable ) - [F] —
void
— Set Victory Panel Background Model — ( VictoryPanelSetPlanetModelLink ) - [F] —
void
— Set Victory Panel Background Image — ( VictoryPanelSetBackgroundFilePath ) - [F] —
void
— Set Victory Panel Summary Background Image — ( VictoryPanelSetSummaryBackgroundFilePath )
# Story / Character Sheet
- [F] —
void
— Set Character Sheet Model — ( CharacterSheetPanelSetPortraitModelLink ) - [F] —
void
— Set Character Sheet Name Text — ( CharacterSheetPanelSetNameText ) - [F] —
void
— Set Character Sheet Description Text — ( CharacterSheetPanelSetDescriptionText )
# Story / Campaign Progress
- [F] —
void
— Set Campaign Progress Text — ( CampaignProgressSetText ) - [F] —
void
— Set Campaign Progress Image — ( CampaignProgressSetImageFilePath ) - [F] —
void
— Set Campaign Progress Tutorial Finished — ( CampaignProgressSetTutorialFinished ) - [F] —
void
— Set Campaign Progress Campaign Finished — ( CampaignProgressSetCampaignFinished ) - [F] —
void
— Delete Campaign Save — ( CampaignProgressDeleteCampaignSave ) - [F] —
void
— Enable Campaign Saves — ( CampaignProgressEnableCampaignSaves ) - [F] —
void
— Enable Campaign Completed Saves — ( CampaignProgressEnableCampaignCompletedSaves )
# Story / Modes And Sets
- [F] —
void
— Campaign Mode — ( CampaignMode ) - [F] —
void
— Story Create Planet Panel — ( StoryCreatePlanetPanel ) - [F] —
void
— Story Mode — ( libNtve_gf_StoryMode ) - [F] —
bool
— Player In Story Mode — ( libNtve_gf_PlayerInStoryMode ) - [F] —
void
— Story Set Change — ( StorySetChange )
# Story / Modes And Sets / Internal
- [F] —
void
— _Story Mode On/Off For Player — ( libNtve_gf__StoryModeOnOffForPlayer ) - [F] —
void
— _Story Mode On/Off For Player Group — ( libNtve_gf__StoryModeOnOffForPlayerGroup ) - [F] —
void
— _Story Mode Internal — ( StoryMode ) - [F] —
void
— _Story Mode Hide UI — ( libNtve_gf__StoryModeHideUI ) - [F] —
void
— _Story Mode Restore UI — ( libNtve_gf__StoryModeRestoreUI )
# Story / Support
- [P] — Research Item
- [P] — Research Tier
- [P] — Research Category
- [P] — Research Item State
- [P] — Mercenary
- [P] — Mercenary State
- [P] — Mission Archive
- [P] — Mission Archive State
- [P] — Mission Archive Type
# String
# String / Combining
- [F] —
string
— Combine Strings — ( ) - [F] —
string
— Combine Strings Multiple — ( ) - [F] —
text
— Combine Text — ( ) - [F] —
text
— Combine Text Multiple — ( )
# String / Comparisons
- [F] —
bool
— String Equal — ( StringEqual ) - [F] —
int
— String Compare — ( StringCompare ) - [F] —
int
— String Length — ( StringLength )
# String / Substrings
- [F] —
string
— Word Of String — ( StringWord ) - [F] —
string
— Substring — ( StringSub ) - [F] —
int
— Position Of Substring — ( StringFind ) - [F] —
bool
— String Containment — ( StringContains ) - [F] —
string
— String With Indexed Replacement — ( StringReplace ) - [F] —
string
— String With Search Replacement — ( StringReplaceWord ) - [F] —
text
— Text With Search Replacement — ( TextReplaceWord )
# String / Formatting
- [F] —
text
— Convert Time To Text — ( TextTimeFormat ) - [F] —
string
— Convert String Case — ( StringCase ) - [F] —
text
— Convert Text Case — ( TextCase ) - [F] —
text
— Convert Game Text — ( StringExternal ) - [F] —
text
— Convert Game Hotkey — ( StringExternalHotkey ) - [F] —
text
— Convert Game Asset — ( StringExternalAsset ) - [F] —
text
— Text With Color — ( TextWithColor ) - [F] —
void
— Set Text Expression Token — ( TextExpressionSetToken ) - [F] —
text
— Text Expression — ( TextExpressionAssemble )
# String / Support
- [P] — No Text
- [P] — No String
- [P] — String Case Option
- [P] — String Case Sensitivity
- [P] — String Containment Location
- [P] — String Not Found
- [P] — String Replace All
- [P] — Text Expression Tokens
# Talent Tree
# Talent Tree / Basic
- [F] —
string
[ gamelink::Talent ] — Get Hero Talent Link — ( TalentTreeGetHeroTalentLink ) - [F] —
bool
— Can Select Hero Talent Tree — ( TalentTreeCanSelectHeroTalentTree ) - [F] —
void
— Set Selected Hero Talent Tree — ( TalentTreeSetSelectedHeroTalentTree ) - [F] —
int
— Get Selected Hero Talent Tree — ( TalentTreeGetSelectedHeroTalentTree ) - [F] —
int
— Get Selected Hero Talent Tree Column — ( TalentTreeGetSelectedHeroTalentTreeColumn ) - [F] —
bool
— Talent Tree Is Allowed — ( TalentTreeAllowed ) - [F] —
void
— Talent Tree Clear Tier — ( TalentTreeClearTier ) - [F] —
void
— Set Talent Tier Enabled — ( SetTalentTierEnabled ) - [F] —
void
— Set Talent Upgrade Required — ( SetTalentUpgradeRequired ) - [F] —
void
— Set Talents Enabled — ( SetTalentsEnabled ) - [F] —
void
— Set Talent Tree Selection Panel Dismiss Allowed — ( SetTalentTreeSelectionPanelDismissAllowed ) - [F] —
void
— Set Talent Tree Selection Panel Auto Show — ( SetTalentTreeSelectionPanelAutoShow ) - [F] —
void
— Set Talent Tree Pause Game When Selection Panel Shown — ( SetTalentTreePauseGameWhenSelectionPanelShown ) - [F] —
void
— Set Talent Tree Hero Level — ( SetTalentTreeHeroLevel ) - [F] —
void
— HeroTalent Tree Selected — ( TriggerAddEventHeroTalentTreeSelected ) - [F] —
void
— HeroTalent Tree Selection Panel Shown — ( TriggerAddEventHeroTalentTreeSelectionPanelShown ) - [F] —
void
— HeroTalent Tree Selection Panel Hidden — ( TriggerAddEventHeroTalentTreeSelectionPanelHidden )
# Tech Tree
# Tech Tree / Upgrades
- [F] —
string
[ gamelink::Upgrade ] — Triggering Upgrade — ( EventUpgradeName ) - [F] —
int
— Trigger Upgrade Level Delta — ( EventUpgradeLevelDelta ) - [F] —
void
— Player Upgrade Changed — ( TriggerAddEventUpgradeLevelChanged )
# Tech Tree / Counts
- [F] —
int
— Behavior Count For Player — ( TechTreeBehaviorCount ) - [F] —
int
— Ability Count For Player — ( TechTreeAbilityCount ) - [F] —
int
— Unit Count For Player — ( TechTreeUnitCount ) - [F] —
int
— Unit Alias Count For Player — ( TechTreeUnitAliasCount ) - [F] —
int
— Upgrade Count For Player — ( TechTreeUpgradeCount ) - [F] —
int
— Tech Tree Behavior Count For Unit — ( UnitTechTreeBehaviorCount ) - [F] —
int
— Tech Tree Unit Count For Unit — ( UnitTechTreeUnitCount ) - [F] —
int
— Tech Tree Upgrade Count For Unit — ( UnitTechTreeUpgradeCount )
# Tech Tree / Individual Restrictions
- [F] —
bool
— Specific Requirements Are Enabled For Player — ( TechTreeSpecificRequirementEnabled ) - [F] —
void
— Enable/Disable SpecificTech Tree Requirements — ( TechTreeSpecificRequirementEnable ) - [F] —
void
— Allow/Disallow Behavior For Player — ( TechTreeBehaviorAllow ) - [F] —
void
— Allow/Disallow Ability For Player — ( TechTreeAbilityAllow ) - [F] —
void
— Allow/Disallow Unit For Player — ( TechTreeUnitAllow ) - [F] —
void
— Allow/Disallow Upgrade For Player — ( TechTreeUpgradeAllow ) - [F] —
bool
— Ability Is Allowed For Player — ( TechTreeAbilityIsAllowed ) - [F] —
bool
— Behavior Is Allowed For Player — ( TechTreeBehaviorIsAllowed ) - [F] —
bool
— Unit Is Allowed For Player — ( TechTreeUnitIsAllowed ) - [F] —
bool
— Upgrade Is Allowed For Player — ( TechTreeUpgradeIsAllowed ) - [F] —
void
— Add Upgrade Level For Player — ( TechTreeUpgradeAddLevel ) - [F] —
void
— Set Upgrade Level For Player — ( libNtve_gf_SetUpgradeLevelForPlayer ) - [F] —
void
— Set Production Cap For Player — ( TechTreeSetProduceCap ) - [F] —
int
— Production Cap For Player — ( TechTreeGetProduceCap )
# Tech Tree / Global Restrictions
- [F] —
void
— Enable/Disable Tech Tree Requirements — ( TechTreeRequirementsEnable ) - [F] —
bool
— Requirements Are Enabled For Player — ( TechTreeRequirementsEnabled ) - [F] —
void
— Enable/Disable Tech Tree Restrictions — ( TechTreeRestrictionsEnable ) - [F] —
bool
— Restrictions Are Enabled For Player — ( TechTreeRestrictionsEnabled )
# Tech Tree / Production
- [F] —
abilcmd
— Ability Command Producing Unit — ( TechTreeUnitProducedAbilCmd ) - [F] —
int
— Ability Command Count Producing Unit — ( TechTreeUnitProducedAbilCmdCount ) - [F] —
string
[ gamelink::Unit ] — Unit Which Produces Unit — ( TechTreeUnitProducesUnit ) - [F] —
int
— Unit Which Produces Unit Count — ( TechTreeUnitProducesUnitCount ) - [F] —
string
[ gamelink::Upgrade ] — Unit Which Produces Upgrade — ( TechTreeUnitProducesUpgrade ) - [F] —
int
— Unit Which Produces Upgrade Count — ( TechTreeUnitProducesUpgradeCount ) - [F] —
abilcmd
— Ability Command Producing Upgrade — ( TechTreeUpgradeProducedAbilCmd ) - [F] —
int
— Ability Command Count Producing Unit — ( TechTreeUpgradeProducedAbilCmdCount )
# Tech Tree / Support
- [P] — Tech Tree Production Cap - Unlimited
- [P] — Tech Tree Category
- [P] — Tech Tree Count Type
# Text Tag
# Text Tag / Basic
- [F] —
int
[ preset::TextTag ] — Create Text Tag — ( TextTagCreate ) - [F] —
int
[ preset::TextTag ] — Last Created Text Tag — ( TextTagLastCreated ) - [F] —
void
— Show/Hide Text Tag — ( TextTagShow ) - [F] —
bool
— Text Tag Is Visible — ( TextTagVisible ) - [F] —
void
— Pause/Unpause Text Tag — ( TextTagPause ) - [F] —
void
— Attach Text Tag To Unit — ( TextTagAttachToUnit ) - [F] —
void
— Attach Text Tag To Unit Attach Point — ( TextTagAttachToUnitPoint ) - [F] —
void
— Destroy Text Tag — ( TextTagDestroy ) - [F] —
void
— Set Position Of Text Tag — ( TextTagSetPosition ) - [F] —
void
— Set Velocity Of Text Tag — ( TextTagSetVelocity ) - [F] —
void
— Set Gravity Of Text Tag — ( TextTagSetGravity ) - [F] —
void
— Set Text Of Text Tag — ( TextTagSetText ) - [F] —
void
— Set Time Of Text Tag — ( TextTagSetTime )
# Text Tag / Formatting
- [F] —
void
— Set Alignment Of Text Tag — ( TextTagSetAlignment ) - [F] —
void
— Set Text Alignment Of Text Tag — ( TextTagSetTextAlignment ) - [F] —
void
— Set Background Border Size Of Text Tag — ( TextTagSetBackgroundBorderSize ) - [F] —
void
— Set Background Image Of Text Tag — ( TextTagSetBackgroundImage ) - [F] —
void
— Set Background Offset Of Text Tag — ( TextTagSetBackgroundOffset ) - [F] —
void
— Set Edge Image Of Text Tag — ( TextTagSetEdgeImage ) - [F] —
void
— Set Color Of Text Tag — ( TextTagSetColor ) - [F] —
void
— Set Enforce Fog Of War Of Text Tag — ( TextTagFogofWar ) - [F] —
void
— Set Visibility Type Of Text Tag — ( TextTagSetFogVisibility ) - [F] —
void
— Set Faded Transparency Of Text Tag — ( TextTagSetFadedTransparency ) - [F] —
void
