New features Information

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lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

New features Information

Post by lancer »

G'day,

I've read the following in the manual...
-An enormous load of new EXECS and CHECKS (like 100 extra checks and execs)

...however I can't find any information on these either in the manual, the forum or the wiki although it's always possible that I might have overlooked something.

Would somebody in the know be kind enough to post a list of what these extra EXECS and CHECKS are?

Thanks,

Lancer
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ernieschwitz
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RE: New features Information

Post by ernieschwitz »

I think it´s really too big a job for some random person to do it. But i think that Vic could do it. He is the only one i know who has the full info as to all the changes in the editor.. or maybe Tweber can too.

So far I´ve used 1 new exec that i know of. Setting the date to a specific time.
In the old editor you couldn´t do that.
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Vic
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RE: New features Information

Post by Vic »

all execs in game:
()
ExecGiveRegimePP(RegimeNr,PP)
OldStyleMessage (DEPRECIATED)(Regime1,Regime2,BackPic#,FrontPic#)
ExecChangeDip (DEPRECIATED)(RegimeNr1,RegimeNr2)
ExecSetWinner(RegimeNr)
ExecAddRegimeMorale(RegimeNr,Mutation +/- pts)
ExecAddUnit(UnitPreDef#,X,Y,Regime#)
ExecLoad()
ExecSetSleep(Regime#,Sleep=1, Awake=0)
ExecJoinRegime(Losing Regime#,Added to Regime#,Including Units 1=yes,0=no)
ExecChangePeopleProdMod [old](People#,PeopleGroupOwner#,New Prod Mod in %)
ExecMessage(Regime1,Regime2,Overwrite scndesc >0=yes,Event Pic Nr (-1=none))
BlockEvent()
ExecChangeRegimeName(Regime#)
ExecJoinArea(Areaslot# (0-9),Areacode,To Regime#,Units flee too areacode (-1=destr,-2=keephex))
ExecDisbandUnits(Regime#,People#)
ExecChangeDipBlock(Regime#)
ExecDoStructuralDamage(x,y,damage pts)
ExecSetLandscape(X,Y,New LT#)
ExecSetSprite(X,Y,New Sprite#)
ExecSetSlot(X,Y,AreaSlot,AreaCode)
ExecChangePeopleCombatMod(People#,PeopleGroupOwner#,New Combat Mod in %)
ExecMoveTypeModifier(MoveType#,Percentage of normal movecost (100%=normal))
ExecUnitTypeModifier(UnitType#,Percentage of normal combat att/def (100%=normal))
ExecWheaterColor(Red Component (0=no change, 255=full),Green Component (0=no change, 255=full),Blue Component (0=no change, 255=full))
ExecChangeRiver(X,Y,From River #,Too River #)
ExecChangeRoad(X,Y,From Road #,Too Road #)
ExecChangeBridge(X,Y,Direction = 0(North),1,2,3,4,5(NorthWest),-1=no bridge, >=0 = bridge)
AI_SetAIVP(X,Y,Regime Nr#,AIVP amount. 0(none) - 999)
ExecChangeLocationType(X,Y,Loctype (-1=remove any location),People #)
ExecGiveSupply(X ,Y,Supply Points to the top hq of the closest hq to x,y,Overrule recipient regime with regime #)
ExecSetRuleVar(Rulevar # ,New Value,Behind comma... 0=no action.. >0=divide new value by 100 to set a decimal.)
ExecChangePeople(X,Y,Changes the people at location x,y)
ExecGiveReinforcement(X,Y,Predef# to use,Multiplier)
ExecGiveActionCard(Card Nr,Regime Nr)
ExecReduceReadiness(Regime Nr (-1=all),People Nr (-1=all),%rdn loss,%chance per unit)
ExecAddHistoryActionCard(Card Nr,Regime Nr)
ExecRemoveHistoryActionCard(Card Nr,Regime Nr)
-Obsolete-(Regime Nr,People Nr (-1=all),% morale loss,%chance per unit)
ExecLTReduceReadiness(Regime Nr,People Nr (-1=all),%rdn loss,LandscapeType Nr)
ExecLTReduceMorale(Regime Nr,People Nr (-1=all),%mor loss,LandscapeType Nr)
ExecSetItemCost(ItemType Nr,Set Prod Cost)
