handle.GetId() -> integer string.SubString(integer start, integer end) -> string string.Length() -> integer string.Case(boolean upper) -> string string.Hash() -> integer string.GetLocalizedString() -> string string.GetLocalizedHotkey() -> integer timer.Start(real timeout, boolean periodic, code handlerFunc) timer.GetElapsed() -> real timer.GetRemaining() -> real timer.GetTimeout() -> real timer.Pause() timer.Resume() group.AddUnit(unit whichUnit) group.RemoveUnit(unit whichUnit) group.Clear() group.IsUnitInGroup(unit whichUnit) -> boolean group.EnumUnitsOfType(string unitname, boolexpr filter) group.EnumUnitsOfPlayer(player whichPlayer, boolexpr filter) group.EnumUnitsOfTypeCounted(string unitname, boolexpr filter, integer countLimit) group.EnumUnitsInRect(rect r, boolexpr filter) group.EnumUnitsInRectCounted(rect r, boolexpr filter, integer countLimit) group.EnumUnitsInRange(rect x, real y, real radius, boolexpr filter) group.EnumUnitsInRangeOfLoc(location whichLocation, real radius, boolexpr filter) group.EnumUnitsInRangeCounted(rect x, real y, real radius, boolexpr filter, integer countLimit) group.EnumUnitsInRangeOfLocCounted(location whichLocation, real radius, boolexpr filter, integer countLimit) group.EnumUnitsSelected(player whichPlayer, boolexpr filter) group.ImmediateOrder(string order) -> boolean group.ImmediateOrderById(integer order) -> boolean group.PointOrder(string order, real x, real y) -> boolean group.PointOrderLoc(string order, location whichLocation) -> boolean group.PointOrderById(integer order, real x, real y) -> boolean group.PointOrderLocById(integer order, location whichLocation) -> boolean group.TargetOrder(string order, widget targetWidget) -> boolean group.TargetOrderById(integer order, widget targetWidget) -> boolean group.ForGroup(code callback) group.First() -> unit force.AddPlayer() force.RemovePlayer() force.Clear() force.IsUnitInForce(unit whichUnit) -> boolean force.IsPlayerInForce() -> boolean force.EnumPlayers(boolexpr filter) force.EnumPlayersCounted(boolexpr filter, integer countLimit) force.EnumAllies(player whichPlayer, boolexpr filter) force.EnumEnemies(player whichPlayer, boolexpr filter) force.ForForce(code callback) rect.Set(real minx, real miny, real maxx, real maxy) rect.SetFromLoc(location min, location max) rect.MoveTo(real newCenterX, real newCenterY) rect.MoveToLoc(location newCenterLoc) rect.GetCenterX() -> real rect.GetCenterY() -> real rect.GetMinX() -> real rect.GetMinY() -> real rect.GetMaxX() -> real rect.GetMaxY() -> real rect.EnumDestructables(boolexpr filter, code actionFunc) rect.EnumItems(boolexpr filter, code actionFunc) region.AddRect(rect r) region.ClearRect(rect r) region.AddCell(real x, real y) region.AddCellAtLoc(location whichLocation) region.ClearCell(real x, real y) region.ClearCellAtLoc(location whichLocation) region.IsUnitInRegion(unit whichUnit) -> boolean region.IsPointInRegion(real x, real y) -> boolean region.IsLocationInRegion(location whichLocation) -> boolean location.Move(real newX, real newY) location.GetX() -> real location.GetY() -> real location.GetZ() -> real location.IsInRegion(region whichRegion) -> boolean location.IsVisibleToPlayer(player whichPlayer) -> boolean location.IsFoggedToPlayer(player whichPlayer) -> boolean location.IsMaskedToPlayer(player whichPlayer) -> boolean trigger.Reset() trigger.Enable() trigger.Disable() trigger.IsEnabled() -> boolean trigger.WaitOnSleeps(boolean flag) trigger.IsWaitOnSleeps() -> boolean trigger.GetEvalCount() -> integer trigger.GetExecCount() -> integer trigger.RegisterVariableEvent(string varName, limitop opcode, real limitval) -> event trigger.RegisterTimerEvent(real timeout, boolean periodic) -> event trigger.RegisterTimerExpireEvent(timer t) -> event trigger.RegisterGameStateEvent(gamestate whichState, limitop opcode, real limitval) -> event trigger.RegisterDialogEvent(dialog whichDialog) -> event trigger.RegisterDialogButtonEvent(button whichButton) -> event trigger.RegisterGameEvent(gameevent whichGameEvent) -> event trigger.RegisterEnterRegion(region whichRegion, boolexpr filter) -> event trigger.RegisterLeaveRegion(region whichRegion, boolexpr filter) -> event trigger.RegisterTrackableHitEvent(trackable