— Set Font Size Of Text Tag — ( TextTagSetFontSize ) - [F] —
void
— Set Maximum Size Of Text Tag — ( TextTagSetMaxSize ) - [F] —
void
— Show/Hide Background For Text Tag — ( TextTagShowBackground ) - [F] —
void
— Show/Hide Text Shadow For Text Tag — ( TextTagSetTextShadow )
# Text Tag / Support
- [P] — Text Tag
- [P] — Text Tag Color
- [P] — Text Tag Edge
- [P] — Text Tag Fade
- [P] — Text Tag Image Type
- [P] — Text Tag Time
- [P] — Text Tag Time Value
# Timer
# Timer / Timers
- [F] —
void
— Set Score Timer — ( SetScoreTimer ) - [F] —
void
— Time Elapsed — ( TriggerAddEventTimeElapsed ) - [F] —
void
— Periodic Event — ( TriggerAddEventTimePeriodic ) - [F] —
void
— Start Timer — ( TimerStart ) - [F] —
timer
— Last Started Timer — ( TimerLastStarted ) - [F] —
void
— Restart Timer — ( TimerRestart ) - [F] —
void
— Pause/Unpause Timer — ( TimerPause ) - [F] —
void
— Stop Timer — ( libNtve_gf_StopTimer ) - [F] —
bool
— Timer Is Paused — ( TimerIsPaused ) - [F] —
timer
— New Timer — ( TimerCreate ) - [F] —
fixed
— Duration Of Timer — ( TimerGetDuration ) - [F] —
void
— Timer Expires — ( TriggerAddEventTimer ) - [F] —
timer
— Triggering Timer — ( EventTimer )
# Timer / Timer Windows
- [F] —
int
[ preset::TimerWindow ] — Create Timer Window — ( TimerWindowCreate ) - [F] —
int
[ preset::TimerWindow ] — Last Created Timer Window — ( TimerWindowLastCreated ) - [F] —
void
— Show/Hide Timer Window — ( TimerWindowShow ) - [F] —
bool
— Timer Window Is Visible — ( TimerWindowVisible ) - [F] —
void
— Destroy Timer Window — ( TimerWindowDestroy ) - [F] —
void
— Anchor Timer Window — ( TimerWindowSetAnchor ) - [F] —
void
— Move Timer Window — ( TimerWindowSetPosition ) - [F] —
void
— Reset Timer Window Position — ( TimerWindowResetPosition ) - [F] —
void
— Set Title For Timer Window — ( TimerWindowSetTitle ) - [F] —
void
— Set Timer For Timer Window — ( TimerWindowSetTimer ) - [F] —
void
— Set Time Format For Timer Window — ( TimerWindowSetFormat ) - [F] —
void
— Set Style For Timer Window — ( TimerWindowSetStyle ) - [F] —
void
— Set Gap Width For Timer Window — ( TimerWindowSetGapWidth ) - [F] —
void
— Set Height For Timer Window — ( TimerWindowSetFixedHeight ) - [F] —
void
— Set Timer Window Color — ( TimerWindowSetColor ) - [F] —
void
— Show/Hide Timer Window Border — ( TimerWindowShowBorder ) - [F] —
void
— Show/Hide Timer Window Progress Bar — ( TimerWindowShowProgressBar ) - [F] —
void
— Set Timer Window Progress Color — ( TimerWindowSetProgressColor ) - [F] —
void
— Set Timer Window Image Type — ( TimerWindowSetImageType ) - [F] —
fixed
— Elapsed Time Of Timer — ( TimerGetElapsed ) - [F] —
fixed
— Remaining Time Of Timer — ( TimerGetRemaining )
# Timer / Support
- [P] — Elapsed/Remaining Option
- [P] — Time Type
- [P] — Timer Duration
- [P] — Timer Format
- [P] — Timer Pause Resume
- [P] — Timer Repeating Option
- [P] — Timer Window
- [P] — Timer Window Component
- [P] — Timer Window Image
- [P] — Timer Window Style
- [P] — No Timer
- [P] — Any Timer
# Transmission
# Transmission / Basics
- [F] —
int
[ transmission ] — Send Transmission For Player (deprecated) — ( TransmissionSendForPlayer ) - [F] —
int
[ transmission ] — Send Transmission For Player — ( TransmissionSendForPlayerSelect ) - [F] —
void
— Send Transmission (Simple) — ( libNtve_gf_SendTransmissionSimple ) - [F] —
int
[ transmission ] — Last Sent Transmission — ( TransmissionLastSent ) - [F] —
bool
— Player Has Active Transmission — ( TransmissionPlayerHasActiveTransmission ) - [F] —
void
— Wait For Transmission — ( TransmissionWait ) - [F] —
void
— Stop Transmission — ( TransmissionClear ) - [F] —
void
— Stop All Transmissions — ( TransmissionClearAll ) - [F] —
void
— Stop Group Transmissions — ( TransmissionClearGroup ) - [F] —
bool
— Transmission Is Complete — ( TransmissionIsComplete ) - [F] —
void
— Turn Transmission Option On/Off — ( TransmissionSetOption ) - [F] —
void
— Transmission Comment (Sound) — ( ) - [F] —
void
— Transmission Comment (Conversation) — ( )
# Transmission / Sources
- [F] —
transmissionsource
— Unit Type Transmission Source — ( TransmissionSourceFromUnitType ) - [F] —
transmissionsource
— Unit Transmission Source — ( TransmissionSourceFromUnit ) - [F] —
transmissionsource
— Model Transmission Source — ( TransmissionSourceFromModel ) - [F] —
transmissionsource
— Movie Transmission Source — ( TransmissionSourceFromMovie ) - [F] —
transmissionsource
— No Transmission Source — ( TransmissionSource ) - [F] —
void
— Set Transmission Source Pause Allowed — ( TransmissionSourceSetPauseAllowed ) - [F] —
void
— Set Transmission Source Streaming Allowed — ( TransmissionSourceSetStreamingAllowed ) - [F] —
void
— Set Transmission Source Bypass Message Log — ( TransmissionSourceSetBypassMessageLog )
# Transmission / Support
- [P] — Default Portrait Model
- [P] — Default Speaker
- [P] — Default Subtitle
- [P] — No Transmission
- [P] — Transmission Flash Option
- [P] — Transmission Ping Option
- [P] — Transmission DurationTypes
- [P] — Transmission Option
- [P] — Transmission Transition Duration
# Transmission / Deprecated
- [F] —
int
[ transmission ] — Send Transmission (Advanced) (Deprecated) — ( TransmissionSendAdvanced ) - [F] —
int
[ transmission ] — Send Transmission (Deprecated) — ( TransmissionSend )
# Trigger
# Trigger / Basic
- [F] —
trigger
— Create Trigger From Trigger — ( ) - [F] —
trigger
— New Trigger — ( TriggerCreate ) - [F] —
void
— Run Trigger — ( TriggerExecute ) - [F] —
void
— Run Trigger By Name — ( libNtve_gf_TriggerExecuteByName ) - [F] —
void
— Stop Trigger — ( TriggerStop ) - [F] —
void
— Destroy Trigger — ( TriggerDestroy ) - [F] —
void
— Turn Trigger On/Off — ( TriggerEnable ) - [F] —
bool
— Trigger Is On — ( TriggerIsEnabled ) - [F] —
trigger
— Current Trigger — ( TriggerGetCurrent ) - [F] —
void
— Wait For Trigger — ( TriggerWaitForTrigger ) - [F] —
void
— Current Trigger Thread SetFlags — ( TriggerCurrentTriggerThreadSetFlags ) - [F] —
void
— Allow Trigger To Be Skipped — ( TriggerSkippableBegin ) - [F] —
void
— Player Skips Trigger — ( TriggerAddEventTriggerSkipped ) - [F] —
void
— Register Events — ( ) - [F] —
void
— Send Generic Event — ( TriggerSendEvent ) - [F] —
void
— Generic Event — ( TriggerAddEventGeneric ) - [F] —
string
— Generic Event Parameter — ( TriggerEventParamName ) - [F] —
string
— Triggering Event Name — ( EventGenericName ) - [F] —
trigger
— Triggering Trigger — ( EventTrigger ) - [F] —
int
— Trigger Active Count — ( TriggerActiveCount ) - [F] —
int
— Trigger Execution Count — ( TriggerGetExecCount ) - [F] —
int
— Trigger Evaluation Count — ( TriggerGetEvalCount ) - [F] —
string
— Trigger Function Name — ( TriggerGetFunction ) - [F] —
bool
— Evaluate Trigger Conditions — ( TriggerEvaluate )
# Trigger / Action Queue
- [F] —
void
— Add Actions To Action Queue — ( ) - [F] —
void
— Pause/Unpause Action Queue — ( TriggerQueuePause ) - [F] —
void
— Clear Action Queue — ( TriggerQueueClear ) - [F] —
bool
— Action Queue Is Empty — ( TriggerQueueIsEmpty )
# Trigger / Support
- [P] — No Trigger
- [P] — Any Trigger
- [P] — Trigger Check Conditions Option
- [P] — Trigger Queue Active Option
- [P] — Any Event Name
- [P] — Thread Flags
# UI
# UI / Hero Leader Panel
- [F] —
void
— Set Hero Leader Panel Enabled — ( SetHeroLeaderPanelEnabled )
# UI / Resource Trading
- [F] —
void
— Set Resource Trade Countdown Time — ( UISetResourceTradeCountdownTime ) - [F] —
void
— Set Resource Trading Allowed — ( UISetResourceTradingAllowed ) - [F] —
void
— Set Resource Trading Minor Step — ( UISetResourceTradingMinorStep ) - [F] —
void
— Set Resource Trading Major Step — ( UISetResourceTradingMajorStep )
# UI / Text
- [F] —
text
— Hot Key String — ( UIHotKeyString ) - [F] —
void
— Text Message — ( UIDisplayMessage ) - [F] —
void
— Clear Text Messages — ( UIClearMessages ) - [F] —
void
— Show Cinematic Text — ( UIShowCinematicText ) - [F] —
void
— Hide Cinematic Text — ( UIHideCinematicText ) - [F] —
void
— Show Text Crawl — ( UIShowTextCrawl ) - [F] —
void
— Hide Text Crawl — ( UIHideTextCrawl ) - [F] —
void
— Error Message — ( libNtve_gf_UIErrorMessage )
# UI / Input
- [F] —
void
— Key Pressed — ( TriggerAddEventKeyPressed ) - [F] —
void
— Hotkey Pressed — ( TriggerAddEventHotkeyPressed ) - [F] —
void
— Button Pressed — ( TriggerAddEventButtonPressed ) - [F] —
void
— Mouse Clicked — ( TriggerAddEventMouseClicked ) - [F] —
void
— Mouse Moved — ( TriggerAddEventMouseMoved ) - [F] —
void
— Mouse Wheel — ( TriggerAddEventMouseWheel ) - [F] —
string
[ gamelink::Button ] — Button Pressed — ( EventButtonPressed ) - [F] —
int
[ preset::Key ] — Key Pressed — ( EventKeyPressed ) - [F] —
int
[ preset::Key ] — Hotkey Pressed — ( EventHotkeyPressed ) - [F] —
bool
— Control Key Pressed — ( EventKeyControl ) - [F] —
bool
— Alt Key Pressed — ( EventKeyAlt ) - [F] —
bool
— Shift Key Pressed — ( EventKeyShift ) - [F] —
int
[ preset::MouseButton ] — Mouse Clicked Button — ( EventMouseClickedButton ) - [F] —
int
— Mouse Clicked UI Pos X — ( EventMouseClickedPosXUI ) - [F] —
int
— Mouse Clicked UI Pos Y — ( EventMouseClickedPosYUI ) - [F] —
fixed
— Mouse Clicked World Pos X — ( EventMouseClickedPosXWorld ) - [F] —
fixed
— Mouse Clicked World Pos Y — ( EventMouseClickedPosYWorld ) - [F] —
fixed
— Mouse Clicked World Pos Z — ( EventMouseClickedPosZWorld ) - [F] —
int
— Mouse Moved UI Pos X — ( EventMouseMovedPosXUI ) - [F] —
int
— Mouse Moved UI Pos Y — ( EventMouseMovedPosYUI ) - [F] —
fixed
— Mouse Moved World Pos X — ( EventMouseMovedPosXWorld ) - [F] —
fixed
— Mouse Moved World Pos Y — ( EventMouseMovedPosYWorld ) - [F] —
fixed
— Mouse Moved World Pos Z — ( EventMouseMovedPosZWorld ) - [F] —
fixed
— Mouse Wheel Spin — ( EventMouseWheelSpin )
# UI / Boss Bar
- [F] —
void
— Display Boss Bar — ( libNtve_gf_DisplayBossBar ) - [F] —
void
— Set Boss Bar Maximum Value — ( libNtve_gf_SetBossBarMaximumValue ) - [F] —
void
— Set Boss Bar Current Value — ( libNtve_gf_SetBossBarCurrentValue ) - [F] —
void
— Set Boss Bar Boss — ( libNtve_gf_SetBossBarBoss ) - [P] — Boss Bar Race
- [F] —
void
— Set Boss Bar Race — ( libNtve_gf_SetBossBarRace ) - [F] —
void
— Move Boss Bar — ( libNtve_gf_MoveBossBar ) - [F] —
void
