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