ExecSetBaseMorale(Regnr,Basemorale)
ExecChangeVP(X,Y,new VP amount. 0(none) - 999)
ExecRemoveActionCard(Card Nr,Regime Nr)
ExecAIConservative(Regime Nr,Convervative.. 100% = normal >100% more defensive. <100 more aggressive)
ExecPlayActionCard(Regime Nr,Action Card Nr)
ExecExecuteEvent(Event Nr)
ExecActionCardName(Actioncard Nr)
ExecActionCardPPCost(Actioncard Nr,PPCost)
ExecReplaceLandscapeSprite(Landscape nr)
ExecDisableItemType(ItemtypeGroup nr)
ExecMutateSFType(AreaSlot,AreaCode,From Sftype#,Too Sftype# (-1=remove))
ExecSingleMutateSFType(AreaSlot,AreaCode,From Sftype#,Too Sftype# (-1=remove))
ExecSingleMutateSFTypeXY(X,Y,From Sftype#,Too Sftype# (-1=remove))
ExecAntiSupplyRangeMod(MoveType#,Percentage of current AP (100%=normal))
ExecChangePeopleCombatModVS(People#,Versus PeopleGroupOwner#,New Combat Mod in %)
ExecRemoveTroops(X,Y,SFType group,Percentage to remove)
ExecRemoveTroopsByPeople(X,Y,specific people #,Percentage to remove)
ExecRemoveTroopsByLowMorale(X,Y,Morale =< then,Percentage to remove)
ExecSetLabel [old](X (tempvar999>0 overwrites datastring),Y,Type (0-10),Slot (1-2))
ExecReadinessLossByArea(Areaslot,Value of slot,Readiness loss,Chance to lose this (x%))
ExecOffensiveMod(X,Y,SfTypeGroup# (-1=all),Absolute Modifier (0=none, -50 = -50%, +50 = +50%))
ExecDefensiveMod(X,Y,SfTypeGroup# (-1=all),Absolute Modifier (0=none, -50 = -50%, +50 = +50%))
ExecOffensiveModByPeople(X,Y,People# (-1=all),Absolute Modifier (0=none, -50 = -50%, +50 = +50%))
ExecDefensiveModByPeople(X,Y,People# (-1=all),Absolute Modifier (0=none, -50 = -50%, +50 = +50%))
ExecOffensiveModByRegime(Regime # (-1=all),People # (-1=all),SfTypeGroup# (-1=all),Absolute Modifier (0=none, -50 = -50%, +50 = +50%))
ExecDefensiveModByRegime(Regime # (-1=all),People # (-1=all),SfTypeGroup# (-1=all),Absolute Modifier (0=none, -50 = -50%, +50 = +50%))
ExecSetResearch(Regime # ,Research #,Value (0=no, 1=yes))
ExecLoad_UnitTransfer(Regime # ,AreaSlot #,Max Per Hex)
ExecLoad_ResearchTransfer(Regime # )
ExecLocTypeBuildable(Loctype # ,0=not buildable, 1=buildable )
ExecAreaSpreadOut(AreaSlot # ,Divideby )
ExecSetLoctypeDestruct(LocType#,LandscapeType#,Sprite #)
ExecSetResearchCost(Researchfield#,peoplegroup# (-1=all),cost in pp)
ExecSetItemByPeopleGroup(ItemType#,peoplegroup# (-1=all),1=possible, 0=impossible)
ExecCopyActionCard (+Set Name)(From#,Too#)
ExecSetActionCard (+Set Text)(Card#,TempVar0,TempVar1,EventPic#)
ExecFlagsAsEventPics()
ExecGetReconFrom(From#)
ExecAddExperience(People# (-1=all),Points to add (+/-),Minimum XP,Maximum XP)
ExecMaxResearch()
ExecHexActionCard(X,Y,ActionCard# (-1=no actioncard))
()
()
()
()
()
()
ExecPlayEventWav()
ExecLoadCampaignRoomBackground(Event Picture# to be used)
ExecSetCampaignRoomTitle()
ExecPlayEventBackgroundWav()
()
ExecSetAI(Regime #,AI (1=yes,0=no),ProdBonus(0,100,250))
ExecUnitRdnModify(Unit #,Absolute modifier pts +/-,People (-1=all),SFTypeGroup (-1=all))
ExecUnitMorModify(Unit #,Absolute modifier pts +/-,People (-1=all),SFTypeGroup (-1=all))
ExecUnitXpModify(Unit #,Absolute modifier pts +/-,People (-1=all),SFTypeGroup (-1=all))
ExecUnitApModify(Unit #,Absolute modifier pts +/-,MoveTypeGroup (-1=all),SFTypeGroup (-1=all))
ExecUnitGiveTroops(Unit #,Predef Unit#)
ExecUnitOffensiveBonus(Unit #,Absolute modifier pts +/-,People (-1=all),SFTypeGroup (-1=all))
ExecUnitDefensiveBonus(Unit #,Absolute modifier pts +/-,People (-1=all),SFTypeGroup (-1=all))
ExecUnitSelectable(Unit #)
()
()
ExecChangeRelation(RegimeNr1,RegimeNr2,Diplomatic Relation #,Hide Message (1=yes hide))
()
()
()
ExecSetRegimeColor(Regime,Red (0-255),Green (0-255),Blue (0-255))