— Show/Hide Boss Bar — ( libNtve_gf_ShowHideBossBar ) - [F] —
void
— Refresh Boss Bar — ( libNtve_gf_RefreshBossBar )
# UI / Boss Bar / Internal
- [F] —
int
— _BB_PortraitBorderWidth — ( libNtve_gf__BB_PortraitBorderWidth ) - [F] —
int
— _BB_PortraitBorderHeight — ( libNtve_gf__BB_PortraitBorderHeight ) - [F] —
int
— _BB_PortraitWidth — ( libNtve_gf__BB_PortraitWidth ) - [F] —
int
— _BB_PortraitHeight — ( libNtve_gf__BB_PortraitHeight ) - [F] —
int
— _BB_TitleBarWidth — ( libNtve_gf__BB_TitleBarWidth ) - [F] —
int
— _BB_TitleBarHeight — ( libNtve_gf__BB_TitleBarHeight ) - [F] —
int
— _BB_HPBorderWidth — ( libNtve_gf__BB_HPBorderWidth ) - [F] —
int
— _BB_HPBorderHeight — ( libNtve_gf__BB_HPBorderHeight ) - [F] —
int
— _BB_HPBarWidth — ( libNtve_gf__BB_HPBarWidth ) - [F] —
int
— _BB_HPBarHeight — ( libNtve_gf__BB_HPBarHeight ) - [F] —
int
— _BB_HPBarCurrentWidth — ( libNtve_gf__BB_HPBarCurrentWidth ) - [F] —
text
— _BB_HPBarFormatLabel — ( libNtve_gf__BB_HPBarFormatLabel ) - [F] —
void
— _BB_HPBarChange — ( libNtve_gf__BB_HPBarChange )
# UI / Game UI
- [F] —
void
— Set Screen Mode — ( UISetMode ) - [F] —
void
— Set Minimum Letterbox Height — ( UISetMinimumLetterboxHeight ) - [F] —
void
— Show/Hide Game UI — ( libNtve_gf_HideGameUI ) - [F] —
void
— Add/Remove UI Frame Type For Global Filter List — ( libNtve_gf_AddRemoveUIFrameTypeForGlobalFilterList ) - [P] — UI Frame Flag
- [F] —
bool
— UI Frame Flag Check — ( libNtve_gf_UIFrameFlagCheck ) - [F] —
void
— For Each UI Frame — ( ) - [F] —
void
— Show/Hide UI Frame — ( UISetFrameVisible ) - [F] —
void
— Set BattleNet Button Offset — ( UISetBattleNetButtonOffset ) - [F] —
void
— Clear BattleNet Button Offset — ( UIClearBattleNetButtonOffset ) - [F] —
bool
— UI Frame Is Visible — ( UIFrameVisible ) - [F] —
void
— Show/Hide World — ( UISetWorldVisible ) - [F] —
void
— Show/Hide Achievement Panel — ( AchievementPanelSetVisible ) - [F] —
void
— Show/Hide Mouse Cursor — ( UISetCursorVisible ) - [F] —
void
— Enable/Disable Mouse Cursor Auto Hide — ( UISetCursorAutoHide ) - [F] —
void
— Enable/Disable Drag Selection — ( UISetDragSelectEnabled ) - [F] —
void
— Set Hot Key Profile — ( UISetHotkeyProfile ) - [F] —
void
— Lock Ally Color Setting — ( UIUnitColorStyleOverride ) - [F] —
void
— Unlock Ally Color Setting — ( UIUnitColorStyleClearOverride ) - [F] —
void
— Lock Flyer Helper Display — ( UIFlyerHelperOverride ) - [F] —
void
— Unlock Flyer Helper Display — ( UIFlyerHelperClearOverride ) - [F] —
void
— Lock Status Bar Display — ( UIStatusBarOverride ) - [F] —
void
— Unlock Status Bar Display — ( UIStatusBarClearOverride ) - [F] —
void
— Set Achievement Toast Style — ( UISetAchievementToastStyle ) - [F] —
void
— Set Minimap Background Color — ( UISetMiniMapBackGroundColor ) - [F] —
void
— Show/Hide Minimap Camera Field of View — ( UISetMiniMapCameraFoVVisible ) - [F] —
void
— Set Minimap Bounds — ( UISetMiniMapBounds ) - [F] —
void
— Enable/Disable Command Type — ( UISetCommandAllowed ) - [F] —
void
— Turn Ability Highlight On/Off — ( UISetButtonHighlighted ) - [F] —
void
— Turn Button Highlight On/Off — ( UISetButtonFaceHighlighted ) - [F] —
void
— Set Command Type Disabled Message — ( UISetCommandDisallowedMessage ) - [F] —
void
— Show/Hide Resource — ( UISetResourceVisible ) - [F] —
void
— Enable/Disable Selection Type — ( UISetSelectionTypeEnabled ) - [F] —
void
— Launch Nydus Link — ( UILaunchNydusLink ) - [F] —
void
— Show/Hide Message Log — ( UIMessageLogPanelSetVisible ) - [F] —
void
— Set Targeting Order — ( UISetTargetingOrder ) - [F] —
void
— Enable/Disable Hotkey — ( UISetHotkeyAllowed ) - [F] —
void
— Target Mode Updated — ( TriggerAddEventTargetModeUpdate ) - [F] —
void
— Resources Requested — ( TriggerAddEventResourceRequest ) - [F] —
void
— Resources Traded — ( TriggerAddEventResourceTrade ) - [F] —
abilcmd
— Target Mode Ability Command — ( EventTargetModeAbilCmd ) - [F] —
int
[ preset::TargetModeState ] — Target Mode State — ( EventTargetModeState ) - [F] —
int
— Resource Requested Amount — ( EventResourceRequestAmount ) - [F] —
int
— Resource Traded Amount — ( EventResourceTradeAmount ) - [F] —
int
— Resource Traded Recipient — ( EventResourceTradeRecipient )
# UI / Game UI / Internal
- [P] — Store/Restore
- [P] — GameUIStoreIndex
- [P] — Target Mode State
- [F] —
void
— _Store Game UI Visible States — ( libNtve_gf__StoreGameUIVisibleStates )
# UI / Help Panel
- [P] — Help Item
- [F] —
void
— Destroy HelpItem — ( HelpPanelDestroyHelpItem ) - [F] —
int
[ preset::HelpItem ] — Last Created HelpItem — ( HelpPanelLastCreatedHelpItem ) - [F] —
void
— Display Help Page — ( HelpPanelDisplayPage ) - [F] —
void
— Create Tip — ( HelpPanelAddTip ) - [F] —
void
— Destroy All Tips — ( HelpPanelDestroyAllTips ) - [F] —
void
— Destroy All Tutorials — ( HelpPanelDestroyAllTutorials ) - [F] —
text
— Format Tip Title — ( libNtve_gf_FormatTipTitle ) - [F] —
void
— Clear All Tip Alerts — ( TipAlertPanelClear ) - [F] —
void
— Create Cheat — ( HelpPanelAddHint ) - [F] —
void
— Create Tutorial — ( HelpPanelAddTutorial ) - [F] —
void
— Create Message Log Entry — ( HelpPanelAddMessage ) - [F] —
void
— Enable/Disable Help Panel Tech Tree Button — ( HelpPanelEnableTechTreeButton ) - [F] —
void
— Enable/Disable Help Panel Tech Glossary Button — ( HelpPanelEnableTechGlossaryButton ) - [F] —
void
— Show/Hide Help Panel Tech Tree Race — ( HelpPanelShowTechTreeRace ) - [F] —
void
— Show/Hide Help For Unit — ( TechTreeUnitHelp ) - [F] —
void
— Set Help Panel Default Visibility — ( TechTreeUnitHelpDefault ) - [F] —
void
— Set Help Item Darkened When Viewed — ( HelpPanelSetHelpItemDarkenedWhenViewed )
# UI / Alerts
- [F] —
void
— Alert — ( TriggerAddEventAlert ) - [F] —
string
[ gamelink::Alert ] — Triggering Alert — ( EventAlert ) - [F] —
void
— Create Alert At Point — ( UIAlertPoint ) - [F] —
void
— Create Alert At Unit — ( UIAlertUnit ) - [F] —
void
— Create Alert With No Source — ( UIAlert ) - [F] —
void
— Clear Alerts — ( UIAlertClear ) - [F] —
void
— Show/Hide Alert Type — ( UISetAlertTypeVisible )
# UI / Command Error
- [F] —
void
— Command Error — ( TriggerAddEventCommandError ) - [P] — Command Result
- [F] —
int
[ preset::CommandResult ] — Command Error Value — ( EventCommandErrorValue ) - [F] —
abilcmd
— Command Error Ability Command — ( EventCommandErrorAbilCmd )
# UI / Game Menu
- [F] —
void
— Abort Mission — ( TriggerAddEventAbortMission ) - [F] —
void
— Game Menu Item Selected — ( TriggerAddEventGameMenuItemSelected ) - [F] —
int
[ preset::GameMenuDialogItem ] — Game Menu Item Selected — ( EventGameMenuItemSelected ) - [F] —
void
— Set Game Menu Dialog Item Text — ( UISetGameMenuItemText ) - [F] —
void
— Set Game Menu Dialog Item Shortcut — ( UISetGameMenuItemShortcut ) - [F] —
void
— Show/Hide Game Menu Dialog Item — ( UISetGameMenuItemVisible ) - [F] —
void
— Show Custom Menu — ( UIShowCustomMenu ) - [F] —
void
— Show Standard Menu — ( UIShowStandardMenu ) - [F] —
void
— Set Custom Menu Dialog Item Text — ( UISetCustomMenuItemText ) - [F] —
void
— Set Custom Menu Dialog Item Shortcut — ( UISetCustomMenuItemShortcut ) - [F] —
void
— Show/Hide Custom Menu Dialog Item — ( UISetCustomMenuItemVisible ) - [F] —
void
— Hide All Custom Menu Dialog Items — ( UIClearCustomMenuItemList )
# UI / Custom Dialog
- [F] —
void
— Custom Dialog Dismissed — ( TriggerAddEventCustomDialogDismissed ) - [F] —
int
[ preset::CustomDialogResult ] — Custom Dialog Result — ( EventCustomDialogResult ) - [F] —
void
— Display Custom Dialog — ( UIShowCustomDialog )
# UI / Transitions
- [F] —
void
— Set Next Movie — ( MoviePlayAfterGame ) - [F] —
void
— Set Next Loading Screen — ( UISetNextLoadingScreen ) - [F] —
void
— Set Next Loading Screen Image Scale — ( UISetNextLoadingScreenImageScale ) - [F] —
void
— Set Next Loading Screen Text Position — ( UISetNextLoadingScreenTextPosition ) - [F] —
void
— Set Restart Loading Screen Tip — ( UISetRestartLoadingScreen ) - [F] —
void
— Game Credits Finished — ( TriggerAddEventGameCreditsFinished )
# UI / Challenges
- [F] —
void
— Challenge Mode — ( UISetChallengeMode ) - [F] —
void
— Set Challenge High Score — ( UISetChallengeHighScore ) - [F] —
int
— Get Challenge High Score — ( UIGetChallengeHighScore ) - [F] —
void
— Set Challenge Score Text — ( UISetChallengeScoreText ) - [F] —
void
— Set Challenge Completed — ( UISetChallengeCompleted )
# UI / Path Display
- [F] —
int
[ path ] — Create Path Display For Unit — ( PathCreateForUnit ) - [F] —
int
[ path ] — Create Path Display For Unit Type — ( PathCreateForUnitType ) - [F] —
int
[ path ] — Last Path Display Created — ( PathLastCreated ) - [F] —
void
— Destroy Path Display — ( PathDestroy ) - [F] —
void
— Destroy Path Displays For Players — ( PathDestroyAll ) - [F] —
void
— Set Path Display Destination Point — ( PathSetDestinationPoint ) - [F] —
point
— Get Path Display Destination Point — ( PathGetDestinationPoint ) - [F] —
void
— Set Path Display Destination Unit — ( PathSetDestinationUnit ) - [F] —
unit
— Get Path Display Destination Unit — ( PathGetDestinationUnit ) - [F] —
void
— Set Path Display Source Point — ( PathSetSourcePoint ) - [F] —
point
— Get Path Display Source Point — ( PathGetSourcePoint ) - [F] —
void
— Set Path Display Source Unit — ( PathSetSourceUnit ) - [F] —
unit
— Get Path Display Source Unit — ( PathGetSourceUnit ) - [F] —
unit
— Get Path Display Unit — ( PathGetUnit ) - [F] —
string
[ gamelink::Unit ] — Get Path Display Unit Type — ( PathGetUnitType ) - [F] —
void
— Set Path Display Line Texture — ( PathSetLineTexture ) - [F] —
string
[ filepath ] — Get Path Display Line Texture — ( PathGetLineTexture ) - [F] —
void
— Set Path Display Line Tile Length — ( PathSetLineTileLength ) - [F] —
fixed
— Get Path Display Line Tile Length — ( PathGetLineTileLength ) - [F] —
void
— Set Path Display Line Width — ( PathSetLineWidth ) - [F] —
fixed
— Get Path Display Line Width — ( PathGetLineWidth ) - [F] —
void
— Set Path Display Step Midpoint — ( PathSetStepMidpoint ) - [F] —
fixed
— Get Path Display Step Midpoint — ( PathGetStepMidpoint ) - [F] —
void
— Set Path Display Step Model — ( PathSetStepModel ) - [F] —
string
[ filepath ] — Get Path Display Step Model — ( PathGetStepModel ) - [F] —
