Command Usage   Description
(call_script,script_id),Activates the script defined in module_scripts with the defined script_id
(try_end),Ends the current conditional.
(try_begin),Starts a new conditional structure... the commands are executed only all can-fail operations inside pass.
(else_try),Opens a new conditional structure which is executed only if the previous conditional evaluates as false and if all can-fail operations inside pass.
(try_for_range,destination, lower_bound, upper_bound),Iterates from the lower bound to (upper bound -1). destination is the variable iterated in the loop, which always increments to the next value at the end of the loop. Break the loop by lowering the upper bound.
(try_for_range_backwards,destination, lower_bound, upper_bound),Iterates from (upper bound - 1) to the lower bound. destination is the variable iterated in the loop, which always decrements to the next value at the end of the loop. Break the loop by increasing the lower bound.
(try_for_parties,destination),Iterates over all parties created on the world map. destination stores the party id.
(try_for_agents,destination),Iterates over all agents spawned in the current scene. destination stores the agent id.
(store_script_param_1,destination),Saves the 1st given argument of the function/script into a variable defined in destination
(store_script_param_2,destination),Saves the 2nd given argument of the function/script into a variable defined in destination
(store_script_param,destination, script_param_no),Saves the specified parameter number (script_param_no) of the current function into a variable (destination)
(ge,value_1, value_2),Fails if value_1 is not greater or equal to value_2
(eq,value_1, value_2),Fails if value_1 is not equal to value_2
(gt,value_1, value_2),Fails if value_1 is not greater than value_2
(is_between,value, lower_bound, upper_bound),Returns TRUE in the conditional if the value is into the selected numeric array
(entering_town,town_id),Fails if the player's party is not encountering town_id.
(map_free),Fails if the player is not currently on the Strategic Map
(encountered_party_is_attacker),Fails if the player's party initiates the encounter
(conversation_screen_is_active),Fails if the conversation screen/dialog window is active, only usable in module_mission_templates.
(in_meta_mission),
(set_player_troop,troop_id),Assigns the controlled agent on-the-fly, trp_player by default. Returns -1 if doesn't exists.
(store_repeat_object,destination),Stores the index of a repeated dialog option in destination. See header_dialogs for list of options.
(set_result_string,string),Sets the result string for game_* scripts and triggers.
(key_is_down,key_id),Fails if the key (key_id) is not currently down, you can find a list of all the key_id's in header_triggers.py
(key_clicked,key_id),Fails if the key (key_id) is not clicked on the specific frame, you can find a list of all the key_id's in header_triggers.py
(game_key_is_down,game_key_id),Fails if the game key (game_key_id) is not currently down, you can find a list of all the game_key_id's in header_triggers.py
(game_key_clicked,game_key_id),Fails if the game key (game_key_id) is not clicked on the specific frame, you can find a list of all the game_key_id's in header_triggers.py
(mouse_get_position,position_no),Saves the current Pointer location coordinates into a standard position... It only fills {X} and {Y}, the mouse hasn't profundity.
(omit_key_once,key_id),The game omits any bound action for the given key, but only once.
(clear_omitted_keys),Clears all keys omitted via omit_key_once
(get_global_cloud_amount),Returns a value between 0-100
(set_global_cloud_amount),Value is clamped to 0-100
(get_global_haze_amount),Returns a value between 0-100
(set_global_haze_amount),Value is clamped to 0-100
(hero_can_join,party_id),Checks if party_id has a free companion slot.
(hero_can_join_as_prisoner,party_id),Checks if party_id has a free prisoner slot.
(party_can_join),Checks if the encountered party can join the player's party.
(party_can_join_as_prisoner),Checks if the encountered party can join the player's party as prisoner.
(troops_can_join,num_troops),Checks if the player's party has enough capacity for num_troops as companion.
(troops_can_join_as_prisoner,num_troops),Checks if the player's party has enough capacity for num_troops as prisoner.
(party_can_join_party,joiner_party_id, host_party_id, flip_prisoners),Returns true if joiner_party can join host_party, with the option of checking for flipping prisoners (from prisoner to troop state?)
(main_party_has_troop,troop_id),Returns true if the given troop exists in the main party.
(party_is_in_town,party_id_1, party_id_2),Returns true if party_id_1 is currently located in town party_id_2.
(party_is_in_any_town,party_id),Returns true if party_id is in any town.
(party_is_active,party_id),Returns true is party_id is currently active.
(player_has_item,item_id),Returns True if the current player troop has item_id in the inventory
(troop_has_item_equipped,troop_id, item_id),Returns TRUE if troop_id has item_id equipped.
(troop_is_mounted,troop_id),Returns TRUE if troop_id is mounted.
(troop_is_guarantee_ranged,troop_id),Returns true if troop_id has the tf_guarantee_ranged flag ticked.
(troop_is_guarantee_horse,troop_id),Returns true if troop_id has the tf_guarantee_horse flag ticked.
(check_quest_active,quest_id),Returns true if quest_id is active (taken and not concluded).
(check_quest_finished,quest_id),Returns true if quest_id is finished (without checking if it's concluded or whether it's succeeded or failed).
(check_quest_succeeded,quest_id),Returns true if quest_id is succeeded.
(check_quest_failed,quest_id),Returns true if quest_id is failed.
(check_quest_concluded,quest_id),Returns true if quest_id has been concluded (i.e. it's not active anymore).
(is_trial_version),Returns True if the Game is not activated... this is used in native for showing promotional ads when closes...
(profile_get_banner_id,destination),Stores the current profile's banner ID in destination.
(profile_set_banner_id,value),Sets the current profile's banner ID to value.
(get_achievement_stat,destination, achievement_id, stat_index),Stores the value of the stat_index of achievement_id in destination.
(set_achievement_stat,achievement_id, stat_index, value),Sets the value of the stat_index of achievent_id to value.
(unlock_achievement,achievement_id),Unlocks the Steam achievement_id as referenced in module_constants
(send_message_to_url,url_string),Sends an http request to the given url using the GET method.
(multiplayer_send_message_to_server,message_type),Sends message_type (defined in module_constants or header_common) to the server, where "game_receive_network_message" (in module_scripts) is called. Used by clients to make the server execute server-si
(multiplayer_send_int_to_server,message_type, value),Same as above, with value stored in script parameter 3.
(multiplayer_send_2_int_to_server,message_type, value, value),Same as above, with value1 and value2 stored in script parameter 3 and 4 respectively.
(multiplayer_send_3_int_to_server,message_type, value, value, value),Same as above, with value1, value2 and value3 stored in script parameter 3, 4 and 5 respectively.
(multiplayer_send_4_int_to_server,message_type, value, value, value, value),Same as above, with value1, value2, value3 and value4 stored in script parameter 3, 4, 5 and 6 respectively.
(multiplayer_send_string_to_server,message_type, string_id),Same as multiplayer_send_message_to_server, except that string_id is stored in s0.