()
()
ExecSetGameVar(GameVar #,New Value)
ExecSetTempVar(TempVar #,New Value)
ExecSetRegimeVar(Regime #,Variable #,New Value)
ExecSetTempString(Tempstring #,New Value)
ExecSetStringList(Stringlist ID #,Row,Col,New Value)
()
ExecSetRecon(X,Y,RegNr,Pts)
()
()
()
()
()
()
ExecAddStringList(Rows,Cols)
ExecAddStringListCells(StringList ID,Extra Rows,Extra Cols)
ExecRemoveStringListRow(StringList ID,Row Number)
ExecRemoveStringListCol(StringList ID,Col Number)
()
()
()
ExecMoveUnit(Unit #,New X,New Y)
ExecChangeUnitRegime(Unit #,New Regime#)
ExecChangeLandscapeMoveCost(Landscape #,MovementType #,AP Cost)
ExecModifyHitpoints(SFType # (-1=all),SFTypeGroup # (-1=all),Modifier (100=same, 50=half, 200=double) #)
()
ExecModifyEntrenchmentSpeed(SFType # (-1=all),SFTypeGroup # (-1=all),Modifier (100=same, 50=half, 200=double) #)
ExecModifySupplyStock(SFType # (-1=all),SFTypeGroup # (-1=all),Modifier (100=same, 50=half, 200=double) #)
ExecModifyAttackScore(SFType # (-1=all),SFTypeGroup # (-1=all),Versus SFTypeGroup # (-1=all))
ExecModifyUnitSupply(Regime (-1=none),Specific Unit (-1=none),Modifier % (100=keep same, 50=half, 200=double),Modifier absolute (0=nill, -x , +x ))
ExecRemoveUnits(Regime #)
()
()
()
ExecSetSupplyMatrix(Source X,Source Y,AreaSlot #,Regime #)
ExecClearMatrix(AreaSlot #,Value)
()
SetCardXY(X,Y)
()
()
()
ExecAddAntiSupply(X,Y,Regime,Points)
ExecChangeDate(Day,Month,Year)
ExecQuit()
()
ExecReduceLandInitialEntrench(LandscapeType (-1=all),Percentage (100=same. 50=less >100=more))
ExecSetSpecial(SpecialType,SpecialSprite,X,Y)
ExecReduceAntiStructural(SFType (-1=all),Percentage (100=same. 50=less >100=more))
ExecReduceTroops(SFType (-1=all),PeopleType (-1=all),Remove x%,+ remove between 0-y% random)
OBSOLETE(SFType,Hitpoints)
ExecSFTypePower(SFType,Targetgroup# (-1=all),Attack score,Defend score)
CallFunction(Name of function to call)
ExecSFTypeDescription(SFType#,Description)
ExecSFTypeHP(SFType,Targetgroup# (-1=all),Attack HP,Defend HP)
ExecSFTypeMoveType(SFType#,Type)
ExecSFTypeMoveRedux(SFType#,Redux)
ExecSetModelLastState(SFType#,Research#,LastState (0=dont,1=gotit))
()
ExecItemTypeCost(ItemType#,CostType(0=prod,1-5=regvar),New Value,Ovverrule regvar# needed (or -1))
ExecSFTypeFuelUse(SFType#,ForMove (10ap),ForAttack (combatround))
()
ExecSetHQ(Unit,HQ)
ExecSetMatrix(Slot,Operation)
ExecSetHexOwner(X,Y,Owner #)
()
ExecRemoveunit(Unit #)
ExecSetTurnString(Short String)
()
ExecSortStringListID(Column# to sort on,)
ExecChangeUnitEntrenchment(Unit#,-/+ entrenchment pts)
ExecSetSFTypeVar(SFType,Var#,Value)
()
()
ExecSetProduction(Slot(0-3)# ,Itemtype#,Percentage(0-100),Keep remainder.0=no.1=yes)
ExecSetUnitName(Unit#,New Name,)
ExecDateMode(0=rounds, 1=dates,days per round)
ExecUnitPeopleModify(Unit #,Change People# (-1=all),Too People#,)
ExecSetUnitSelected(Unit #)
ExecAIAutoChangeProd(Location #,From ItemType# (or -1),From AI Group (or -1),Too AI Group (-1=PP))
ExecAICombatMoveMod(Regime #,Combat Bonus,Movement Bonus)
ExecAIChangeRoleScore(SFType #,AI Role # (0-49),New score)
ExecReloadGraphic(Current filename,New filename)
ExecAIProductionResourceComplient()
ExecChangeDipOffer(RegimeNr1,RegimeNr2,Diplomatic Offer # (0=none or 1=offer))
ExecChangePeopleProdMod [new](People#,PeopleGroupOwner#,New Prod Mod in %,Which ProdMod? 1,2,3,4?)
ExecLocationTypeStats(LocType#,MaxProd,Structural Pts,Autorepair Pts)
ExecSetLabel(X ,Y,Type (0-10),String)
ExecClearAllLabels()
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Vic
Posts: 9931
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RE: New features Information