void
— Set Path Display Step Model Scale — ( PathSetStepModelScale ) - [F] —
fixed
— Get Path Display Step Model Scale — ( PathGetStepModelScale ) - [F] —
void
— Set Path Display Color — ( PathSetColor ) - [F] —
color
— Get Path Display Color — ( PathGetColor ) - [F] —
void
— Set Path Display Visibility — ( PathSetVisible ) - [F] —
bool
[ preset::VisibleHiddenOption ] — Get Path Display Visibility — ( PathGetVisible ) - [F] —
void
— Set Path Display Abil Class Filter — ( PathSetAbilClassFilter ) - [F] —
void
— Clear Path Display Waypoints — ( PathClearWayPoints ) - [F] —
void
— Add Path Display Waypoint — ( PathAddWayPoint ) - [F] —
void
— Set Path Display Minimum Linear Distance — ( PathSetMinimumLinearDistance ) - [F] —
fixed
— Get Path Display Minimum Linear Distance — ( PathGetMinimumLinearDistance ) - [F] —
void
— Set Path Display Minimum Travel Distance — ( PathSetMinimumTravelDistance ) - [F] —
fixed
— Get Path Display Minimum Travel Distance — ( PathGetMinimumTravelDistance ) - [F] —
void
— Set Path Display Minimum Turn Count — ( PathSetMinimumStepCount ) - [F] —
int
— Get Path Display Minimum Turn Count — ( PathGetMinimumStepCount )
# UI / Support
- [P] — UI Command Option
- [P] — UI Hotkey
- [P] — UI Frame Type
- [P] — Ally Color Setting
- [P] — Achievement Toast Style
- [P] — Message Area
- [P] — Clear Message Optioins
- [P] — Transition Duration
- [P] — Screen Mode
- [P] — Loading Screen Image Scale
- [P] — Selection Type
- [P] — Mouse Button
- [P] — Mouse Button Flag
- [P] — Key
- [P] — Key Modifier State
- [P] — Up Down Option
- [P] — Game Menu Dialog Item
- [P] — Help Page
- [P] — Tip Type
- [P] — Custom Dialog Result
- [P] — Custom Dialog Type
- [P] — Flyer Helper Display
- [P] — Status Bar Display
- [P] — Nydus Link
- [P] — Path Display Location
- [P] — Hotkey
- [P] — Ability Class Filter
# Unit
# Unit / Basic
- [F] —
void
— Unit Show Kill Display — ( UnitShowKillDisplay ) - [F] —
bool
— Unit Can Path To Point — ( UnitPathableToPoint ) - [F] —
bool
— Unit Can Path To Unit — ( UnitPathableToUnit ) - [F] —
void
— Create Units With Default Facing — ( libNtve_gf_CreateUnitsWithDefaultFacing ) - [F] —
void
— Create Units With Point Facing — ( libNtve_gf_CreateUnitsAtPoint2 ) - [F] —
unitgroup
— Create Units Facing Angle — ( UnitCreate ) - [F] —
unitgroup
— Create Units Facing Point — ( libNtve_gf_UnitCreateFacingPoint ) - [F] —
unit
— Last Created Unit — ( UnitLastCreated ) - [F] —
unitgroup
— Last Created Units — ( UnitLastCreatedGroup ) - [F] —
unit
— Original Caster Of Unit — ( UnitGetOriginalCaster ) - [F] —
string
[ gamelink::Effect ] — Effect That Created Unit — ( UnitGetOriginalEffect ) - [F] —
void
— Replace Unit — ( libNtve_gf_ReplaceUnit ) - [F] —
unit
— Last Replaced Unit — ( libNtve_gf_LastReplacedUnit ) - [F] —
void
— Change Owner — ( UnitSetOwner ) - [F] —
void
— Unit Owner Changes — ( TriggerAddEventUnitChangeOwner ) - [F] —
int
— Old Unit Owner — ( EventUnitOwnerOld ) - [F] —
int
— New Unit Owner — ( EventUnitOwnerNew ) - [F] —
void
— Rescue Unit — ( libNtve_gf_RescueUnit ) - [F] —
void
— Rescue Unit Group — ( libNtve_gf_RescueUnit2 ) - [F] —
void
— Kill Unit — ( UnitKill ) - [F] —
void
— Revive Unit — ( UnitRevive ) - [F] —
void
— Remove Unit — ( UnitRemove ) - [F] —
int
— Owner Of Unit — ( UnitGetOwner ) - [F] —
bool
— Unit Is Alive — ( UnitIsAlive ) - [F] —
bool
— Unit Is Valid — ( UnitIsValid ) - [F] —
bool
— Unit Group Is Dead — ( libNtve_gf_UnitGroupIsDead ) - [F] —
void
— Move Unit Instantly — ( UnitSetPosition ) - [F] —
void
— Make Unit Face Angle — ( UnitSetFacing ) - [F] —
void
— Make Unit Face Point — ( libNtve_gf_MakeUnitFacePoint ) - [F] —
point
— Position Of Unit — ( UnitGetPosition ) - [F] —
point
— Goal Position Of Unit — ( UnitGetGoalPosition ) - [F] —
fixed
— Facing Angle Of Unit — ( UnitGetFacing ) - [F] —
void
— Pause/Unpause Unit — ( libNtve_gf_PauseUnit ) - [F] —
void
— Pause/Unpause All Units — ( UnitPauseAll ) - [F] —
void
— Sleep/WakeUp Unit — ( libNtve_gf_SleepUnit ) - [F] —
void
— Show/Hide Unit — ( libNtve_gf_ShowHideUnit ) - [F] —
void
— Share Vision of Unit — ( libNtve_gf_ShareVisionofUnit ) - [F] —
bool
— Unit Is Paused — ( libNtve_gf_UnitIsPaused ) - [F] —
bool
— Unit Is Sleepiing — ( libNtve_gf_UnitIsSleepiing ) - [F] —
bool
— Unit Is Hidden — ( libNtve_gf_UnitIsHidden ) - [F] —
bool
— Unit Is Visible To Player — ( libNtve_gf_UnitIsVisibleToPlayer ) - [F] —
void
— Set Unit Custom Value — ( UnitSetCustomValue ) - [F] —
fixed
— Custom Value Of Unit — ( UnitGetCustomValue ) - [F] —
void
— Unit Enters/Leaves Region — ( TriggerAddEventUnitRegion ) - [F] —
region
— Triggering Region — ( EventUnitRegion ) - [F] —
void
— Unit Enters/Leaves Point — ( TriggerAddEventUnitRangePoint ) - [F] —
void
— Unit Enters/Leaves Range Of Unit — ( TriggerAddEventUnitRange ) - [F] —
unit
— Triggering Range Unit — ( EventUnitRangeUnit ) - [F] —
bool
— Unit In Region — ( libNtve_gf_UnitInRegion ) - [F] —
unit
— Triggering Unit — ( EventUnit ) - [F] —
void
— Load Unit Model — ( UnitLoadModel ) - [F] —
void
— Unload Unit Model — ( UnitUnloadModel ) - [F] —
unit
— Agent Of Player For Unit — ( UnitAgent ) - [F] —
void
— Change Empty Unit Variables In Events — ( UnitEventSetNullVariableInvalid ) - [F] —
text
— Name of Unit — ( UnitGetName ) - [F] —
int
— Ideal Harvester Count — ( UnitIdealWorkerCount ) - [F] —
int
— Current Harvester Count — ( UnitCurrentWorkerCount )
# Unit / Combat
- [F] —
fixed
— Get Unit Damage Dealt Time — ( UnitGetDamageDealtTime ) - [F] —
fixed
— Get Unit Damage Taken Time — ( UnitGetDamageTakenTime ) - [F] —
string
[ gamelink::Weapon ] — Weapon Used In Attack — ( EventUnitGetWeapon ) - [F] —
unit
— Item Used In Attack — ( EventUnitGetItem ) - [F] —
string
[ gamelink::Item ] — Item Type Used In Attack — ( EventUnitGetItemType ) - [F] —
void
— Unit Dies — ( TriggerAddEventUnitDied ) - [F] —
unit
— Killing Unit — ( libNtve_gf_KillingUnit ) - [F] —
int
— Killing Player — ( libNtve_gf_KillingPlayer ) - [F] —
bool
— Triggering Death Type Check — ( EventUnitDamageDeathCheck ) - [F] —
void
— Unit Is Being Removed — ( TriggerAddEventUnitRemoved ) - [F] —
void
— Unit Starts Attacking (Deprecated) — ( TriggerAddEventUnitStartedAttack ) - [F] —
void
— Unit Starts Attacking — ( TriggerAddEventUnitStartedAttack2 ) - [F] —
void
— Unit Is Attacked (Deprecated) — ( TriggerAddEventUnitAttacked ) - [F] —
void
— Unit Is Attacked — ( TriggerAddEventUnitAttacked2 ) - [F] —
unit
— Attacking Unit — ( EventUnitTarget ) - [F] —
void
— Unit Absorbs Damage — ( TriggerAddEventUnitDamageAbsorbed ) - [F] —
void
— Unit Takes Damage — ( TriggerAddEventUnitDamaged ) - [F] —
unit
— Damaging Unit — ( EventUnitDamageSourceUnit ) - [F] —
int
— Damaging Player — ( EventUnitDamageSourcePlayer ) - [F] —
string
[ gamelink::Effect ] — Damaging Effect — ( EventUnitDamageEffect ) - [F] —
fixed
— Triggering Damage Taken — ( EventUnitDamageAmount ) - [F] —
fixed
— Triggering Damage Attempted — ( EventUnitDamageAttempted ) - [F] —
fixed
— Triggering Damage Attempted Vitals — ( EventUnitDamageAttemptedVitals ) - [F] —
fixed
— Triggering Damage Absorbed — ( EventUnitDamageAbsorbed ) - [F] —
fixed
— Triggering Damage Behavior Shield — ( EventUnitDamageBehaviorShield ) - [F] —
fixed
— Triggering Vitals Leeched — ( EventUnitDamageVitalsLeeched ) - [F] —
int
— Triggering Unit Kill XP — ( EventUnitDamageKillXP ) - [F] —
point
— Damage Source Position — ( EventUnitDamageSourcePoint ) - [F] —
void
— Unit is Healed — ( TriggerAddEventUnitHealed ) - [F] —
unit
— Healing Unit — ( EventUnitHealLaunchUnit ) - [F] —
int
— Healing Player — ( EventUnitHealLaunchPlayer ) - [F] —
int
[ preset::UnitVitalType ] — Triggering Heal Vital Type — ( EventUnitHealVital ) - [F] —
fixed
— Triggering Heal Given — ( EventUnitHealAmount ) - [F] —
string
[ gamelink::Effect ] — Healing Effect — ( EventUnitHealEffect ) - [F] —
void
— Unit Spends Vital — ( TriggerAddEventUnitSpendVital ) - [F] —
int
[ preset::UnitVitalType ] — Triggering Spent Vital Type — ( EventUnitSpentVitalVital ) - [F] —
fixed
— Triggering Vital Spent — ( EventUnitSpentVitalAmount ) - [F] —
void
— Unit Acquires Target — ( TriggerAddEventUnitAcquiredTarget ) - [F] —
unit
— Acquired Target — ( libNtve_gf_AcquiredTarget ) - [F] —
void
— Unit Is Revived — ( TriggerAddEventUnitRevive ) - [F] —
unit
— Triggering Victim Unit — ( EventUnitVictimUnit ) - [F] —
unit
— Triggering Item Used — ( EventUnitItemUsed ) - [F] —
string
[ gamelink::Effect ] — Triggering Effect Used — ( EventUnitEffectUsed )
# Unit / Orders
- [F] —
order
— Triggering Order — ( EventUnitOrder ) - [F] —
bool
— Issue Order — ( UnitIssueOrder ) - [F] —
bool
— Issue Order To Unit Group — ( UnitGroupIssueOrder ) - [F] —
int
— Unit Order Count — ( UnitOrderCount ) - [F] —
order
— Unit Order — ( UnitOrder ) - [F] —
bool
— Unit Order Is Acquired — ( UnitOrderIsAcquired ) - [F] —
bool
— Unit Has Order With Ability — ( UnitOrderHasAbil ) - [F] —
void
— Unit Is Issued Order — ( TriggerAddEventUnitOrder ) - [F] —
void
— Unit Becomes Idle — ( TriggerAddEventUnitBecomesIdle ) - [F] —
void
— Wait Until Unit Becomes Idle — ( UnitWaitUntilIdle ) - [F] —
void
— Wait Until Unit Group Becomes Idle — ( UnitGroupWaitUntilIdle ) - [F] —
int
— Unit Rally Point — ( UnitRallyPoint ) - [F] —
int
— Unit Rally Point Count — ( UnitRallyPointCount ) - [F] —
int
— Unit Rally Point Target Count — ( UnitRallyPointTargetCount ) - [F] —
point
— Unit Rally Point Target Point — ( UnitRallyPointTargetPoint ) - [F] —
unit
— Unit Rally Point Target Unit — ( UnitRallyPointTargetUnit ) - [F] —
fixed
— Unit Order Get Progress — ( UnitOrderGetProgress )
# Unit / Properties
- [F] —
string
[ gamelink::Unit ] — Unit Type Of Unit — ( UnitGetType ) - [F] —
int
— Unit Tag — ( UnitGetTag ) - [F] —
int
— Unit Seed — ( UnitGetSeed ) - [F] —
void
— Unit Property Changes — ( TriggerAddEventUnitProperty ) - [F] —
int
[ preset::Unit_Property ] — Triggering Unit Property — ( EventUnitProperty ) - [F] —
int
— Triggering Unit Property Change (Integer) — ( EventUnitPropertyChangeInt ) - [F] —
fixed
— Triggering Unit Property Change (Real) — ( EventUnitPropertyChangeFixed ) - [F] —
void