(multiplayer_send_message_to_player,player_id, message_type),Sends message_type (defined in module_constants or header_common) to the player with the given player_id, where "game_receive_network_message" (in module_scripts) is then called. Used by the ser
(multiplayer_send_int_to_player,player_id, message_type, value),Same as above, with value stored in script parameter 3.
(multiplayer_send_2_int_to_player,player_id, message_type, value, value),Same as above with each value stored in script parameters 3 and 4.
(multiplayer_send_3_int_to_player,player_id, message_type, value, value, value),Same as above with each value stored in script parameters 3, 4 and 5.
(multiplayer_send_4_int_to_player,player_id, message_type, value, value, value, value),Same as above with each value stored in script parameters 3, 4, 5, and 6.
(multiplayer_send_string_to_player,player_id, message_type, string_id),Same as above with string_id stored in s0.
(get_max_players,destination),Returns the current number of players on the server.
(player_is_active,player_id),Returns true if player_id is currently active (for MP use).
(player_get_team_no,destination, player_id),Store the team number of player_id in destination Note: Dedicated servers have -1 as team number
(player_set_team_no,destination, player_id),
(player_get_troop_id,destination, player_id),
(player_set_troop_id,destination, player_id),
(player_get_agent_id,destination, player_id),
(player_get_gold,destination, player_id),Saves the amount of money for the specified player(player_id) into a variable defined in destination
(player_set_gold),Specifies the quantity of denars to replace the current amount. It's usually used in conjunction with player_add_gold and later execute an addition.
(player_spawn_new_agent,player_id),
(player_add_spawn_item,player_id, item_slot_no, item_id),
(multiplayer_get_my_team,destination),
(multiplayer_get_my_troop,destination),
(multiplayer_set_my_troop,destination),Assigns the agent id for the playable character in the battlefield.
(multiplayer_get_my_gold,destination),
(multiplayer_get_my_player,destination),
(multiplayer_clear_scene),
(multiplayer_is_server),Fails if the command is executed on Client. You can use (neg|multiplayer_is_server), to fail on Server
(multiplayer_is_dedicated_server),Fails if it's used on the cilent or the server is not dedicated.
(game_in_multiplayer_mode),Fails if game is not in multiplayer mode. Often used like this: (this_or_next|multiplayer_is_server), (neg|game_in_multiplayer_mode), to make server side code execute for both MP and SP.
(multiplayer_make_everyone_enemy),
(player_control_agent,player_id, agent_id),
(player_get_item_id),
(player_get_banner_id,destination, player_id),
(game_get_reduce_campaign_ai,destination),
(multiplayer_find_spawn_point,destination, team_no, examine_all_spawn_points, is_horseman),
(set_spawn_effector_scene_prop_kind,team_no), scene_prop_id),Agents of team_no will attempt to spawn around instances of scene_prop_id. This behaviour is reset if scene_prop_id is -1.
(set_spawn_effector_scene_prop_id,scene_prop_instance),
(player_set_is_admin,player_id, value),Enable player_id as admin if value is 1, disable if value is 0.
(player_is_admin,player_id),
(player_get_score,destination, player_id),
(player_set_score,player_id, value),
(player_get_kill_count,destination, player_id),
(player_set_kill_count,player_id, value),
(player_get_death_count,destination, player_id),
(player_set_death_count,player_id, value),
(player_get_ping,destination, player_id),Gets the latency/delay from Client to Server in milliseconds.
(player_is_busy_with_menus,player_id),
(player_get_is_muted,destination, player_id),
(player_set_is_muted,player_id, value, mute_for_everyone),Enable mute for player_id if value is 1, disable if value is 0. mute_for_everyone can be used on the server to propagate change to all clients.
(player_get_unique_id,destination, player_id),Store the unique id for player_id in destination.
(player_get_gender,destination, player_id),destination: 0 = male; 1 = female
(team_get_bot_kill_count,destination, team_id),
(team_set_bot_kill_count,destination, team_id),
(team_get_bot_death_count,destination, team_id),
(team_set_bot_death_count,destination, team_id),
(team_get_kill_count,destination, team_id),
(team_get_score,destination, team_id),
(team_set_score,team_id, value),
(team_set_faction,team_id, faction_id),
(team_get_faction,destination, team_id),
(player_save_picked_up_items_for_next_spawn,player_id),
(player_get_value_of_original_items),
(player_item_slot_is_picked_up),
(kick_player,player_id),Kicks the player with the player_id if he is not an admin
(ban_player,player_id, value, player_id),Blocks an specific player from permanently entering the server. Those values are saved into a text file
(save_ban_info_of_player,player_id),
(ban_player_using_saved_ban_info),
(start_multiplayer_mission,mission_template_id, scene_id, started_manually),
(server_add_message_to_log,string_id),
(server_get_renaming_server_allowed),
(server_get_changing_game_type_allowed),
(server_set_anti_cheat),
(server_get_combat_speed),
(server_set_combat_speed),
(server_get_friendly_fire,destination),
(server_set_friendly_fire),
(server_get_control_block_dir,destination),
(server_set_control_block_dir),
(server_set_password,string_id),
(server_get_add_to_game_servers_list,destination),
(server_set_add_to_game_servers_list,value),
(server_get_ghost_mode,destination),
(server_set_ghost_mode,value),
(server_set_name,string_id),
(server_get_max_num_players,destination),
(server_set_max_num_players,value),
(server_set_welcome_message,string_id),
(server_get_melee_friendly_fire,destination),
(server_set_melee_friendly_fire),
(server_get_friendly_fire_damage_self_ratio,destination),
(server_set_friendly_fire_damage_self_ratio),
(server_get_friendly_fire_damage_friend_ratio,destination),
(server_set_friendly_fire_damage_friend_ratio),
(server_get_anti_cheat,destination),
(troop_set_slot,troop_id, slot_no, value),
(party_set_slot,party_id, slot_no, value),
(faction_set_slot,faction_id, slot_no, value),
(scene_set_slot,scene_id, slot_no, value),
(party_template_set_slot,party_template_id, slot_no, value),
(agent_set_slot,agent_id, slot_no, value),
(quest_set_slot,quest_id, slot_no, value),
(item_set_slot,item_id, slot_no, value),
(player_set_slot,player_id, slot_no, value),
(team_set_slot,team_id, slot_no, value),
(scene_prop_set_slot,scene_prop_instance_id, slot_no, value),
(troop_get_slot,destination, troop_id, slot_no),
(party_get_slot,destination, party_id, slot_no),
(faction_get_slot,destination, faction_id, slot_no),
(scene_get_slot,destination, scene_id, slot_no),
(party_template_get_slot,destination, party_template_id, slot_no),
(agent_get_slot,destination, agent_id, slot_no),
(quest_get_slot,destination, quest_id, slot_no),
(item_get_slot,destination, item_id, slot_no),
(player_get_slot,destination, player_id, slot_no),
(team_get_slot,destination, player_id, slot_no),
(scene_prop_get_slot,destination, scene_prop_instance_id, slot_no),
(troop_slot_eq,troop_id, slot_no, value),
(party_slot_eq,party_id, slot_no, value),
(faction_slot_eq,faction_id, slot_no, value),
(scene_slot_eq,scene_id, slot_no, value),
(party_template_slot_eq,party_template_id, slot_no, value),
(agent_slot_eq,agent_id, slot_no, value),
(quest_slot_eq,quest_id, slot_no, value),
(item_slot_eq,item_id, slot_no, value),
(player_slot_eq,player_id, slot_no, value),
(team_slot_eq,team_id, slot_no, value),
(scene_prop_slot_eq,scene_prop_instance_id, slot_no, value),
(troop_slot_ge,troop_id, slot_no, value),
(party_slot_ge,party_id, slot_no, value),
(faction_slot_ge,faction_id, slot_no, value),
(scene_slot_ge,scene_id, slot_no, value),
(party_template_slot_ge,party_template_id, slot_no, value),
(agent_slot_ge,agent_id, slot_no, value),
(quest_slot_ge,quest_id, slot_no, value),
(item_slot_ge,item_id, slot_no, value),
(player_slot_ge,player_id, slot_no, value),
(team_slot_ge,team_id, slot_no, value),
(scene_prop_slot_ge,scene_prop_instance_id, slot_no, value),
(play_sound_at_position,sound_id, position_no, options),
(play_sound,sound_id, options),Plays an audio file listed in module_sounds.py. If this is executed into an Agent, Scene Prop or item, the audio will be positional/3D.