Post by Vic »

All checks in game:
()
CheckTurn()
CheckHexOwner(X,Y)
CheckRound()
CheckRegimeMorale(RegimeNr)
CheckWinner()
CheckWar(RegimeNr in Question,Relation with RegimeNr)
CheckPeace(RegimeNr in Question,Relation with RegimeNr)
CheckUnitsFrom(AreaSlot,AreaCode,RegimeNr,Not From PeopleNr)
CheckRegimeProductionPointsBlocked(RegimeNr)
CheckRandomPercent()
CheckLandscapeType(X,Y)
CheckLandscapeSprite(X,Y)
CheckSlot(X,Y,Slot#)
CheckMapWidth()
CheckMapHeight()
CheckYear()
CheckMonth()
CheckDay()
CheckIfAI(Regime#)
CheckPolPts(Regime#)
CheckVP(Regime#)
CheckDifferenceInDays(Year,Month,Day)
CheckSupplyNeeded(Regime)
CheckHQFor(X,Y)
CheckSpecificPplProd(Regime Owner,People)
CheckLocType(Regime Owner,LocType Nr,Points Worth (modded by str.damage),0=all 1=Only with production points.)
CheckActionCard(Regime Owner,Card Nr)
CheckDipBlock(Regime#)
CheckSleep(Regime#)
CheckHistoricActionCard(Regime Owner,Card Nr)
CheckSFTypeInArea(AreaSlot,AreaCode,SFType,Regime)
CheckPowerPointsInArea(AreaSlot,AreaCode,Regime,Land only (0=no check, 1=land theater only))
CheckSFTypeInXY(X,Y,SFType (-1=all),Regime)
CheckRegimeKills(Regime,SFType (-1=all),Round (-1=all rounds),Report 0=qty, 1=power pts)
CheckRegimeLosses(Regime,SFType (-1=all),Round (-1=all rounds),Report 0=qty, 1=power pts)
CheckRegimeProduction(Regime,SFType (-1=all),Round (-1=all rounds),Report 0=qty, 1=power pts)
CheckRegimeCount()
CheckIfNeighbour(X,Y,X2,Y2)
CheckDistance(X,Y,X2,Y2)
CheckSFTypeGroupInXY(X,Y,SFType Group (-1=all),Regime)
CheckResearch(Regime,Research)
CheckAIBonus(Regime)
CheckTotalUnits()
CheckUnitOwner(Unit Nr)
CheckUnitHQ(Unit Nr)
CheckUnitX(Unit Nr)
CheckUnitY(Unit Nr)
()
CheckUnitIsHQ(Unit Nr)
CheckRegimeRelation(Reg1,Reg2)
CheckUnitInHQChain(Unit Nr,HQ Nr)
()
CheckUnitHQPower(Unit Nr)
()
CheckLocTypeXY(X,Y)
CheckStrucPtsXY(X,Y)
()
CheckStringList(Stringlist ID,Row,Col)
CheckStringReplace(From String,Which substring,Replace with what)
CheckRegimeVar(Regime Nr,Var Nr)
()
()
()
CheckStringListRows(StringList ID)
CheckStringListCols(StringList ID)
CheckStringListLastID()
CheckUnitRdn(Unit#)
CheckUnitSFType(Unit #,SFType Group (-1 for none),Specific SFType (-1 for none))
ReturnCRLF()
CheckUnitName(Unit#)
CheckRegimeUnitsMorale(Reg)
CheckRegimeUnitsExperience(Reg)
()
()
CheckUnitPower(Unit Nr)
CheckSpecialType(X,Y)
CheckSpecialSprite(X,Y)
CheckUnitSelectable(Unit Nr)
DistanceClosestEnemyHex(Minimum (AI)VP value? 0=any,from X,from Y,Max distance (-1=no maximum))
CheckEnemyTroopsCloseBy(Max Distance,from X,from Y,Distance divider modifier (0=none))
CheckUnitMor(Unit#)
OBSOLETE(SFType#)
CheckSFTypePower(SFType#,SFType Targetgroup,1=attack score, 2=defend score)