— Set Unit Property — ( UnitSetPropertyFixed ) - [F] —
void
— Set Unit State — ( UnitSetState ) - [F] —
void
— Set Unit Seed — ( UnitSetSeed ) - [F] —
void
— Reset Unit Seed — ( UnitResetSeed ) - [F] —
void
— Make Unit Invulnerable — ( libNtve_gf_MakeUnitInvulnerable ) - [F] —
void
— Make Unit Uncommandable — ( libNtve_gf_MakeUnitUncommandable ) - [F] —
fixed
— Unit Property — ( UnitGetPropertyFixed ) - [F] —
int
— Unit Property (Int) — ( UnitGetPropertyInt ) - [F] —
fixed
— Unit Type Property — ( UnitTypeGetProperty ) - [F] —
bool
— Unit Classification Check — ( UnitTestState ) - [F] —
bool
— Unit Type Classification Check — ( UnitTypeTestFlag ) - [F] —
bool
— Unit Type Attribute Check — ( UnitTypeTestAttribute ) - [F] —
bool
— Unit Targetable Check — ( UnitTestPlane ) - [F] —
bool
— Unit Is Invulnerable — ( libNtve_gf_UnitIsInvulnerable ) - [F] —
int
— Unit Kills — ( libNtve_gf_UnitGetPropertyKills ) - [F] —
int
— Unit Resources — ( libNtve_gf_UnitGetPropertyResources ) - [F] —
point
— Unit Attachment Point — ( UnitGetAttachmentPoint ) - [F] —
text
— Name Of Unit Type — ( UnitTypeGetName ) - [F] —
string
— Gender Code Of Unit Type — ( UnitTypeGetGenderCode ) - [F] —
int
— Unit Type Cost — ( UnitTypeGetCost ) - [F] —
bool
— Unit Type Is Affected By Upgrade — ( UnitTypeIsAffectedByUpgrade ) - [F] —
void
— Reset Movement Speed — ( UnitResetSpeed ) - [F] —
bool
— Unit Uses Mover — ( UnitMoverExists ) - [F] —
bool
— Unit Type Uses Mover — ( libNtve_gf_UnitMoverExists ) - [F] —
string
[ gamelink::Unit ] — Unit Type From String — ( UnitTypeFromString ) - [F] —
void
— Set Unit Color — ( UnitSetTeamColorIndex ) - [F] —
void
— Set Unit Info Button - Ability Tooltip — ( libNtve_gf_SetUnitInfoButtonAbilityTooltip ) - [F] —
void
— Set Unit Info Button - Button Tooltip — ( libNtve_gf_SetUnitInfoButtonButtonTooltip ) - [F] —
void
— Set Unit Info Button - Item Tooltip — ( libNtve_gf_SetUnitInfoButtonItemTooltip ) - [F] —
void
— Reset Unit Info Button - Ability Tooltip — ( libNtve_gf_ResetUnitInfoButtonAbilityTooltip ) - [F] —
void
— Reset Unit Info Button - Button Tooltip — ( libNtve_gf_ResetUnitInfoButtonButtonTooltip ) - [F] —
void
— Reset Unit Info Button - Item Tooltip — ( libNtve_gf_ResetUnitInfoButtonItemTooltip ) - [F] —
void
— Set Unit Command Button Tooltip — ( UnitSetInfoButtonTooltip ) - [F] —
void
— Reset Unit Command Button Tooltip — ( UnitClearInfoButtonTooltip ) - [F] —
void
— Set Unit Highlight Cursor — ( UnitSetCursor ) - [F] —
void
— Set Unit Ping Cursor — ( UnitSetPingCursor ) - [F] —
void
— Set Unit Info — ( UnitSetInfoText ) - [F] —
void
— Set Unit Info Text — ( UnitSetInfoText2 ) - [F] —
void
— Set Unit Info Tip — ( UnitSetInfoTip ) - [F] —
void
— Set Unit Info SubTip — ( UnitSetInfoSubTip ) - [F] —
void
— Clear Unit Info — ( UnitClearInfoText ) - [F] —
void
— Set Unit Status Bar State (Deprecated) — ( UnitForceStatusBar ) - [F] —
void
— Show Unit Status Bar — ( UnitStatusBarOverride ) - [F] —
void
— Hide Unit Status Bar — ( UnitStatusBarClearOverride ) - [F] —
void
— Set Unit Scale — ( UnitSetScale ) - [F] —
void
— Set Unit Model Variation — ( libNtve_gf_UnitSetVariation ) - [F] —
void
— Change Unit Height — ( UnitSetHeight ) - [F] —
fixed
— Height Of Unit — ( UnitGetHeight ) - [F] —
void
— Change Unit Damage — ( libNtve_gf_ChangeUnitDamage ) - [F] —
unit
— Add On Child — ( UnitAddOnChild ) - [F] —
unit
— Add On Parent — ( UnitAddOnParent )
# Unit / Filters
- [F] —
bool
— Unit Filter Match — ( UnitFilterMatch ) - [F] —
void
— Set State Of Unit Filter — ( UnitFilterSetState ) - [F] —
int
[ preset::UnitFilterState ] — State Of Unit Filter — ( UnitFilterGetState ) - [F] —
unitfilter
— Convert Target Filter String To Unit Filter — ( libNtve_gf_ConvertTargetFilterStringToUnitFilter )
# Unit / Cargo
- [F] —
void
— Put Unit InTransport — ( UnitPutInTransport ) - [F] —
void
— Create Cargo Units — ( UnitCargoCreate ) - [F] —
unit
— Last Created Cargo Unit — ( UnitCargoLastCreated ) - [F] —
unitgroup
— Last Created Cargo Units — ( UnitCargoLastCreatedGroup ) - [F] —
bool
— Unit Is Cargo — ( libNtve_gf_UnitIsInsideTransport ) - [F] —
bool
— Unit Is Inside Unit Transport — ( libNtve_gf_UnitIsInsideUnitTransport ) - [F] —
bool
— Unit Is Inside Player Transport — ( libNtve_gf_UnitIsInsidePlayerTransport ) - [F] —
unit
— Cargo Unit In Transport — ( UnitCargo ) - [F] —
unitgroup
— Cargo Units In Transport — ( UnitCargoGroup ) - [F] —
int
— Transport Property Of Unit — ( UnitCargoValue ) - [F] —
unit
— Transport Of Unit — ( UnitTransport ) - [F] —
void
— Unit Loads/Unloads Cargo — ( TriggerAddEventUnitCargo ) - [F] —
unit
— Triggering Cargo Unit — ( EventUnitCargo )
# Unit / Items
- [F] —
void
— Create Inventory Item — ( UnitInventoryCreate ) - [F] —
void
— Add Item To Inventory — ( UnitInventoryAdd ) - [F] —
unit
— Last Created Inventory Item — ( UnitInventoryLastCreated ) - [F] —
unit
— Inventory Item Carried — ( UnitInventoryItem ) - [F] —
unit
— Inventory Item Carrier — ( UnitInventoryUnit ) - [F] —
int
— Inventory Item Container — ( UnitInventoryContainer ) - [F] —
int
— Inventory Item Slot — ( UnitInventorySlot ) - [F] —
int
— Inventory Item Index — ( UnitInventoryIndex ) - [F] —
int
— Inventory Item Count — ( UnitInventoryCount ) - [F] —
unitgroup
— Inventory Items Carried — ( UnitInventoryGroup ) - [F] —
void
— Open Inventory Container — ( UnitInventoryContainerOpen ) - [F] —
void
— Move Inventory Item — ( UnitInventoryMove ) - [F] —
void
— Remove Inventory Item — ( UnitInventoryRemove ) - [F] —
void
— Unit Acquires Powerup — ( TriggerAddEventUnitPowerup ) - [F] —
unit
— Triggering Powerup — ( EventUnitPowerupUnit ) - [F] —
void
— Unit Manipulates Inventory — ( TriggerAddEventUnitInventoryChange ) - [F] —
int
[ preset::InventoryManipulation ] — Triggering Inventory Manipulation — ( EventUnitInventoryChange ) - [F] —
unit
— Triggering Inventory Item — ( EventUnitInventoryItem ) - [F] —
int
— Triggering Inventory Item Container — ( EventUnitInventoryItemContainer ) - [F] —
int
— Triggering Inventory Item Slot — ( EventUnitInventoryItemSlot ) - [F] —
point
— Triggering Inventory Item Target Point — ( EventUnitInventoryItemTargetPoint ) - [F] —
unit
— Triggering Inventory Item Target Unit — ( EventUnitInventoryItemTargetUnit )
# Unit / Weapons
- [F] —
void
— Remove Weapon From Unit — ( UnitWeaponRemove ) - [F] —
void
— Add Weapon To Unit — ( UnitWeaponAdd ) - [F] —
int
— Number Of Weapons On Unit — ( UnitWeaponCount ) - [F] —
string
[ gamelink::Weapon ] — Unit Weapon — ( UnitWeaponGet ) - [F] —
bool
— Weapon Is Enabled — ( UnitWeaponIsEnabled ) - [F] —
bool
— Weapon Target Check — ( UnitWeaponCheck ) - [F] —
fixed
— Weapon Cooldown — ( UnitWeaponPeriod ) - [F] —
fixed
— Weapon Range — ( UnitWeaponRange ) - [F] —
fixed
— Weapon Cooldown Remaining — ( UnitWeaponPeriodRemaining ) - [F] —
void
— Add Ammo To Magazine — ( UnitMagazineArm ) - [F] —
unit
— Last Created Magazine Ammo Unit — ( UnitMagazineLastCreated ) - [F] —
unitgroup
— Last Created Magazine Ammo Units — ( UnitMagazineLastCreatedGroup ) - [F] —
int
— Magazine Count Of Unit — ( UnitMagazineCount ) - [F] —
unit
— Magazine Owner Of Unit — ( UnitGetMagazine ) - [F] —
bool
— Unit Can Attack Unit Old — ( libNtve_gf_UnitCanAttackUnit ) - [F] —
bool
— Unit Can Attack Unit Type — ( UnitCanAttackTarget ) - [F] —
bool
— Unit In Range And Able To Attack Target — ( UnitInRangeAndAbleToAttackTarget ) - [F] —
fixed
— Weapon Damage — ( UnitWeaponDamage ) - [F] —
fixed
— Weapon Speed Multiplier — ( UnitWeaponSpeedMultiplier ) - [F] —
void
— Set Weapon Cooldown Remaining — ( UnitWeaponSetPeriodRemaining )
# Unit / Attributes And Experience
- [F] —
void
— Unit Gains Experience — ( TriggerAddEventUnitGainExperience ) - [F] —
void
— Unit Gains Experience Level — ( TriggerAddEventUnitGainLevel ) - [F] —
fixed
— Unit XP Get Current XP — ( UnitXPGetCurrentXP ) - [F] —
void
— Unit XP Add XP — ( UnitXPAddXP ) - [F] —
void
— Unit XP Set Current XP — ( UnitXPSetCurrentXP ) - [F] —
int
— Unit XP Get XP For Level — ( UnitXPGetXPForLevel ) - [F] —
void
— Unit XP Set XP For Level — ( UnitXPSetXPForLevel ) - [F] —
int
— Unit XP Get Current Level — ( UnitXPGetCurrentLevel ) - [F] —
void
— Unit XP Set Current Level — ( UnitXPSetCurrentLevel ) - [F] —
int
— Unit XP Get Num Levels — ( UnitXPGetNumLevels ) - [F] —
fixed
— Triggering Experience Gained — ( EventUnitXPDelta ) - [F] —
void
— Unit Attribute Change — ( TriggerAddEventUnitAttributeChange ) - [F] —
int
— Triggering Attribute Points — ( EventUnitAttributePoints ) - [F] —
fixed
— Total Experience Of Unit — ( UnitXPTotal ) - [F] —
int
— Experience Level Of Unit — ( UnitLevel ) - [F] —
void
— Enable/Disable Experience Gain For Unit — ( UnitXPGainEnable )
# Unit / Progress And Queues
- [F] —
void
— Set Unit Progress — ( UnitSetProgressComplete ) - [F] —
fixed
— Unit Progress (Percent) — ( UnitGetProgressComplete ) - [F] —
void
— Pause/Resume/Cancel Unit Progress Bar — ( UnitSetProgressStage ) - [F] —
bool
— Unit Progress Bar Check — ( UnitCheckProgressState ) - [F] —
bool
— Unit Is Under Construction — ( libNtve_gf_UnitIsUnderConstruction ) - [F] —
void
— Unit Arming Progress — ( TriggerAddEventUnitArmMagazineProgress ) - [F] —
void
— Unit Construction Progress — ( TriggerAddEventUnitConstructProgress ) - [F] —
void
— Unit Learn Progress — ( TriggerAddEventUnitLearnProgress ) - [F] —
void
— Unit Research Progress — ( TriggerAddEventUnitResearchProgress ) - [F] —
void
— Unit Revive Progress — ( TriggerAddEventUnitReviveProgress ) - [F] —
void
— Unit Specialization Progress — ( TriggerAddEventUnitSpecializeProgress ) - [F] —
void
— Unit Training Progress — ( TriggerAddEventUnitTrainProgress ) - [F] —
string
[ gamelink ] — Triggering Progress Object — ( EventUnitProgressObjectType ) - [F] —
string
[ gamelink::Abil ] — Triggering Progress Ability — ( libNtve_gf_TriggeringProgressAbility ) - [F] —
string
[ gamelink::Effect ] — Triggering Progress Effect — ( libNtve_gf_TriggeringProgressEffect ) - [F] —
unit
— Triggering Progress Unit — ( EventUnitProgressUnit ) - [F] —
string
[ gamelink::Unit ] — Triggering Progress Unit Type — ( libNtve_gf_TriggeringProgressUnitType ) - [F] —
string