(play_track,track_no, options),Plays track_no (See module_music), possible value for options are 0 = default, 1 = fade out current track, 2 = stop current track.
(play_cue_track,track_no),Plays track_no immediately.
(music_set_situation,situation_type),
(music_set_culture,culture_type),
(stop_all_sounds,options),Stops all currently playing sounds. For options: 0 is default, 1 fades the current track, and 2 stops the current track.
(copy_position,position_no_1, position_no_2),Copies position_no_2 into position_no_1
(init_position,position_no),Use this to allocate a position in memory. This creates a blank new one with the values pointing to {X}=0 {Y}=0 and {Z}=0
(get_trigger_object_position,position_no),
(get_angle_between_positions,destination_fixed_point, position_no_1, position_no_2),
(position_has_line_of_sight_to_position,position_no_1, position_no_2),Used for detecting collision in all kind of objects... Fails if there is an obstacle in between.
(get_distance_between_positions),
(get_distance_between_positions_in_meters),
(get_sq_distance_between_positions),
(get_sq_distance_between_positions_in_meters),
(position_is_behind_position,position_no_1, position_no_2),Checks if position_no_2 is at the back of position_no_1, this depends on the general location and local rotation. You can use neq|position_is_behind_position for detecting something in front of the player.
(get_sq_distance_between_position_heights),
(position_transform_position_to_parent,dest_position_no, position_no, position_no_to_be_transformed),
(position_transform_position_to_local,dest_position_no, position_no, position_no_to_be_transformed),
(position_copy_rotation),
(position_copy_origin,position_no_1,position_no_2),Copies the {X},{Y},{Z} values of position_no_2 to position_no_1
(position_move_x),
(position_move_y,position_no, movement, value),
(position_move_z,position_no, movement, value),
(position_rotate_x,position_no, angle),
(position_rotate_y,position_no, angle),
(position_rotate_z,position_no, angle),
(position_get_x),
(position_get_y),
(position_get_z),
(position_set_x,position_no, value_fixed_point),Assigns the {X} value in the given position matrix.
(position_set_y,position_no, value_fixed_point),Assigns the {Y} value in the given position matrix.
(position_set_z,position_no, value_fixed_point),Assigns the {Z} value in the given position matrix.
(position_get_scale_x),
(position_get_scale_y),
(position_get_scale_z),
(position_rotate_x_floating),
(position_rotate_y_floating),
(position_get_rotation_around_z),
(position_normalize_origin,destination_fixed_point, position_no),
(position_get_rotation_around_x),
(position_get_rotation_around_y),
(position_set_scale_x),
(position_set_scale_y),
(position_set_scale_z),
(position_get_screen_projection),
(position_set_z_to_ground_level),
(position_get_distance_to_terrain),
(position_get_distance_to_ground_level),
(start_presentation,presentation_id),Runs an user interface interactive overlay (presentation_id) listed in module_presentations.py, this operation runs almost everywhere.
(start_background_presentation,presentation_id),Starts presentation_id in the background, only usable in module_game_menus.
(presentation_set_duration,duration-in-1/100-seconds),Sets the duration of the current presentation (in seconds). Setting it to 0 will close the presentation.
(is_presentation_active,presentation_id),Checks if an interactive overlay(presentation_id) is currently displaying.
(create_text_overlay),
(create_mesh_overlay),
(create_button_overlay),
(create_image_button_overlay),
(create_slider_overlay),
(create_progress_overlay),
(create_combo_button_overlay),
(create_text_box_overlay),
(create_check_box_overlay),
(create_simple_text_box_overlay),
(overlay_set_text,overlay_id, string_id),
(overlay_set_color),
(overlay_set_alpha),
(overlay_set_hilight_color),
(overlay_set_hilight_alpha),
(overlay_set_size),
(overlay_set_position),
(overlay_set_val),
(overlay_set_boundaries,overlay_id, min_value, max_value),
(overlay_set_area_size),
(overlay_set_mesh_rotation),
(overlay_add_item,overlay_id, string_id),Adds items to overlays created with create_combo_label_overlay, create_combo_button_overlay and create_listbox_overlay.
(overlay_animate_to_color),
(overlay_animate_to_alpha,overlay_id, duration-in-1/1000-seconds, color),Doesn't work with text overlays using tf_with_outline.
(overlay_animate_to_highlight_color),
(overlay_animate_to_highlight_alpha),
(overlay_animate_to_size),
(overlay_animate_to_position),
(create_image_button_overlay_with_tableau_material),
(create_mesh_overlay_with_tableau_material),
(create_game_button_overlay),
(create_in_game_button_overlay),
(create_number_box_overlay,destination, min_value, max_value),
(create_listbox_overlay),
(create_mesh_overlay_with_item_id),
(set_container_overlay),
(overlay_get_position),
(overlay_set_display),
(create_combo_label_overlay),
(overlay_obtain_focus),
(overlay_set_tooltip,overlay_id, string_id),
(show_object_details_overlay),
(show_item_details),
(close_item_details),
(context_menu_add_item),
(get_average_game_difficulty,destination),
(get_level_boundary,destination, level_no),
(all_enemies_defeated),Checks if all player's enemies have been defeated. Used mainly in SP to check battle win conditions.