t) -> event trigger.RegisterTrackableTrackEvent(trackable t) -> event trigger.RegisterEnterRegion(region whichRegion, boolexpr filter) -> event trigger.RegisterPlayerEvent(player whichPlayer, playerevent whichPlayerEvent) -> event trigger.RegisterPlayerUnitEvent(player whichPlayer, playerunitevent whichPlayerUnitEvent, boolexpr filter) -> event trigger.RegisterPlayerAllianceChange(player whichPlayer, alliancetype whichAlliance) -> event trigger.RegisterPlayerStateEvent(player whichPlayer, playerstate whichState, limitop opcode, real limitval) -> event trigger.RegisterPlayerChatEvent(player whichPlayer, string chatMessageToDetect, boolean exactMatchOnly) -> event trigger.RegisterDeathEvent(widget whichWidget) -> event trigger.RegisterUnitStateEvent(unitstate whichState, limitop opcode, real limitval) -> event trigger.RegisterUnitEvent(unitevent whichEvent) -> event trigger.RegisterFilterUnitEvent(unitevent whichEvent, boolexpr filter) -> event trigger.RegisterUnitInRange(real range, boolexpr filter) -> event trigger.AddCondition(boolexpr condition) -> triggercondition trigger.RemoveCondition(triggercondition whichCondition) trigger.ClearConditions() trigger.AddAction(code actionFunc) -> triggeraction trigger.RemoveAction(triggeraction whichAction) trigger.ClearActions() trigger.Evaluate() -> boolean trigger.Execute() trigger.EvaluateWait() widget.GetLife() -> real widget.SetLife(real newLife) widget.GetX() -> real widget.GetY() -> real widget.AddIndicator(integer red, integer green, integer blue, integer alpha) destructable.Kill() destructable.SetInvulnerable(boolean flag) destructable.IsInvulnerable() -> boolean destructable.GetTypeId() -> integer destructable.SetMaxLife(real max) destructable.GetMaxLife() -> real destructable.RestoreLife(real life, boolean birth) destructable.QueueAnimation(string whichAnimation) destructable.SetAnimation(string whichAnimation) destructable.SetAnimationSpeed(real speedFactor) destructable.Show(boolean flag) destructable.GetOccluderHeight() -> real destructable.SetOccluderHeight(real height) destructable.GetName() -> string item.GetPlayer() -> player item.GetTypeId() -> integer item.SetPosition(real x, real y) item.SetDropOnDeath(boolean flag) item.SetDroppable(boolean flag) item.SetPawnable(boolean flag) item.SetPlayer(player whichPlayer, boolean changeColor) item.SetInvulnerable(boolean flag) item.IsInvulnerable() -> boolean item.SetVisible(boolean show) item.IsVisible() -> boolean item.IsOwned() -> boolean item.IsPowerup() -> boolean item.IsSellable() -> boolean item.IsPawnable() -> boolean item.GetLevel() -> integer item.GetType() -> itemtype item.SetDropId(integer unitId) item.GetName() -> string item.GetCharges() -> integer item.SetCharges(integer charges) item.GetUserData() -> integer item.SetUserData(integer data) unit.Kill() unit.Show(boolean show) unit.SetState(unitstate whichUnitState, real newVal) unit.SetPosition(real newX, real newY) unit.SetPositionLoc(location whichLocation) unit.SetFacing(real facingAngle) unit.SetFacingTimed(real facingAngle, real duration) unit.SetMoveSpeed(real newSpeed) unit.SetFlyHeight(real newHeight, real rate) unit.SetTurnSpeed(real newTurnSpeed) unit.SetPropWindow(real newPropWindowAngle) unit.SetAcquireRange(real newAcquireRange) unit.SetCreepGuard(boolean creepGuard) unit.GetAcquireRange() -> real unit.GetTurnSpeed() -> real unit.GetPropWindow() -> real unit.GetFlyHeight() -> real unit.GetDefaultAcquireRange() -> real unit.GetDefaultTurnSpeed() -> real unit.GetDefaultPropWindow() -> real unit.GetDefaultFlyHeight() -> real unit.SetOwner(player whichPlayer, boolean changeColor) unit.SetColor(playercolor whichColor) unit.SetScale(real scaleX, real scaleY, real scaleZ) unit.SetTimeScale(real timeScale) unit.SetBlendTime(real blendTime) unit.SetVertexColor(integer red, integer green, integer blue, integer alpha) unit.QueueAnimation(string whichAnimation) unit.SetAnimation(string whichAnimation) unit.SetAnimationByIndex(integer whichAnimation) unit.SetAnimationWithRarity(string whichAnimation, raritycontrol rarity) unit.AddAnimationProperties(string animProperties, boolean add) unit.SetLookAt(string whichBone, unit lookAtTarget, real offsetX, real