[ gamelink::Upgrade ] — Triggering Progress Upgrade — ( libNtve_gf_TriggeringProgressUpgrade ) - [F] —
int
— Number Of Items In Training Queue Slot — ( UnitQueueItemCount ) - [F] —
string
[ gamelink ] — Queued Object In Training Queue Slot — ( UnitQueueItemGet ) - [F] —
string
[ gamelink::Behavior ] — Queued Behavior Type In Training Queue Slot — ( libNtve_gf_QueuedBehaviorTypeInTrainingQueueSlot ) - [F] —
string
[ gamelink::Unit ] — Queued Unit Type In Training Queue Slot — ( libNtve_gf_QueuedUnitTypeInTrainingQueueSlot ) - [F] —
string
[ gamelink::Upgrade ] — Queued Upgrade Type In Training Queue Slot — ( libNtve_gf_QueuedUpgradeTypeInTrainingQueueSlot ) - [F] —
int
— Training Queue Property Of Unit — ( UnitQueueGetProperty ) - [F] —
bool
— Training Queue Slot Type Check — ( UnitQueueItemTypeCheck ) - [F] —
fixed
— Training Queue Time — ( UnitQueueItemTime )
# Unit / Charges And Cooldowns
- [F] —
void
— Add Charge Remaining Regen Time For Unit Behavior — ( UnitBehaviorAddChargeRegenRemaining ) - [F] —
void
— Add Charge Remaining Regen Time For Unit Ability — ( UnitAbilityAddChargeRegenRemaining ) - [F] —
void
— Add Charge Remaining Regen Time For Unit — ( UnitAddChargeRegenRemaining ) - [F] —
void
— Add Charge Full Regen Time For Unit Behavior — ( UnitBehaviorAddChargeRegenFull ) - [F] —
void
— Add Charge Full Regen Time For Unit Ability — ( UnitAbilityAddChargeRegenFull ) - [F] —
void
— Add Charge Full Regen Time For Unit — ( UnitAddChargeRegenFull ) - [F] —
void
— Add Charge Used For Unit Behavior — ( UnitBehaviorAddChargeUsed ) - [F] —
void
— Add Charge Used For Unit Ability — ( UnitAbilityAddChargeUsed ) - [F] —
void
— Add Charge Used For Unit — ( UnitAddChargeUsed ) - [F] —
void
— Remove Charge Used For Unit Behavior — ( libNtve_gf_UnitBehaviorRemoveChargeUsed ) - [F] —
void
— Remove Charge Used For Unit Ability — ( libNtve_gf_UnitAbilityRemoveChargeUsed ) - [F] —
void
— Remove Charge Used For Unit — ( libNtve_gf_UnitRemoveChargeUsed ) - [F] —
fixed
— Charge Regen Remaining For Unit Behavior — ( UnitBehaviorGetChargeRegen ) - [F] —
fixed
— Charge Regen Remaining For Unit Ability — ( UnitAbilityGetChargeRegen ) - [F] —
fixed
— Charge Regen Remaining For Unit — ( UnitGetChargeRegen ) - [F] —
fixed
— Charge Regen Full For Unit Behavior — ( UnitBehaviorGetChargeRegenFull ) - [F] —
fixed
— Charge Regen Full For Unit Ability — ( UnitAbilityGetChargeRegenFull ) - [F] —
fixed
— Charge Regen Full For Unit — ( UnitGetChargeRegenFull ) - [F] —
fixed
— Charge Used For Unit Behavior — ( UnitBehaviorGetChargeUsed ) - [F] —
fixed
— Charge Used For Unit Ability — ( UnitAbilityGetChargeUsed ) - [F] —
fixed
— Charge Used For Unit — ( UnitGetChargeUsed ) - [F] —
void
— Add Cooldown For Unit Behavior — ( UnitBehaviorAddCooldown ) - [F] —
void
— Add Cooldown For Unit Ability — ( UnitAbilityAddCooldown ) - [F] —
void
— Modify Cooldown For Unit — ( UnitModifyCooldown ) - [F] —
void
— Clear Cooldowns For Unit — ( UnitClearCooldowns ) - [F] —
void
— Remove Cooldown For Unit Behavior — ( libNtve_gf_UnitBehaviorRemoveCooldown ) - [F] —
void
— Remove Cooldown For Unit Ability — ( libNtve_gf_UnitAbilityRemoveCooldown ) - [F] —
void
— Remove Cooldown For Unit — ( libNtve_gf_UnitRemoveCooldown ) - [F] —
fixed
— Cooldown For Unit Behavior — ( UnitBehaviorGetCooldown ) - [F] —
fixed
— Cooldown For Unit Abilty — ( UnitAbilityGetCooldown ) - [F] —
fixed
— Cooldown For Unit — ( UnitGetCooldown ) - [F] —
void
— Activate Ability Cooldowns — ( UnitAbilitySpendExplicit ) - [F] —
void
— Reset Ability Cooldowns — ( UnitAbilityReset ) - [F] —
fixed
— Ability Charge Info For Unit — ( UnitAbilityChargeInfo )
# Unit / Charges And Cooldowns / Deprecated
- [F] —
void
— Remove Charge Regen Time For Unit Behavior (Deprecated) — ( libNtve_gf_UnitBehaviorRemoveChargeRegen ) - [F] —
void
— Remove Charge Regen Time For Unit Ability (Deprecated) — ( libNtve_gf_UnitAbilityRemoveChargeRegen ) - [F] —
void
— Remove Charge Regen Time For Unit (Deprecated) — ( libNtve_gf_UnitRemoveChargeRegen ) - [F] —
void
— Add Charge Regen Time For Unit Behavior (Deprecated) — ( UnitBehaviorAddChargeRegen ) - [F] —
void
— Add Charge Regen Time For Unit Ability (Deprecated) — ( UnitAbilityAddChargeRegen ) - [F] —
void
— Add Charge Regen Time For Unit (Deprecated) — ( UnitAddChargeRegen ) - [F] —
void
— Activate Ability Cooldowns (Deprecated) — ( UnitAbilitySpend ) - [F] —
void
— Add Cooldown For Unit (Deprecated) — ( UnitAddCooldown )
# Unit / Placement
- [F] —
int
— Move Blockers From Point For Unit Type — ( UnitTypeMoveBlockersFromPoint ) - [F] —
int
— Move Blockers From Unit For Unit Type — ( UnitTypeMoveBlockersFromUnit ) - [F] —
point
— Find Placement From Point For Unit Type — ( UnitTypePlacementFromPoint ) - [F] —
point
— Find Placement From Unit For Unit Type — ( UnitTypePlacementFromUnit ) - [F] —
point
— Find Placement From Point For Unit Type With Tests — ( UnitTypePlacementTestsFromPoint ) - [F] —
point
— Find Placement From Unit For Unit Type With Tests — ( UnitTypePlacementTestsFromUnit )
# Unit / Support
- [P] — All Behaviors
- [P] — Next Level
- [P] — First Veterancy Behavior
- [P] — All Veterancy Behaviors
- [P] — Show Kill Display Settings
- [P] — Ability Auto Cast Change
- [P] — Ability Charge Type
- [P] — Ability Class
- [P] — Ability Enabled
- [P] — Ability Stage
- [P] — Any Ability Command
- [P] — Any Item
- [P] — Any Unit
- [P] — Any Weapon
- [P] — Any Behavior
- [P] — Attribute Type
- [P] — Behavior Change
- [P] — Behavior Count
- [P] — Behavior Flag
- [P] — Blend Options
- [P] — Cargo Load/Unload State
- [P] — Commandable Option
- [P] — Cooldown Operations
- [P] — Current/Default Option
- [P] — Damage Fatal Option
- [P] — Damage Type
- [P] — Command State
- [P] — Idle State
- [P] — Inventory Manipulation
- [P] — Inventory Item Count
- [P] — Inventory Item Slot
- [P] — No Ability Command
- [P] — No Unit
- [P] — No Unit Filter
- [P] — Placement Tests
- [P] — Region Enter/Leave State
- [P] — Replace Unit Options
- [P] — Share/Unshare
- [P] — Spend Location
- [P] — Training Queue Property
- [P] — Training Queue Slot Type
- [P] — Training Queue Time
- [P] — Transport Property
- [P] — Unit AI Option
- [P] — Unit Attribute
- [P] — Unit Collide
- [P] — Unit Color Change Option
- [P] — Unit Cost Type
- [P] — Unit Create Style
- [P] — Unit Create Flags
- [P] — Unit Damage Take/Deal
- [P] — Unit Damage Change Option
- [P] — Unit Filter State
- [P] — Unit Filter Type
- [P] — Unit Flag
- [P] — Unit Order Queue Option
- [P] — Unit Plane
- [P] — Unit Progress Control
- [P] — Unit Progress Type
- [P] — Unit Progress Stage
- [P] — Unit Progress State
- [P] — Unit Property (Get)
- [P] — Unit Property (Set)
- [P] — Unit Reference Option
- [P] — Unit Type Property
- [P] — Unit State (Get)
- [P] — Unit State (Set)
- [P] — Unit Values
- [P] — Unit Vital Type
- [P] — Vulnerable/Invulnerable Option
# Unit Group
# Unit Group / Useful Unit Groups
- [F] —
unitgroup
— Empty Unit Group — ( UnitGroupEmpty ) - [F] —
unitgroup
— Idle Units For Player — ( UnitGroupIdle ) - [F] —
unitgroup
— Convert Unit To Unit Group — ( libNtve_gf_ConvertUnitToUnitGroup ) - [F] —
unitgroup
— Units In Region Matching Condition — ( UnitGroup ) - [F] —
int
— Unit Count In Region Matching Condition — ( UnitCount ) - [F] —
unitgroup
— Units Near Point Matching Condition — ( UnitGroupSearch ) - [F] —
unitgroup
— Units In Region With Alliance To Player — ( UnitGroupAlliance ) - [F] —
int
— Unit Count In Region With Alliance To Player — ( UnitCountAlliance ) - [F] —
unitgroup
— Units In Region With Alliance To Player Matching Condition — ( libNtve_gf_UnitsInRegionWithAllianceToPlayerMatchingCondition ) - [F] —
unitgroup
— Units In Unit Group For Player — ( UnitGroupFilterPlayer ) - [F] —
unitgroup
— Units In Unit Group Matching Condition — ( UnitGroupFilter ) - [F] —
unitgroup
— Units In Unit Group Targetable As — ( UnitGroupFilterPlane ) - [F] —
unitgroup
— Units In Unit Group With Alliance — ( UnitGroupFilterAlliance ) - [F] —
unitgroup
— Units In Unit Group With Custom Value — ( libNtve_gf_UnitsInUnitGroupWithCustomValue ) - [F] —
unitgroup
— Units In Unit Group Within Region — ( UnitGroupFilterRegion )
# Unit Group / Groups
- [F] —
void
— Add Unit To Unit Group — ( UnitGroupAdd ) - [F] —
void
— Add Unit Group To Unit Group Old — ( libNtve_gf_AddUnitGroupToUnitGroup ) - [F] —
void
— Add Unit Group To Unit Group — ( UnitGroupAddUnitGroup ) - [F] —
void
— Unit Object Group Call For Help — ( UnitObjectGroupCallForHelp ) - [F] —
void
— Remove Unit From Unit Group — ( UnitGroupRemove ) - [F] —
void
— Remove Unit Group From Unit Group Old — ( libNtve_gf_RemoveUnitGroupFromUnitGroup ) - [F] —
void
— Remove Unit Group From Unit Group — ( UnitGroupRemoveUnitGroup ) - [F] —
void
— Remove All Units From Unit Group — ( UnitGroupClear ) - [F] —
void
— Pause All Units In Unit Group — ( UnitGroupPauseAll ) - [F] —
int
— Create Unit Object Group From Unit Group — ( UnitObjectGroupFromUnitGroup ) - [F] —
int
— Number Of Units In Unit Group — ( UnitGroupCount ) - [F] —
bool
— Unit In Unit Group — ( UnitGroupHasUnit ) - [F] —
unit
— Unit From Unit Group — ( UnitGroupUnit ) - [F] —
unit
— Random Unit From Unit Group — ( UnitGroupRandomUnit ) - [F] —
unitgroup
— Copy Of Unit Group — ( UnitGroupCopy ) - [F] —
unit
— Closest Unit To Point Old — ( libNtve_gf_ClosestUnitToPoint ) - [F] —
unit
— Closest Unit To Point — ( UnitGroupClosestToPoint ) - [F] —
point
— Center Of Unit Group Old — ( libNtve_gf_CenterOfUnitGroup ) - [F] —
point
— Center Of Unit Group — ( UnitGroupCenterOfGroup )
# Unit Group / Loops
- [F] —
void
— Pick Each Unit In Unit Group — ( ) - [F] —
void
— Pick Each Unit In Unit Group Deprecated — ( ) - [F] —
void
— For Each Unit In Unit Group — ( ) - [F] —
void
— For Each Unit In Unit Group Deprecated — ( ) - [F] —
unit
— Picked Unit — ( ) - [F] —
unit
— Picked Unit Deprecated — ( UnitGroupLoopCurrentDeprecated )
# Unit Group / Support
- [P] — Idle Worker Option
- [P] — Idle Count
- [P] — Unit Alliance
- [P] — None Game Link
- [P] — Unit Alliance With Self
- [P] — Unit Count Type
- [P] — No Unit Group
- [P] — Anywhere
# Validator
# Validator / Basic
- [F] —
int