(race_completed_by_player),
(num_active_teams_le,value),
(main_hero_fallen),Fails if the current player is alive. Used to detect defeats.
(finish_party_battle_mode),
(set_party_battle_mode),
(set_camera_follow_party),
(start_map_conversation,troop_id),
(rest_for_hours,rest_period, time_speed, remain_attackable),
(rest_for_hours_interactive,rest_period, time_speed, remain_attackable),
(add_xp_to_troop,value, troop_id),
(add_gold_as_xp,value, troop_id),
(add_xp_as_reward,value),
(add_gold_to_party),
(set_party_creation_random_limits),
(add_info_page_note_tableau_mesh,info_page_id, tableau_material_id),
(add_info_page_note_from_dialog),
(add_info_page_note_from_sreg),
(troop_set_note_available),
(faction_set_note_available),
(party_set_note_available),
(quest_set_note_available),
(spawn_around_party),
(set_spawn_radius,value),
(display_debug_message,string_id, hex_colour_code),Writes string_id into rgl_log.txt, which is located in program installation directory file. Also displays string_id with hex_colour_code on scene in debug mode.
(display_log_message,string_id, hex_colour_code),
(display_message,string_id, hex_colour_code),Shows a message string_id, client side in the lower left corner of the screen and server side in the command line window, the hex_colour_code is optional if you want to add a specified colour to the message
(set_show_messages),
(add_troop_note_tableau_mesh,troop_id, tableau_material_id),
(add_faction_note_tableau_mesh,faction_id, tableau_material_id),
(add_party_note_tableau_mesh,party_id, tableau_material_id),
(add_quest_note_tableau_mesh,quest_id, tableau_material_id),
(add_quest_note_from_dialog),
(add_quest_note_from_sreg),
(add_troop_note_from_dialog),
(add_faction_note_from_dialog),
(add_party_note_from_dialog),
(add_troop_note_from_sreg),
(add_faction_note_from_sreg),
(add_party_note_from_sreg),
(dialog_box,text_string_id, title_string_id),
(question_box,string_id, yes_string_id, no_string_id),Shows a Yes / No confirmation style in-game window. You can customize both button's text.
(tutorial_message),
(tutorial_message_set_position,position_x, position_y),Set the size of the tutorial text box.
(tutorial_message_set_size,size_x, size_y),Set the dimensions of the tutorial text box.
(tutorial_message_set_center_justify),
(tutorial_message_set_background),
(set_tooltip_text,string_id),
(reset_price_rates),
(set_price_rate_for_item,item_id, value_percentage),
(set_price_rate_for_item_type,item_type_id, value_percentage),
(party_join),
(party_join_as_prisoner),
(troop_join,troop_id),
(troop_join_as_prisoner,troop_id),
(remove_member_from_party,troop_id, party_id),
(remove_regular_prisoners,party_id),
(remove_troops_from_companions,troop_id, value),
(remove_troops_from_prisoners,troop_id, value),
(heal_party,party_id),
(disable_party,party_id),
(enable_party,party_id),
(remove_party,party_id),
(add_companion_party,troop_id_hero),Moves a Hero Troop instance into the Player's party/group
(add_troop_to_site,troop_id, scene_id, entry_no),Adds a specified troop a specified scene through a specified entry point.
(remove_troop_from_site,troop_id, scene_id),Removes the specified troop from the specified scene.
(modify_visitors_at_site,scene_id),Specifies the scene to modify visitors at.
(reset_visitors),
(set_visitor,entry_no, troop_id, dna),Adds a troop to the scene defined with modify_visitors_at_site in the specified entry point.
(set_visitors,entry_no, troop_id, number_of_troops),Adds multiple troops to the scene defined with modify_visitors_at_site in the specified entry point.
(add_visitors_to_current_scene,entry_no,troop_id,number_of_troops, team_no, group_no),
(scene_set_day_time),
(set_relation,faction_id, faction_id, value),
(faction_set_name,faction_id, string_id),
(faction_set_color,faction_id, value),Sets the specified faction's color to any specified hex color. i.e. (faction_set_color, "fac_player_supporters_faction", 0xFF0000),
(faction_get_color,color,faction_id),
(start_quest,quest_id),Writes an entry in the Quest Log of the Player and the conditionals used in dialogs for this quest start working.
(complete_quest,quest_id),Flags the specified quest as completed.
(succeed_quest,quest_id),
(fail_quest,quest_id),Flags the specified quest as failed.
(cancel_quest,quest_id),
(set_quest_progression,quest_id, value),Supposed to set a quest's progression value, similar to quest stages in the TES series. Unused, and can't be used, as there is no get_quest_progression.
(conclude_quest,quest_id),
(setup_quest_text,quest_id),
(setup_quest_giver,quest_id, string_id),
(start_encounter,party_id),
(leave_encounter),
(encounter_attack),
(select_enemy,value),
(set_passage_menu,value),
(auto_set_meta_mission_at_end_commited),
(end_current_battle),
(set_mercenary_source_party),
(set_merchandise_modifier_quality),
(set_merchandise_max_value,value),
(reset_item_probabilities),
(set_item_probability_in_merchandise,itm_id, value),
(troop_set_name,troop_id, string_no),
(troop_set_plural_name,troop_id, string_no),
(troop_set_face_key_from_current_profile,troop_id),
(troop_set_type,troop_id, gender),
(troop_get_type,destination, troop_id),
(troop_is_hero,troop_id),If the troop has the hero flag in the Module System, it returns true. Heroes cannot die and have the posibility of an unique face.
(troop_is_wounded),
(troop_set_auto_equip),Picks the proper equipment automatically. Used commonly in average troops.
(troop_ensure_inventory_space,troop_id, value),
(troop_sort_inventory,troop_id),Sorts the inventory (10 to 96) of troop_id by price
(troop_add_merchandise,troop_id, item_type_id, value),
(troop_add_merchandise_with_faction),
(troop_get_xp,destination, troop_id),Stores the experience of the current troop.
(troop_get_class,destination, troop_id),
(troop_set_class,troop_id, value),
(troop_raise_attribute,troop_id, attribute_id, value),
(troop_raise_skill,troop_id, skill_id, value),Change the skill level of skill_id for troop_id by value. value can be negative, but the skill level is clamped between 0 and the maximum as defined in module_skills.
(troop_raise_proficiency,troop_id, proficiency_no, value),
(troop_raise_proficiency_linear),
(troop_add_proficiency_points,troop_id, value),
(troop_add_gold,troop_id, value),Called to enlarge our current troop's denars purse.
(troop_remove_gold,troop_id, value),Remove value gold from troop_id. The value should not go into the negatives.
(troop_add_item,troop_id, item_id, modifier),
(troop_remove_item,troop_id, item_id),Remove one instance of item_id from troop_id.
