()
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()