[ preset::CommandResult ] — Validator Execute — ( ValidatorExecute )
# User Data
# User Data / Basic
- [F] —
int
— Number Of User Data Instances — ( UserDataInstanceCount ) - [F] —
int
— Index Of User Data Instance — ( libNtve_gf_UserDataInstanceGetIndex ) - [F] —
string
[ userinstance ] — User Data Instance — ( UserDataInstance ) - [F] —
int
— Number Of User Data Fields — ( UserDataFieldCount ) - [F] —
string
[ userfield ] — User Data Field — ( UserDataField ) - [F] —
int
[ preset::UserDataType ] — Type Of User Data Field — ( UserDataFieldType ) - [F] —
int
— Value Count Of User Data Field — ( UserDataFieldValueCount ) - [F] —
bool
— Is User Data Field Modifiable — ( UserDataFieldIsModifiable )
# User Data / Get Value
- [F] —
abilcmd
— Load User Data Value Into Variable — ( ) - [F] —
abilcmd
— User Data (Ability Command) — ( UserDataGetAbilCmd ) - [F] —
string
[ gamelink::Actor ] — User Data (Actor) — ( UserDataGetActor ) - [F] —
color
— User Data (Color) — ( UserDataGetColor ) - [F] —
int
[ preset::UserDataCompare ] — User Data (Compare) — ( UserDataGetCompare ) - [F] —
string
[ gamelink ] — User Data (Game Link) — ( UserDataGetGameLink ) - [F] —
string
[ filepath ] — User Data (Image) — ( UserDataGetImagePath ) - [F] —
int
[ preset::TextTagEdge ] — User Data (Image Edge) — ( UserDataGetImageEdge ) - [F] —
string
[ preset::AttachPoints ] — User Data (Image Attach) — ( UserDataGetImageAttachPoint ) - [F] —
int
— User Data (Integer) — ( UserDataGetInt ) - [F] —
string
[ gamelink::Model ] — User Data (Model) — ( UserDataGetModel ) - [F] —
string
[ filepath ] — User Data (Movie) — ( UserDataGetMovie ) - [F] —
fixed
— User Data (Real) — ( UserDataGetFixed ) - [F] —
string
[ gamelink::Sound ] — User Data (Sound) — ( UserDataGetSound ) - [F] —
string
— User Data (String) — ( UserDataGetString ) - [F] —
text
— User Data (Text) — ( UserDataGetText ) - [F] —
string
[ gamelink::Unit ] — User Data (Unit) — ( UserDataGetUnit ) - [F] —
string
[ gamelink::Upgrade ] — User Data (Upgrade) — ( UserDataGetUpgrade ) - [F] —
string
[ gamelink::User ] — User Data (User Type) — ( UserDataGetUserType ) - [F] —
string
[ userinstance ] — User Data (User Instance) — ( UserDataGetUserInstance )
# User Data / Set Value
- [F] —
void
— Load Variable Value Into User Data — ( ) - [F] —
void
— Modify User Data (Ability Command) — ( UserDataSetAbilCmd ) - [F] —
void
— Modify User Data (Actor) — ( UserDataSetActor ) - [F] —
void
— Modify User Data (Color) — ( UserDataSetColor ) - [F] —
void
— Modify User Data (Compare) — ( UserDataSetCompare ) - [F] —
void
— Modify User Data (Game Link) — ( UserDataSetGameLink ) - [F] —
void
— Modify User Data (Image) — ( UserDataSetImagePath ) - [F] —
void
— Modify User Data (Image Edge) — ( UserDataSetImageEdge ) - [F] —
void
— Modify User Data (Image Attach) — ( UserDataSetImageAttachPoint ) - [F] —
void
— Modify User Data (Integer) — ( UserDataSetInt ) - [F] —
void
— Modify User Data (Model) — ( UserDataSetModel ) - [F] —
void
— Modify User Data (Movie) — ( UserDataSetMovie ) - [F] —
void
— Modify User Data (Real) — ( UserDataSetFixed ) - [F] —
void
— Modify User Data (Sound) — ( UserDataSetSound ) - [F] —
void
— Modify User Data (String) — ( UserDataSetString ) - [F] —
void
— Modify User Data (Text) — ( UserDataSetText ) - [F] —
void
— Modify User Data (Unit) — ( UserDataSetUnit ) - [F] —
void
— Modify User Data (Upgrade) — ( UserDataSetUpgrade ) - [F] —
void
— Modify User Data (User) — ( UserDataSetUser )
# User Data / Save/Load
- [F] —
void
— Save User Data Instance — ( UserDataSaveInstance ) - [F] —
void
— Load User Data Instance — ( UserDataLoadInstance ) - [F] —
void
— Save User Data Type — ( UserDataSaveType ) - [F] —
void
— Load User Data Type — ( UserDataLoadType )
# User Data / Loops
- [F] —
void
— For Each User Data Instance In User Type — ( ) - [F] —
void
— For Each User Data Value In User Type Field Array — ( )
# User Data / Utility
- [F] —
void
— Reset User Data Value — ( UserDataResetValue ) - [F] —
void
— Reset User Data Instance — ( UserDataResetInstance ) - [F] —
void
— Reset User Data Type — ( UserDataResetType ) - [F] —
void
— Reset All User Data — ( UserDataResetAll ) - [F] —
string
[ gamelink::User ] — User Type From Reference — ( UserDataTypeFromReference ) - [F] —
string
[ userinstance ] — User Instance From Reference — ( UserDataInstanceFromReference )
# User Data / Support
- [P] — No User Data Instance
- [P] — User Data Type
- [P] — User Data Type (Function Ref Get)
- [P] — User Data Type (Function Ref Set)
- [P] — User Data Compare
# Visibility
# Visibility / Basic
- [F] —
void
— Reveal Area — ( VisRevealArea ) - [F] —
void
— Explore/Unexplore Area — ( VisExploreArea ) - [F] —
void
— Fill Area Visibility — ( VisFillArea ) - [F] —
void
— Enable/Disable Visibility — ( VisEnable ) - [F] —
void
— Show/Hide Placement Models — ( libNtve_gf_ShowHidePlacementModels ) - [F] —
fixed
— Get Fog of War Alpha — ( VisGetFoWAlpha ) - [F] —
void
— Set Fog of War Alpha — ( VisSetFoWAlpha ) - [F] —
void
— Reset Fog of War Alpha — ( VisResetFoWAlpha ) - [F] —
bool
— Visibility Is Enabled — ( VisIsEnabled ) - [F] —
bool
— Point Is Visible For Player — ( VisIsVisibleForPlayer )
# Visibility / Revealers
- [F] —
revealer
— Create Revealer — ( VisRevealerCreate ) - [F] —
revealer
— Last Created Revealer — ( VisRevealerLastCreated ) - [F] —
void
— Enable/Disable Revealer — ( VisRevealerEnable ) - [F] —
void
— Update Revealer — ( VisRevealerUpdate ) - [F] —
void
— Destroy Revealer — ( VisRevealerDestroy )
# Visibility / Support
- [P] — Fill Type
- [P] — Explored/Unexplored Option
- [P] — No Revealer
- [P] — Visibility Type
# Template
# Unclassified
- [F] —
void
— DebugString — ( ) - [F] —
void
— DebugUnit — ( ) - [F] —
void
— DebugInt — ( ) - [F] —
void
— DebugFixed — ( ) - [F] —
void
— DebugPoint — ( ) - [F] —
void
— AIForceActive — ( ) - [F] —
void
— AIDisableAllScouting — ( ) - [F] —
bool
— AIHasHumanAlly — ( ) - [F] —
void
— AIResetUserData — ( ) - [F] —
void
— AISetUserString — ( ) - [F] —
string
— AIGetUserString — ( ) - [F] —
void
— AISetUserInt — ( ) - [F] —
int
— AIGetUserInt — ( ) - [F] —
void
— AIAddStringInt — ( ) - [F] —
void
— AISetStockArmyDefaultScale — ( ) - [F] —
void
— AISetStockArmyOverride — ( ) - [F] —
void
— AIAddToStockArmy — ( ) - [F] —
void
— AIScaleCurrentStockArmy — ( ) - [F] —
int
— AIPathDistToNearestKnownEnemyStructure — ( ) - [F] —
int
— AIPathDistToNearestFriendlyStructure — ( ) - [F] —
bool
— AICanPathToAnyKnownEnemyStructure — ( ) - [F] —
void
— AIAddTeamRepresentative — ( ) - [F] —
void
— AITrackUnitDanger — ( ) - [F] —
point
— AIPositionAlongPath — ( ) - [F] —
int
— AIGetTotalStartLocs — ( ) - [F] —
int
— AIGetGroundStartLocs — ( ) - [F] —
int
— AIGetAirStartLocs — ( ) - [F] —
int
— AIGetTotalTownLocs — ( ) - [F] —
int
— AIGetGroundTownLocs — ( ) - [F] —
int
— AIGetAirTownLocs — ( ) - [F] —
int
— AIRandomVal — ( ) - [F] —
void
— AINewChooseSubState — ( ) - [F] —
void
— AISetSubStateChance — ( ) - [F] —
void
— AISetSubStateChanceRace — ( ) - [F] —
int
— AIChooseSubState — ( ) - [F] —
bool
— AIWantsMultipleTransport — ( ) - [F] —
void
— AISetWantsMultipleTransport — ( ) - [F] —
int
— AIGetNumMobileTransports — ( ) - [F] —
int
— AINumEnemyBuildings — ( ) - [F] —
int
— AINumEnemyBuildingsOnSharedIslands — ( ) - [F] —
int
— AINumEnemyBuildingsOnOtherIslands — ( ) - [F] —
bool
— AIEnemyBuildingsOnlyOnOtherIslands — ( ) - [F] —
point
— AIGetBestCreepSpot — ( ) - [F] —
void
— AIAddDetectionDanger — ( ) - [F] —
bool
— AIDefaultSuspectDetectionDanger — ( ) - [F] —
void
— AIAddAirDanger — ( ) - [F] —
bool
— AIDefaultSuspectAirDanger — ( ) - [F] —
bool
— AIAnyWorkersFleeingNearby — ( ) - [F] —
int
— AIGetNumEnemies — ( ) - [F] —
int
— AIGetNumAllies — ( ) - [F] —
int
— AIGetNumTeams — ( ) - [F] —
int
— AIGetEnemyRaceVal — ( ) - [F] —
int
— AIGetSelfRaceVal — ( ) - [F] —
point
— AIPlacementNearbyFindTest — ( ) - [F] —
void
— AIAddToExtraScoutGroup — ( ) - [F] —
bool
— AIOfferNewScout — ( ) - [F] —
int
— AIGetNumWorkers — ( ) - [F] —
int
— AIGetNumDropoffs — ( ) - [F] —
int
— AIGetNumEstablishedTowns — ( ) - [F] —
void
— AIAddHealer — ( ) - [F] —
unit
— AIGetDropoffWithFewestGuards — ( ) - [F] —
bool
— AIHasNearbyAttackers — ( ) - [F] —
bool
— AIHasNearbyAlliedAttackers — ( ) - [F] —
bool
— AIHasNearbyAlliedDetector — ( ) - [F] —
point
— AIGetDirection — ( ) - [F] —
bool
— AIAnyAllyAttacking — ( ) - [F] —
point
— AIBestAllyAttackPoint — ( ) - [F] —
bool
— AIAnyAllyNeedsDefending — ( ) - [F] —
point
— AIBestAllyDefendPoint — ( ) - [F] —
bool
— AIIsObjectGroupUnit — ( ) - [F] —
void
— AISetWantsToUpgrade — ( ) - [F] —
void
— AISetUnitAvoidEnemyGates — ( ) - [F] —
void
— AISetUnitForceMover — ( ) - [F] —
void
— AISetGroupForceMover — ( ) - [F] —
int
— AIGetMainTown — ( ) - [F] —
void
— AIUpdateMainTown — ( ) - [F] —
bool
— AIIsTownFull — ( ) - [F] —
fixed
— AIGetTownEstablishedTime — ( ) - [F] —
void
— AIHarvestBonus — ( ) - [F] —
int
— AIGetHarvestableGasNumSpots — ( ) - [F] —
unit
— AIGetObstruction — ( ) - [F] —
bool
— AIHasNearbyOpenExpansion — ( ) - [F] —
void
— AIClearCampaignScout — ( ) - [F] —
void
— AIEarlyDefenseEnable — ( ) - [F] —
void
— AIEarlyDefenseProps — ( ) - [F] —
int
— AIGetInternalTrainQueueCount — ( ) - [F] —
int
— AIGetInternalBuildQueueCount — ( ) - [F] —
int
— AIGetInternalResearchQueueCount — ( ) - [F] —
void
— AITechCountFixupSingle — ( ) - [F] —
void
— AITechCountFixupEither — ( ) - [F] —
void
— AITechCountFixupInOrder — ( ) - [F] —
void
— AIResetCounterUnits — ( ) - [F] —
void
— AICounterUnitSetup — ( ) - [F] —
int
— AICounterUnitsSameTech — ( ) - [F] —
int
— AICounterUnitsSameTechAdjusted — ( ) - [F] —
int
— AICounterUnitsAnyTech — ( ) - [F] —
fixed
— AIFoodCost — ( ) - [F] —
point
— AIGetRallyPoint — ( ) - [F] —
void
— AISetDefaultArmyUnit — ( ) - [F] —
void
— AISetDefaultTownHall — ( ) - [F] —
void
— AISetPowerBuilding — ( ) - [F] —
void
— AISetCreepBuilding — ( ) - [F] —
void
— AIForceTrainingDelay — ( ) - [F] —
void
— AISetStockExtra — ( ) - [F] —
void
— AISetStockFarms — ( ) - [F] —
void
— AISetStockPeons — ( ) - [F] —
void
— AINewTechStock — ( ) - [F] —
void
— AITechStockAdd — ( ) - [F] —
void
— AISetStockTechNext — ( ) - [F] —