(troop_clear_inventory,troop_id),
(troop_equip_items),
(troop_inventory_slot_set_item_amount,troop_id, inventory_slot_no, value),
(troop_add_items,troop_id, item_id, number),
(troop_remove_items),Remove num_items of matching item_id from the inventory of troop_id regardless of item modifiers. Will not fail if troop_id does not have the required items.
(troop_inventory_slot_get_item_amount,destination, troop_id, inventory_slot_no),
(troop_inventory_slot_get_item_max_amount,destination, troop_id, inventory_slot_no),
(troop_loot_troop,target_troop, source_troop_id, probability),
(troop_get_inventory_capacity,destination, troop_id),
(troop_get_inventory_slot,destination, troop_id, inventory_slot_no),
(troop_get_inventory_slot_modifier,destination, troop_id, inventory_slot_no),
(troop_set_inventory_slot,troop_id, inventory_slot_no, value),
(troop_set_inventory_slot_modifier,troop_id, inventory_slot_no, value),
(troop_set_faction,troop_id, faction_id),
(troop_set_age,troop_id, age_slider_pos),The value of age_slider_pos should be between 1 and 100. slot_troop_age and slot_troop_age_appearance will not be set.
(troop_set_health,troop_id, relative health (0-100),
(troop_get_upgrade_troop),
(item_get_type),
(party_get_num_companions,destination, party_id),Returns the number of companions in the given party.
(party_get_num_prisoners,destination, party_id),
(party_set_flags),
(party_set_marshall),
(party_set_extra_text),
(party_set_aggressiveness,party_id, number),
(party_set_courage,party_id, number),
(party_get_current_terrain,destination, party_id),
(party_get_template_id,destination, party_id),
(party_add_members),
(party_add_prisoners),
(party_add_leader,party_id, troop_id, number),
(party_force_add_members,party_id, troop_id, number),
(party_force_add_prisoners,party_id, troop_id, number),
(party_remove_members),
(party_remove_prisoners),
(party_clear,party_id),Removes every Agent from the selected Party or Group
(party_wound_members,party_id, troop_id, number),
(party_remove_members_wounded_first),
(party_set_faction,party_id, faction_id),
(party_relocate_near_party,party_id, target_party_id, value_spawn_radius),
(party_get_position,position_no, party_id),
(party_set_position,party_id, position_no),
(map_get_random_position_around_position,dest_position_no, source_position_no, radius),
(map_get_land_position_around_position,dest_position_no, source_position_no, radius),
(map_get_water_position_around_position,dest_position_no, source_position_no, radius),
(party_count_members_of_type,destination, party_id, troop_id),
(party_count_companions_of_type,destination, party_id, troop_id),
(party_count_prisoners_of_type,destination, party_id, troop_id),
(party_get_free_companions_capacity,destination, party_id),
(party_get_free_prisoners_capacity,destination, party_id),
(party_get_ai_initiative),
(party_set_ai_initiative),
(party_set_ai_behavior,party_id, ai_bhvr),
(party_set_ai_object,party_id, party_id),
(party_set_ai_target_position,party_id, position_no),
(party_set_ai_patrol_radius,party_id, radius_in_km),
(party_ignore_player),Its more common use is to make bandits ignore the player once the cost is paid.
(party_set_bandit_attraction),
(party_get_helpfulness,destination, party_id),
(party_set_helpfulness),
(party_get_num_companion_stacks,destination, party_id),
(party_get_num_prisoner_stacks,destination, party_id),
(party_stack_get_troop_id,destination, party_id, stack_no),
(party_stack_get_size,destination, party_id, stack_no),
(party_stack_get_num_wounded,destination, party_id, stack_no),
(party_stack_get_troop_dna,destination, party_id, stack_no),
(party_prisoner_stack_get_troop_id,destination, party_id, stack_no),
(party_prisoner_stack_get_size,destination, party_id, stack_no),
(party_prisoner_stack_get_troop_dna,destination, party_id, stack_no),
(party_attach_to_party,party_id, party_id to attach to),
(party_detach,party_id),Separates two attached parties in the map.
(party_collect_attachments_to_party,party_id, destination party_id),
(party_quick_attach_to_current_battle,party_id, side (0:players side, 1:enemy side),
(party_get_cur_town,destination, party_id),
(party_leave_cur_battle,party_id),
(party_set_next_battle_simulation_time,party_id, next_simulation_time_in_hours),
(party_set_name,party_id, string_no),
(party_add_xp_to_stack,party_id, stack_no, xp_amount),
(party_get_morale,destination, party_id),
(party_set_morale,party_id,value),Adjusts the general morale value between the conformant troops of the party.
(party_upgrade_with_xp),
(party_add_xp,party_id, xp_amount),Distributes experience between the conformants of the specified group.
(party_add_template,party_id, party_template_id, reverse_prisoner_status),
(party_set_icon,party_id, map_icon_id),Changes the visible mesh of a Strategic Map item. It can be a city or any moveable troop. It effects instantly.
(party_set_banner_icon,party_id, map_icon_id),
(party_add_particle_system,party_id, particle_system_id),
(party_clear_particle_systems,party_id),
(party_get_battle_opponent),
(party_get_icon,destination, party_id),Gets the currently displayed 3D model used by party_id.
(party_get_skill_level,destination, party_id, skill_no),
(agent_get_speed),Saves the current velocity of a troop in cms/second.
(get_battle_advantage,destination),
(set_battle_advantage,value),
(agent_refill_wielded_shield_hit_points,agent_id),
(agent_is_in_special_mode,agent_id),
(party_get_attached_to,destination, party_id),
(party_get_num_attached_parties,destination, party_id),
(party_get_attached_party_with_rank,destination, party_id, attached_party_no),
(inflict_casualties_to_party_group,parent_party_id, attack_rounds, party_id_to_add_causalties_to),
(distribute_party_among_party_group,party_to_be_distributed, group_root_party),
(agent_is_routed,agent_id),
(get_player_agent_no,destination),Stores the player's agent_id in destination
(get_player_agent_kill_count),
(agent_is_alive,agent_id),Fails if the Agent/Troop has 0 points of health
(agent_is_wounded,agent_id),
(agent_is_human,agent_id),PASSES if agent_id is human; FAILS if agent_id is a horse
(get_player_agent_own_troop_kill_count),
(agent_is_ally,agent_id),Returns true if the specified agent is on the same team as yours.
(agent_is_non_player,agent_id),
(agent_is_defender,agent_id),
(agent_get_look_position,position_no, agent_id),
(agent_get_position,position_no, agent_id),Returns the X, Y, and Z values of the agent's position.
(agent_set_position,agent_id, position_no),Modifies the spacial coordinates of the spawned troop by providing a positional register.
(agent_is_active,agent_id),
(agent_set_look_target_agent),Forces an agent to enforce its vision against the objective.