offsetY, real offsetZ) unit.ResetLookAt() unit.SetRescuable(player byWhichPlayer, boolean flag) unit.SetRescueRange(real range) unit.SetHeroStr(integer newStr, boolean permanent) unit.SetHeroAgi(integer newAgi, boolean permanent) unit.SetHeroInt(integer newInt, boolean permanent) unit.GetHeroStr(boolean includeBonuses) -> integer unit.GetHeroAgi(boolean includeBonuses) -> integer unit.GetHeroInt(boolean includeBonuses) -> integer unit.StripHeroLevel(integer howManyLevels) -> boolean unit.GetHeroXP() -> integer unit.SetHeroXP(integer newXpVal, boolean showEyeCandy) unit.GetHeroSkillPoints() -> integer unit.ModifySkillPoints(integer skillPointDelta) -> boolean unit.AddHeroXP(integer xpToAdd, boolean showEyeCandy) unit.SetHeroLevel(integer level, boolean showEyeCandy) unit.GetHeroLevel() -> integer unit.GetLevel() -> integer unit.GetHeroProperName() -> string unit.SuspendHeroXP(boolean flag) unit.IsSuspendedXP() -> boolean unit.SelectHeroSkill(integer abilcode) unit.GetAbilityLevel(integer abilcode) -> integer unit.DecAbilityLevel(integer abilcode) -> integer unit.IncAbilityLevel(integer abilcode) -> integer unit.SetAbilityLevel(integer abilcode, integer level) -> integer unit.Revive(real x, real y, boolean doEyecandy) -> boolean unit.ReviveLoc(location loc, boolean doEyecandy) -> boolean unit.SetExploded(boolean exploded) unit.SetInvulnerable(boolean flag) unit.Pause(boolean flag) unit.IsPaused() -> boolean unit.SetPathing(boolean flag) unit.Select(boolean flag) unit.GetPointValue() -> integer unit.AddItem(item whichItem) -> boolean unit.AddItemById(integer whichItem) -> item unit.AddItemToSlotById(integer whichItem, integer itemSlot) -> boolean unit.RemoveItem(item whichItem) unit.RemoveItemFromSlot(integer itemSlot) -> item unit.HasItem(item whichItem) -> boolean unit.ItemInSlot(integer itemSlot) -> item unit.InventorySize() -> integer unit.DropItemPoint(item whichItem, real x, real y) -> boolean unit.DropItemSlot(item whichItem, integer itemSlot) -> boolean unit.DropItemTarget(item whichItem, widget target) -> boolean unit.UseItem(item whichItem) -> boolean unit.UseItemPoint(item whichItem, real x, real y) -> boolean unit.UseItemTarget(item whichItem, widget target) -> boolean unit.IsInRegion(region whichRegion) -> boolean unit.GetLoc() -> location unit.GetFacing() -> real unit.GetMoveSpeed() -> real unit.GetDefaultMoveSpeed() -> real unit.GetState(unitstate whichUnitState) -> real unit.GetOwningPlayer() -> player unit.GetTypeId() -> integer unit.GetRace() -> race unit.GetName() -> string unit.GetFoodUsed() -> integer unit.GetFoodMade() -> integer unit.SetUseFood(boolean useFood) unit.GetRallyPoint() -> location unit.GetRallyUnit() -> unit unit.GetRallyDestructable() -> destructable unit.IsInGroup(group whichGroup) -> boolean unit.IsInForce(force whichForce) -> boolean unit.IsOwnedByPlayer(player whichPlayerEvent) -> boolean unit.IsAlly(player whichPlayerEvent) -> boolean unit.IsEnemy(player whichPlayerEvent) -> boolean unit.IsVisible(player whichPlayerEvent) -> boolean unit.IsDetected(player whichPlayerEvent) -> boolean unit.IsInvisible(player whichPlayerEvent) -> boolean unit.IsFogged(player whichPlayerEvent) -> boolean unit.IsMasked(player whichPlayerEvent) -> boolean unit.IsSelected(player whichPlayerEvent) -> boolean unit.IsRace(race whichRace) -> boolean unit.IsType(unittype whichUnitType) -> boolean unit.Is(unit whichUnit) -> boolean unit.IsInRange(unit otherUnit, real distance) -> boolean unit.IsInRangeXY(real x, real y, real distance) -> boolean unit.IsInRangeLoc(location whichLocation, real distance) -> boolean unit.IsHidden() -> boolean unit.IsIllusion() -> boolean unit.IsInTransport(unit whichTransport) -> boolean unit.IsLoaded() -> boolean unit.ShareVision(player whichPlayer, boolean share) unit.SuspendDecay(boolean suspend) unit.AddType(unittype whichUnitType) -> boolean unit.RemoveType(unittype whichUnitType) -> boolean unit.AddAbility(integer abilityId) -> boolean unit.RemoveAbility(integer abilityId) -> boolean unit.MakeAbilityPermanent(integer abilityId) -> boolean unit.RemoveBuffs(boolean removePositive, boolean removeNegative) unit.RemoveBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel) unit.HasBuffsEx(boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel) -> boolean