CheckSFTypeDescription(SFType#)
CheckSFTypeHP(SFType#,SFType Targetgroup,1=attack hp, 2=defend hp)
CheckSFTypeMoveType(SFType#)
CheckSFTypeMoveRedux(SFType#)
CheckSFTypeModelLastState(SFType#,Research#)
()
()
CheckItemTypeCost(ItemType#,CostType# (0=prod,1-5=regvar#))
CheckSFTypeFuelUse(SFtype#,1=ForMovement, 2=ForCombat)
CheckGameVar(Nr)
CheckTempVar(Nr)
CheckRegimePeople(Regime)
CheckSFTypeVar(SFType,Var#)
CheckSFTypeItem(SFType#)
CheckHexVP(X,Y)
CheckDipOffer(From Regime,Too Regime)
CheckProduction(ProductionSlot(0-3),0=Item, 1=Prod% 2=Remainder)
CheckDefinedAreaID(Slot#(0-9),Value#)
CheckHexPeople(X,Y)
CheckRegimeProducingProductionPoints(RegimeNr)
CheckNonSleepingRegimesToCome()
CheckAIGetFriendlyStrength(Location#,AI Group (or -1),Max Distance)
CheckAIGetEnemyStrength(Location#,AI Group (or -1),Max Distance,Max Distance into enemy)
CheckAIGetEnemyEntrench(Location#,AI Group (or -1),Max Distance,Max Distance into enemy)
CheckCalcGetPercent(Var X,of Var Y)
CheckLocCounter()
CheckLocX(Location#)
CheckLocY(Location#)
CheckAISeaTarget(Location#)
CheckMaxFuelUse(Regime (-1=all),Fuel Type (-1=all))
CheckCanLocProduce(Loc#,ItemType (or -1))
CheckHexName(X,Y)
CheckLocName(LocNr)
CheckHexLocNr(X,Y)
CheckHexUnitCounter(X,Y)
CheckHexUnit(X,Y)
CheckStringLength(String)
CheckUnitStaffPercent(Unit Nr,CheckMode=0,1,2)
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lancer
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Joined: Tue Oct 18, 2005 8:56 am

RE: New features Information

Post by lancer »

G'day Vic,

Great!

Thanks a lot.

Cheers,

Lancer
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cbelva
Posts: 2223
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: New features Information

Post by cbelva »

Thanks for these lists, Vic. One item I did not see on the exec list, is there a command for giving oil or raw materials to a regime like there are for PP and supplies.
Charles Belva
On Target Simulations LLC
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ernieschwitz
Posts: 4654
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: New features Information

Post by ernieschwitz »

Oil and Ore are handled by regimeslots, you can add, subtract, divide, multiply these with anything to get new values. In other words, they don´t need an Exec.

In other words, you use the command SetVar.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
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cbelva
Posts: 2223
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Location: Nevada USA

RE: New features Information

Post by cbelva »

Thanks
Charles Belva
On Target Simulations LLC
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