(agent_get_horse,destination, agent_id),
(agent_get_rider,destination, agent_id),
(agent_get_party_id,destination, agent_id),
(agent_get_entry_no,destination, agent_id),
(agent_get_troop_id,destination, agent_id),
(agent_get_item_id),
(store_agent_hit_points),
(agent_set_hit_points),
(agent_deliver_damage_to_agent),
(agent_get_kill_count),Retrieves the number of dead agents caused by the current player as an integer number.
(agent_get_player_id,destination, agent_id),
(agent_set_invulnerable_shield,agent_id),
(agent_get_wielded_item,destination, agent_id, hand_no),
(agent_get_ammo),
(agent_refill_ammo,agent_id),Sets the ammo of every throw-able weapon from the defined troop in agent_id to its maximum.
(agent_has_item_equipped,agent_id, item_id),
(agent_set_scripted_destination,agent_id, position_no, auto_set_z_to_ground_level),Sets the scripted destination of the given agent to position_no. auto_set_z_to_ground_level can be 1 (true) or 0 (false)
(agent_get_scripted_destination,position_no, agent_id),
(agent_force_rethink,agent_id),
(agent_set_no_death_knock_down_only),
(agent_set_horse_speed_factor,agent_id, speed_multiplier-in-1/100),
(agent_clear_scripted_mode,agent_id),
(agent_set_speed_limit),
(agent_ai_set_always_attack_in_melee),
(agent_get_simple_behavior),
(agent_get_combat_state,destination, agent_id),
(agent_set_animation),
(agent_set_stand_animation,agent_id, anim_id),
(agent_set_walk_forward_animation,agent_id, anim_id),
(agent_set_animation_progress),
(agent_set_look_target_position,agent_id, position_no),
(agent_set_attack_action),
(agent_set_defend_action),
(agent_set_wielded_item,agent_id, item_id),agent_id will wield item_id. Note that item_id must be equiped or game will crash.
(agent_set_scripted_destination_no_attack,agent_id, position_no, auto_set_z_to_ground_level),Sets the scripted destination of the given agent to position_no. auto_set_z_to_ground_level can be 1 (true) or 0 (false). Disables agent attacking.
(agent_fade_out,agent_id),Forces the specified unit (agent_id) to disappear with a cute transparent effect.
(agent_play_sound,agent_id, sound_id),
(agent_start_running_away,agent_id),
(agent_stop_running_away,agent_id),
(agent_ai_set_aggressiveness),
(agent_set_kick_allowed),Allows/disallows the multiplayer kick.
(remove_agent,agent_id),Instantly despawns the selected troop/character.
(agent_get_attached_scene_prop),
(agent_set_attached_scene_prop),
(agent_set_attached_scene_prop_x),
(agent_set_attached_scene_prop_z),
(agent_get_time_elapsed_since_removed,destination, agent_id),
(agent_get_number_of_enemies_following,destination, agent_id),
(agent_set_no_dynamics),
(agent_get_attack_action),
(agent_get_defend_action),
(agent_get_group,destination, agent_id),
(agent_set_group,agent_id, value),
(agent_get_action_dir),
(agent_get_animation),
(agent_is_in_parried_animation,agent_id),
(agent_get_team,destination, agent_id),
(agent_set_team,agent_id, value),
(agent_get_class,destination, agent_id),
(agent_get_division,destination, agent_id),
(agent_unequip_item,agent_id, item_id),
(class_is_listening_order,team_no, sub_class),
(agent_set_ammo),
(agent_add_offer_with_timeout),
(agent_check_offer_from_agent),
(agent_equip_item),
(entry_point_get_position,position_no, entry_no),
(entry_point_set_position,entry_no, position_no),
(entry_point_is_auto_generated,entry_no),
(agent_set_division,agent_id, value),
(team_get_hold_fire_order,destination, team_no, sub_class),
(team_get_movement_order,destination, team_no, sub_class),
(team_get_riding_order,destination, team_no, sub_class),
(team_get_weapon_usage_order,destination, team_no, sub_class),
(teams_are_enemies,team_no, team_no_2),
(team_give_order,team_no, sub_class, order_id),
(team_set_order_position,team_no, sub_class, position_no),
(team_get_leader,destination, team_no),
(team_set_leader,team_no, new_leader_agent_id),
(team_get_order_position,position_no, team_no, sub_class),
(team_set_order_listener),
(team_set_relation),
(set_rain,scale),Adjusts the rain's strength. In a scale from 1 to 100 points.
(set_fog_distance,distance_in_meters, fog_color),Adjusts the distance of the built-in fog shader, in-game meters. You can optionally change the hue value by providing an hex color.
(get_scene_boundaries,position_min, position_max),
(scene_prop_enable_after_time,scene_prop_id, value),
(scene_prop_has_agent_on_it,scene_prop_id, agent_id),
(agent_clear_relations_with_agents,agent_id),
(agent_add_relation_with_agent),
(agent_get_item_slot),
(ai_mesh_face_group_show_hide),
(agent_is_alarmed,agent_id),Returns True if the Agent/Troop is currently in battle mode/agressive.
(agent_set_is_alarmed),
(agent_stop_sound,agent_id),Mutes the specified Troop/Agent
(agent_set_attached_scene_prop_y),
(scene_prop_get_num_instances,destination, scene_prop_id),
(scene_prop_get_instance,destination, scene_prop_id, instance_no),
(scene_prop_get_visibility,destination, scene_prop_id),
(scene_prop_set_visibility,scene_prop_id, value),
(scene_prop_set_hit_points,scene_prop_id, value),
(scene_prop_get_hit_points,destination, scene_prop_id),
(scene_prop_get_max_hit_points,destination, scene_prop_id),
(scene_prop_get_team,value, scene_prop_id),
(scene_prop_set_team,scene_prop_id, value),
(scene_item_get_num_instances,destination, item_id),
(scene_item_get_instance,destination, item_id, instance_no),
(scene_spawned_item_get_num_instances,destination, item_id),
(scene_spawned_item_get_instance,destination, item_id, instance_no),
(scene_allows_mounted_units),
(class_set_name,sub_class, string_id),
(prop_instance_is_valid,prop_instance_id),
(prop_instance_get_variation_id,destination, prop_instance_id),
(prop_instance_get_variation_id_2,destination, prop_instance_id),
(prop_instance_get_position,position_no, prop_instance_id),
(prop_instance_get_starting_position,position_no, prop_instance_id),
(prop_instance_get_scale,position_no, prop_instance_id),
(prop_instance_get_scene_prop_kind,destination, prop_instance_id),
(prop_instance_set_scale,prop_instance_id, value_x_fixed_point, value_y_fixed_point, value_z_fixed_point),
(prop_instance_set_position,prop_instance_id, position_no, dont_send_to_clients),
(prop_instance_animate_to_position,prop_instance_id, position_no, duration-in-1/100-seconds),
(prop_instance_stop_animating,prop_instance_id),
(prop_instance_is_animating,destination, prop_instance_id/c>),
(prop_instance_get_animation_target_position,position_no, prop_instance_id),
(prop_instance_enable_physics,prop_instance_id, value),When value is 0, disable physics. When value is 1, enable physics.
