# 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