void
— AISetStockTechNextUnCap — ( ) - [F] —
void
— AIClearLimitTech — ( ) - [F] —
void
— AILimitTech — ( ) - [F] —
void
— AIImportantTech — ( ) - [F] —
void
— AILimitStockLarva — ( ) - [F] —
bool
— AIHasStock — ( ) - [F] —
bool
— AIHasStockFromTown — ( ) - [F] —
void
— AIRemoveStockFromTown — ( ) - [F] —
void
— AIReqAddSpecialMaker — ( ) - [F] —
bool
— AIEvalTacticalData — ( ) - [F] —
int
— AICastCooldown — ( ) - [F] —
int
— AISetCooldown — ( ) - [F] —
bool
— AITactCooldownAllow — ( ) - [F] —
void
— AICooldownSetupAbil — ( ) - [F] —
int
— AICastCooldownAbil — ( ) - [F] —
int
— AISetCooldownAbil — ( ) - [F] —
bool
— AITactCooldownAllowAbil — ( ) - [F] —
bool
— AINearbyUnits — ( ) - [F] —
bool
— AIControlForceToMove — ( ) - [F] —
bool
— AIControlWantsToUnburrow — ( ) - [F] —
bool
— AIControlWantsToBurrow — ( ) - [F] —
bool
— AIControlForceUnburrow — ( ) - [F] —
point
— AIGetHomePosition — ( ) - [F] —
bool
— AISawCloakedUnit — ( ) - [F] —
bool
— AICloakEvaluate — ( ) - [F] —
void
— AIForceTacticalDelay — ( ) - [F] —
void
— AISetMaxBestAttackersLimit — ( ) - [F] —
void
— AISetSpawnerTargettingDelay — ( ) - [F] —
void
— AITransportIgnore — ( ) - [F] —
int
— AIWaveInfoScout — ( ) - [F] —
int
— AIWaveDetectorCount — ( ) - [F] —
point
— AIWaveGoal — ( ) - [F] —
unit
— AIWaveCurrentLeader — ( ) - [F] —
wavetarget
— AIWaveTargetMeleeBeacon — ( ) - [F] —
wavetarget
— AIWaveTargetMeleeDrop — ( ) - [F] —
wavetarget
— AIWaveTargetMeleeDefend — ( ) - [F] —
wavetarget
— AIWaveTargetGuardHomeUnit — ( ) - [F] —
wavetarget
— AIWaveTargetGatherMelee — ( ) - [F] —
point
— AIWaveTargetGatherOPoint — ( ) - [F] —
point
— AIWaveTargetGatherDPoint — ( ) - [F] —
unit
— AIWaveTargetGetUnit — ( ) - [F] —
unitgroup
— AIWaveTargetGetUnitGroup — ( ) - [F] —
int
— AIWaveGetTimeSinceRetreat — ( ) - [F] —
bool
— AIShouldHelpUserAlly — ( ) - [F] —
point
— AIGetBestUserAllyHelpLocation — ( ) - [F] —
bool
— AIDefenseThreat — ( ) - [F] —
int
— AISelfDefenseThreatEval — ( ) - [F] —
int
— AIUnitAreaEvalRatio — ( ) - [F] —
int
— AIEvalAllSelf — ( ) - [F] —
int
— AIEvalAllAllied — ( ) - [F] —
int
— AIEvalLargestEnemy — ( ) - [F] —
int
— AILastWaveEvalStaticRatio — ( ) - [F] —
void
— AIWaveSetUserData — ( ) - [F] —
int
— AIWaveGetUserData — ( ) - [F] —
void
— AIWaveSetDeleteWhenEmpty — ( ) - [F] —
void
— AIWaveMergeMelee — ( ) - [F] —
bool
— AIFindDropAttackTarget — ( ) - [F] —
point
— AILastDropLocation — ( ) - [F] —
point
— AILastDropGoal — ( ) - [F] —
fixed
— AIGetNextDropTimeCheck — ( ) - [F] —
void
— AISetNextDropTimeCheck — ( ) - [F] —
int
— AILastAttackRatio — ( ) - [F] —
int
— AILastAttackStartEval — ( ) - [F] —
void
— AIDefaultMeleeSplitArmyToDefend — ( ) - [F] —
void
— AIAttackWaveAddUnits — ( ) - [F] —
void
— AIAttackWaveSetTargetMeleeDrop — ( ) - [F] —
void
— AIAttackWaveSetTargetMeleeDefend — ( ) - [F] —
void
— AIAttackWaveClearWaypoints — ( ) - [F] —
string
— AIGetBullyType — ( ) - [F] —
point
— AILaneWaypointGetWaypointPosWithOffset — ( ) - [F] —
fixed
— AILaneWaypointConvertPointToWaydist — ( ) - [F] —
point
— AILaneWaypointConvertWaydistOffsetToPoint — ( ) - [F] —
actorscope
— ActorScopeLastCreated — ( ) - [F] —
actorscope
— ActorScopeLastCreatedSend — ( ) - [F] —
actor
— ActorScopeRefGet — ( ) - [F] —
void
— ActorScopeRefSet — ( ) - [F] —
actor
— ActorLastCreated — ( ) - [F] —
actor
— ActorLastCreatedSend — ( ) - [F] —
doodad
— DoodadFromId — ( ) - [F] —
string
— AutomationLuaGlobalGetAsString — ( ) - [F] —
bool
— BattleReportGetShownInMissionTotal — ( ) - [F] —
void
— BoardTitleShow — ( ) - [F] —
void
— BoardTitleSetText — ( ) - [F] —
void
— BoardTitleSetColor — ( ) - [F] —
void
— BoardTitleSetIcon — ( ) - [F] —
void
— BoardTitleSetAlignment — ( ) - [F] —
void
— BoardTitleSetClickable — ( ) - [F] —
camerainfo
— CameraInfoFromId — ( ) - [F] —
void
— TriggerAddEventCutsceneConversationLine — ( ) - [F] —
void
— DataTableSetGenericHandle — ( ) - [F] —
generichandle
— DataTableGetGenericHandle — ( ) - [F] —
unitref
— DataTableGetUnitRef — ( ) - [F] —
void
— PathingModify — ( ) - [F] —
void
— PathingUpdate — ( ) - [F] —
void
— PathingReset — ( ) - [F] —
bool
— GameCheatIsAllowed — ( ) - [F] —
bool
— GameDataIsFullyDownloaded — ( ) - [F] —
void
— IntLoopBegin — ( ) - [F] —
void
— IntLoopStep — ( ) - [F] —
bool
— IntLoopDone — ( ) - [F] —
int
— IntLoopCurrent — ( ) - [F] —
void
— IntLoopEnd — ( ) - [F] —
void
— PlayerGroupLoopBegin — ( ) - [F] —
void
— PlayerGroupLoopStep — ( ) - [F] —
bool
— PlayerGroupLoopDone — ( ) - [F] —
int
— PlayerGroupLoopCurrent — ( ) - [F] —
void
— PlayerGroupLoopEnd — ( ) - [F] —
void
— UnitGroupLoopBegin — ( ) - [F] —
void
— UnitGroupLoopStep — ( ) - [F] —
bool
— UnitGroupLoopDone — ( ) - [F] —
unit
— UnitGroupLoopCurrent — ( ) - [F] —
void
— UnitGroupLoopEnd — ( ) - [F] —
marker
— Marker — ( ) - [F] —
marker
— MarkerCastingPlayer — ( ) - [F] —
marker
— MarkerCastingUnit — ( ) - [F] —
void
— MarkerSetCastingPlayer — ( ) - [F] —
int
— MarkerGetCastingPlayer — ( ) - [F] —
void
— MarkerSetCastingUnit — ( ) - [F] —
unit
— MarkerGetCastingUnit — ( ) - [F] —
void
— MarkerSetMatchFlag — ( ) - [F] —
bool
— MarkerGetMatchFlag — ( ) - [F] —
void
— MarkerSetMismatchFlag — ( ) - [F] —
bool
— MarkerGetMismatchFlag — ( ) - [F] —
void
— MercenarySetTooltipText — ( ) - [F] —
void
— OrderSetAbilityCommand — ( ) - [F] —
void
— OrderSetPlayer — ( ) - [F] —
bool
— OrderSetTargetPlacement — ( ) - [F] —
int
— PlayerAIBuildNumber — ( ) - [F] —
bool
— PlayerAIControlAllowed — ( ) - [F] —
void
— PlayerSetAllowAIControl — ( ) - [F] —
bool
— PlayerIsUnderAIControl — ( ) - [F] —
void
— PlayerSetUnderAIControl — ( ) - [F] —
text
— PlayerColorName — ( ) - [F] —
void
— PlayerBeaconSelectDropoff — ( ) - [F] —
void
— PlayerBeaconBuildMenuSetSlotInfo — ( ) - [F] —
void
— PlayerBeaconBuildMenuDisableSlotInfo — ( ) - [F] —
void
— PlayerBeaconBuildMenuClearSlotInfo — ( ) - [F] —
void
— PlayerBeaconBuildMenuCurrentSet — ( ) - [F] —
int
— PlayerBeaconBuildMenuCurrentGet — ( ) - [F] —
bool
— PlayerBeaconBuildMenuWasFromPlayer — ( ) - [F] —
int
— PlayerGroupNextPlayer — ( ) - [F] —
point
— PointFromId — ( ) - [F] —
bool
— PointsInRange — ( ) - [F] —
void
— PortraitSetAnim — ( ) - [F] —
region
— RegionFromId — ( ) - [F] —
void
— RegionSetOffset — ( ) - [F] —
point
— RegionGetOffset — ( ) - [F] —
void
— ResearchCategorySetPlayerGroup — ( ) - [F] —
void
— ResearchCategorySetSlot — ( ) - [F] —
void
— ResearchTierSetPlayerGroup — ( ) - [F] —
void
— ResearchTierSetSlot — ( ) - [F] —
void
— ResearchItemDestroyAll — ( ) - [F] —
void
— ResearchItemSetPlayerGroup — ( ) - [F] —
void
— ResearchItemSetSlot — ( ) - [F] —
void
— SoundAttachUnit — ( ) - [F] —
abilcmd
— TechTreeBehaviorProducedAbilCmd — ( ) - [F] —
int
— TechTreeBehaviorProducedAbilCmdCount — ( ) - [F] —
int
— TechTreeUnitCountEx — ( ) - [F] —
trigger
— TriggerFind — ( ) - [F] —
void
— TriggerResetCounts — ( ) - [F] —
void
— TriggerQueueEnter — ( ) - [F] —
void
— TriggerQueueExit — ( ) - [F] —
void
— TriggerSkippableEnd — ( ) - [F] —
unit
— UnitFromId — ( ) - [F] —
void
— UnitResetTeamColorIndex — ( ) - [F] —
void
— UnitSetPropertyInt — ( ) - [F] —
fixed
— UnitAbilityEffectInstantGetRange — ( ) - [F] —
marker
— UnitMarker — ( ) - [F] —
void
— UnitMarkerAdd — ( ) - [F] —
int
— UnitMarkerCount — ( ) - [F] —
void
— UnitMarkerRemove — ( ) - [F] —
bool
— UnitIsHarvesting — ( ) - [F] —
bool
— UnitWeaponsPlaneTest — ( ) - [F] —
string
— PickedExclusiveMapTag — ( ) - [F] —
unitfilter
— UnitFilter — ( ) - [F] —
unitfilter
— UnitFilterStr — ( ) - [F] —
unitgroup
— UnitGroupFromId — ( ) - [F] —
unitgroup
— UnitGroupFilterThreat — ( ) - [F] —
unit
— UnitGroupUnitFromEnd — ( ) - [F] —
bool
— UnitGroupTestPlane — ( ) - [F] —
unit
— UnitGroupNearestUnit — ( ) - [F] —
unitref
— UnitRefFromUnit — ( ) - [F] —
unitref
— UnitRefFromVariable — ( ) - [F] —
unit
— UnitRefToUnit — ( ) - [F] —
bool
— UIGameMenuItemVisible — ( ) - [F] —
bool
— UICustomMenuItemVisible — ( ) - [F] —
void
— DebugDump — ( ) - [F] —
void
— AISetNukeNukeCastTime — ( ) - [F] —
void
— AISetNukeCloak — ( ) - [F] —
void
— AISetNukeCloakCost — ( ) - [F] —
void
— AISetNukeCloakRegenRate — ( ) - [F] —
void
— AISetNukeGhost — ( ) - [F] —
void
— AISetNukeNukeEffect — ( ) - [F] —
void
— AISetNukeNukeAbilLink — ( ) - [F] —
void
— AISetNukeCloakAbilLink — ( ) - [F] —
void
— AISetNukeDamage — ( ) - [F] —
void
— AISetNukeRadiusClose — ( ) - [F] —
void
— AISetNukeRadiusMedium — ( ) - [F] —
void
— AISetNukeRadiusFar — ( ) - [F] —
string
— AutomationBuildNumberGet — ( ) - [F] —
text
— AutomationComputerNameGet — ( ) - [F] —
string
— AutomationMapNameGet — ( ) - [F] —
void
— DataTableInstanceValueRemove — ( ) - [F] —
void
— DataTableInstanceSetGenericHandle — ( ) - [F] —
generichandle
— DataTableInstanceGetGenericHandle — ( ) - [F] —
unitref
— DataTableInstanceGetUnitRef — ( ) - [F] —
void
— BankBackupLoopBegin — ( ) - [F] —
void
— BankBackupLoopStep — ( ) - [F] —
bool
— BankBackupLoopDone — ( ) - [F] —
void
— BankBackupLoopEnd — ( ) - [F] —
int
— ObservedPlayerId — ( ) - [F] —
string
— TextToString — ( ) - [F] —
int
— EventType — ( ) - [F] —
string
— EventTypeName — ( ) - [F] —
text
— EventTypeDescription — ( ) - [F] —
void
— UnitMagazineAssign — ( ) - [F] —
void
— UnitMagazineRemove — ( ) - [F] —
void
— UnitInventoryDrop — ( ) - [F] —
void
— AISetFilterLifePercent — ( ) - [F] —
void
— AISetFilterCanAttackEnemy — ( ) - [F] —
void
— AISetFilterCanAttackAlly — ( ) - [F] —
void
— AISetFilterBehaviorCount — ( ) - [F] —
void
— AISetFilterValidPassenger — ( ) - [F] —
unitgroup
— AIFilterProduction — ( ) - [F] —
unitgroup
— AIFilterCasters — ( ) - [F] —
unitgroup
— AIFilterPathable — ( ) - [F] —
unitgroup
— AIFilterGathering — ( ) - [F] —
unitgroup
— AIGetBuildingGroup — ( ) - [F] —
unitgroup
— AIGetWorkers — ( ) - [F] —
unit
— AIGetClosestUnit — ( ) - [F] —
fixed
— AIUnitGroupStrength — ( ) - [F] —
fixed
— AIAllyEnemyRatio — ( ) - [F] —
bool
— AIIsFollowingUnit — ( ) - [F] —
int
— AIGetPlayerGroup — ( ) - [F] —
bool
— AINearbyPlaneTest — ( ) - [F] —
bool
— AIUnitGroupHasRanged — ( ) - [F] —
bool
— AIUnitGroupHasMelee — ( ) - [F] —
void
— AISetTacticalAttackTargetPoint — ( ) - [F] —
void
— AISetTacticalAttackTargetUnit — ( )