(prop_instance_rotate_to_position,prop_instance_id, position_no, duration-in-1/100-seconds, total_rotate_angle),
(prop_instance_initialize_rotation_angles,prop_instance_id),
(prop_instance_refill_hit_points,prop_instance_id),
(prop_instance_dynamics_set_properties,prop_instance_id, mass_friction),
(prop_instance_dynamics_set_velocity,prop_instance_id, linear_velocity),
(prop_instance_dynamics_set_omega,prop_instance_id, angular_velocity),
(prop_instance_dynamics_apply_impulse,prop_instance_id, impulse_force),
(prop_instance_receive_damage,prop_instance_id, agent_id, damage_value),
(prop_instance_intersects_with_prop_instance,prop_instance_id, prop_instance_id),
(replace_prop_instance,prop_instance_id, new_prop_instance_id),
(replace_scene_props,old_scene_prop_id, new_scene_prop_id),
(replace_scene_items_with_scene_props,old_item_id, new_scene_prop_id),
(set_mission_result,value),
(finish_mission),Ends the current Mission Template. This means that the game abandons the scripted mode of the current scene.
(jump_to_scene,scene_id, entry_no),
(set_jump_mission,mission_template_id),Set's the mission to be jumped to.
(set_jump_entry,entry_no),Goes to a determined menu option within the current active menu. Only usable in module_game_menu.py
(start_mission_conversation,troop_id),
(add_reinforcements_to_entry,mission_template_entry_no, value),
(mission_enable_talk),
(mission_disable_talk),
(mission_tpl_entry_set_override_flags,mission_template_id, entry_no, value),
(mission_tpl_entry_clear_override_items,mission_template_id, entry_no),
(mission_tpl_entry_add_override_item,mission_template_id, entry_no, item_kind_id),
(set_current_color,value, value, value),Sets the RGB color for add_point_light
(set_position_delta),
(add_point_light,flicker_magnitude, flicker_interval),Creates an emissive in the currently pos1 with the desired parameters.
(add_point_light_to_entity,flicker_magnitude, flicker_interval),Attaches an emisive into any Item or Scene Prop when putting this into their functions. Doesn't works on the Original Game.
(particle_system_add_new,par_sys_id, position_no),Forces the displaying of the chosen particles in the position_no
(particle_system_emit,par_sys_id, value_num_particles, value_period),
(particle_system_burst,par_sys_id, position_no, percentage_burst_strength),Emits a particle system with the special parameter which acts as a multiplier of the standard particle number (1).
(set_spawn_position,position_no),Sets the position which will be used for (spawn_item), (spawn_agent), (spawn_horse) or (spawn_scene_prop)
(spawn_item,item_id, item_modifier, seconds_before_pruning),Spawns an active, usable item of type item_id with a modifier of item_modifier at the given position. Use (set_spawn_position) to determine where. If seconds_before_pruning = 0, the item will not disappear.
(spawn_agent,agent_id),Spawns an active agent. Use (set_spawn_position) to determine where. Stores the agent's ID in reg0.
(spawn_horse,item_kind_id, item_modifier),Spawns a horse of type item_kind_id with a modifier of item_modifier. Use (set_spawn_position) to determine where. Stores the horse's ID in reg0.
(spawn_scene_prop,scene_prop_id),Spawns a scene prop at the given position. Use (set_spawn_position) to determine where. Stores the prop's ID in reg0.
(cur_tableau_add_tableau_mesh),
(cur_item_set_tableau_material),
(cur_scene_prop_set_tableau_material),
(cur_map_icon_set_tableau_material),
(cur_tableau_render_as_alpha_mask),
(cur_tableau_set_background_color,value),
(cur_agent_set_banner_tableau_material),
(cur_tableau_set_ambient_light,red_fixed_point, green_fixed_point, blue_fixed_point),
(cur_tableau_set_camera_position,position_no),
(cur_tableau_set_camera_parameters,is_perspective, camera_width_times_1000, camera_height_times_1000, camera_near_times_1000, camera_far_times_1000),
(cur_tableau_add_point_light,map_icon_id, position_no, red_fixed_point, green_fixed_point, blue_fixed_point),
(cur_tableau_add_sun_light,map_icon_id, position_no, red_fixed_point, green_fixed_point, blue_fixed_point),
(cur_tableau_add_mesh,mesh_id, position_no, value_fixed_point, value_fixed_point),
(cur_tableau_add_mesh_with_vertex_color,mesh_id, position_no, value_fixed_point, value_fixed_point, value),
(cur_tableau_add_map_icon,map_icon_id, position_no, value_fixed_point),
(cur_tableau_add_troop),
(cur_tableau_add_horse,item_id, position_no, animation_id),
(cur_tableau_set_override_flags,value),
(cur_tableau_clear_override_items),
(cur_tableau_add_override_item,item_kind_id),
(cur_tableau_add_mesh_with_scale_and_vertex_color,mesh_id, position_no, position_no, value_fixed_point, value),
(mission_cam_set_mode),
(mission_get_time_speed,destination_fixed_point),
(mission_set_time_speed),
(mission_time_speed_move_to_value),
(mission_set_duel_mode),
(mission_cam_set_screen_color),
(mission_cam_animate_to_screen_color),
(mission_cam_get_position,position_register_no),
(mission_cam_set_position,position_register_no),
(mission_cam_animate_to_position),
(mission_cam_get_aperture,destination),
(mission_cam_set_aperture,value),
(mission_cam_animate_to_aperture),
(mission_cam_animate_to_position_and_aperture),
(mission_cam_set_target_agent),
(mission_cam_clear_target_agent),
(mission_cam_set_animation,anim_id),
(talk_info_show),
(talk_info_set_relation_bar),
(talk_info_set_line,line_no, string_no),
(set_background_mesh,mesh_id),
(set_game_menu_tableau_mesh),
(change_screen_return),Goes back, to the previous menu.
(change_screen_loot,troop_id),
(change_screen_trade),Switches the current screen to the goods trading window.
(change_screen_exchange_members),
(change_screen_trade_prisoners),
(change_screen_buy_mercenaries),
(change_screen_view_character),Switches the current view to the Character Windows. Same as clicking on the Strategic Map Bar option.
(change_screen_training),
(change_screen_mission),Changes to the screen to the current mission. (Defined with set_jump_mission)
(change_screen_map_conversation),
(change_screen_exchange_with_party,party_id),
(change_screen_equip_other,troop_id),
(change_screen_map),Shows the Strategic Map.
(change_screen_notes),
(change_screen_quit),Exits irremediably the Game.
(change_screen_give_members),
(change_screen_controls),Jumps directly to the Controls Configuration Menu.
(change_screen_options),Jumps directly to the General Options menu.
(jump_to_menu,menu_id),
(disable_menu_option),
(store_trigger_param_1,destination),
(store_trigger_param_2,destination),
(store_trigger_param_3,destination),
(set_trigger_result,value),Stores the content of value as returning string/register.
(val_add,destination, value),destination = destination + value
(val_sub,destination, value),destination = destination - value
(val_mul,destination, value),destination = destination * value
(val_div,destination, value),destination = destination / value
(val_mod,destination, value),Divide destination by value and assign the remainder to destination.
(val_min,destination, value),If the destination is less than value assign value to destination.
(val_max,destination, value),If the destination is greater than value assign value to destination.
(val_clamp,destination,lower_bound,upper_bound),Restricts the destination value to within the lower_bound and upper_bound - 1.
(val_abs,destination),Forces destination value to be positive.
(val_or,destination, value),destination = destination | value
(val_and,destination, value),destination = destination & value
(store_or),
(store_and),
(store_mod,destination, value, value),destination = value1 % value2( A%B = the remainder of A/B )
(store_add,destination, value, value),destination = value1 + value2
(store_sub,destination, value, value),destination = value1 - value2
(store_mul),
(store_div),
(set_fixed_point_multiplier,value),Floating point Operation. Moves the decimal places of a cypher.
(store_sqrt),
(store_pow),
(store_sin),
(store_cos),
(store_tan),
(convert_to_fixed_point),
(convert_from_fixed_point),
(assign),
(shuffle_range,reg_no, reg_no),
(store_random),
(store_random_in_range),
(store_asin,destination_fixed_point, value_fixed_point),
(store_acos,destination_fixed_point, value_fixed_point),
(store_atan,destination_fixed_point, value_fixed_point),
(store_atan2),
(store_troop_gold,destination, troop_id),
(store_num_free_stacks,destination, party_id),
(store_num_free_prisoner_stacks,destination, party_id),
(store_party_size,destination, party_id),
(store_party_size_wo_prisoners,destination, party_id),
(store_troop_kind_count),
(store_num_regular_prisoners,destination, party_id),
(store_troop_count_companions,destination, troop_id, party_id),
(store_troop_count_prisoners,destination, troop_id, party_id),
(store_item_kind_count,destination, item_id, troop_id),
(store_free_inventory_capacity,destination, troop_id),
(store_skill_level,destination, skill_id, troop_id),
(store_character_level,destination, troop_id),
(store_attribute_level,destination, troop_id, attribute_id),
(store_troop_faction,destination, troop_id),
(store_troop_health,destination, troop_id, absolute),
(store_proficiency_level,destination, troop_id, attribute_id),
(store_relation,destination, faction_id_1, faction_id_2),Saves the relation of faction_id_1 towards faction_id_2 as a number into destination
(set_conversation_speaker_troop,troop_id),
(set_conversation_speaker_agent,agent_id),
(store_conversation_agent,destination),
(store_conversation_troop,destination),
(store_partner_faction,destination),
(store_encountered_party,destination),
(store_encountered_party2,destination),
(store_faction_of_party,destination,party_id),There is a mistake in the native operation_header. The /party_id/ is lacking.
(set_encountered_party,destination),
(store_current_scene,destination),
(store_item_value,destination, item_id),
(store_troop_value,destination, troop_id),
(store_partner_quest,destination),
(store_random_quest_in_range,destination, lower_bound, upper_bound),
(store_random_troop_to_raise,destination, lower_bound, upper_bound),
(store_random_troop_to_capture,destination, lower_bound, upper_bound),
(store_random_party_in_range,destination, lower_bound, upper_bound),
(store01_random_parties_in_range),
(store_random_horse,destination),
(store_random_equipment,destination),
(store_random_armor,destination),
(store_quest_number,destination, quest_id),
(store_quest_item,destination, item_id),
(store_quest_troop,destination, troop_id),
(store_current_hours,destination),Saves the current hour, from 0 to 24 into an empty register.
(store_time_of_day,destination),
(store_current_day,destination),
(is_currently_night),Fails on daylight in the current game time. You can use (neq|is_currently_night), to fail at Night
(store_distance_to_party_from_party,destination, party_id, party_id),
(get_party_ai_behavior,destination, party_id),
(get_party_ai_object,destination, party_id),
(party_get_ai_target_position,position_no, party_id),
(get_party_ai_current_behavior,destination, party_id),
(get_party_ai_current_object,destination, party_id),
(store_num_parties_created,destination, party_template_id),
(store_num_parties_destroyed,destination, party_template_id),
(store_num_parties_destroyed_by_player,destination, party_template_id),
(store_num_parties_of_template,destination, party_template_id),
(store_random_party_of_template),
(str_is_empty,string_register),If the data contained in the variable is zero, returns true
(str_clear,string_register),Sets the selected String register to blank value, that means string_register="[nothing here]"
(str_store_string,string_register, string_id),
(str_store_string_reg),
(str_store_troop_name,string_register, troop_id),
(str_store_troop_name_plural,string_register, troop_id),
(str_store_troop_name_by_count,string_register, troop_id, number),
(str_store_item_name,string_register, item_id),Store the name of item_id in string_register
(str_store_item_name_plural,string_register, item_id),
(str_store_item_name_by_count,string_register, item_id),
(str_store_party_name,string_register, party_id),
(str_store_agent_name,string_register, agent_id),
(str_store_faction_name,string_register, faction_id),
(str_store_quest_name,string_register, quest_id),
(str_store_info_page_name,string_register, info_page_id),
(str_store_date,string_register, number_of_hours_to_add_to_the_current_date),
(str_store_class_name),
(str_store_player_username,string_register, player_id),Stores the profile name of player_id in string_register. Only applicable to multiplayer.
(str_store_server_password,string_register),
(str_store_server_name,string_register),
(str_store_welcome_message,string_register),
(str_encode_url,string_register),Modifies a HTTP direction into converted characters as "spaces" to "+" so the data can be safely sent later to the server.
(store_remaining_team_no,destination),
(store_mission_timer_a_msec,destination),
(store_mission_timer_b_msec,destination),
(store_mission_timer_c_msec,destination),
(store_mission_timer_a,destination),
(store_mission_timer_b,destination),
(store_mission_timer_c,destination),
(reset_mission_timer_a),Sets the defined timer to zero.
(reset_mission_timer_b),
(reset_mission_timer_c),
(store_enemy_count,destination),
(store_friend_count,destination),
(store_ally_count,destination),
(store_defender_count,destination),
(store_attacker_count,destination),
(store_normalized_team_count),
(set_postfx),
(set_river_shader_to_mud),Makes the engine to change the water shading effect in the current scene to one drastically darker.