unit.CountBuffsEx((boolean removePositive, boolean removeNegative, boolean magic, boolean physical, boolean timedLife, boolean aura, boolean autoDispel) -> integer unit.AddSleep(boolean add) unit.CanSleep() -> boolean unit.AddSleepPerm(boolean add) unit.CanSleepPerm() -> boolean unit.IsSleeping() -> boolean unit.WakeUp() unit.ApplyTimedLife(integer buffId, real duration) unit.IgnoreAlarm(boolean flag) -> boolean unit.IgnoreAlarmToogled() -> boolean unit.ResetCooldown() unit.SetConstructionProgress(integer constructionPercentage) unit.SetUpgradeProgress(integer upgradePercentage) unit.PauseTimedLife(boolean flag) unit.SetUsesAltIcon(boolean flag) unit.DamagePoint(real delay, real radius, real x, real y, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType) -> boolean unit.DamageTarget(widget target, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType) -> boolean unit.ImmediateOrder(string order) -> boolean unit.ImmediateOrderById(integer order) -> boolean unit.PointOrder(string order, real x, real y) -> boolean unit.PointOrderLoc(string order, location whichLocation) -> boolean unit.PointOrderById(integer order, real x, real y) -> boolean unit.PointOrderLocById(integer order, location whichLocation) -> boolean unit.TargetOrder(string order, widget targetWidget) -> boolean unit.TargetOrderById(integer order, widget targetWidget) -> boolean unit.InstantPointOrder(string order, real x, real y, widget instantTargetWidget) -> boolean unit.InstantPointOrderById(integer order, real x, real y, widget instantTargetWidget) -> boolean unit.InstantTargetOrder(string order, widget targetWidget, widget instantTargetWidget) -> boolean unit.InstantTargetOrderById(integer order, widget targetWidget, widget instantTargetWidget) -> boolean unit.BuildOrder(string unitToBuild, real x, real y) -> boolean unit.BuildOrderById(integer unitId, real x, real y) -> boolean unit.NeutralImmediateOrder(player forWhichPlayer, string unitToBuild) -> boolean unit.NeutralImmediateOrderById(player forWhichPlayer, integer unitId) -> boolean unit.NeutralPointOrder(player forWhichPlayer, string unitToBuild, real x, real y) -> boolean unit.NeutralPointOrderById(player forWhichPlayer, integer unitId, real x, real y) -> boolean unit.NeutralTargetOrder(player forWhichPlayer, string unitToBuild, widget target) -> boolean unit.NeutralTargetOrderById(player forWhichPlayer, integer unitId, widget target) -> boolean unit.GetCurrentOrder(unit whichUnit) -> integer unit.SetResourceAmount(integer amount) unit.AddResourceAmount(integer amount) unit.GetResourceAmount(unit whichUnit) -> integer unit.WaygateGetDestinationX(unit waygate) -> real unit.WaygateGetDestinationY(unit waygate) -> real unit.WaygateSetDestination(unit waygate, real x, real y) unit.WaygateActivate(unit waygate, boolean activate) unit.WaygateIsActive(unit waygate) -> boolean unit.AddItemToStock(integer itemId, integer currentStock, integer stockMax) unit.AddUnitToStock(integer unitId, integer currentStock, integer stockMax) unit.RemoveItemFromStock(integer itemId) unit.RemoveUnitFromStock(integer unitId) unit.SetItemTypeSlots(integer slots) unit.SetUnitTypeSlots(integer slots) unit.SetUserData(integer data) unit.GetUserData() -> integer unit.RemoveGuardPosition() unit.RecycleGuardPosition() player.GetTournamentScore() -> integer player.IsAlly(player otherPlayer) -> boolean player.IsEnemy(player otherPlayer) -> boolean player.IsUnitAlly(unit whichUnit) -> boolean player.IsUnitEnemy(unit whichUnit) -> boolean player.IsUnitVisible(unit whichUnit) -> boolean player.IsUnitDetected(unit whichUnit) -> boolean player.IsUnitInvisible(unit whichUnit) -> boolean player.IsUnitFogged(unit whichUnit) -> boolean player.IsUnitMasked(unit whichUnit) -> boolean player.IsUnitSelected(unit whichUnit) -> boolean player.IsInForce(force whichForce) -> boolean player.IsObserver() -> boolean player.IsVisible(real x, real y) -> boolean player.IsLocationVisible(location whichLocation) -> boolean player.IsFogged(real x, real y) -> boolean player.IsLocationFogged(location whichLocation) -> boolean player.IsMasked(real x, real y) -> boolean player.IsLocationMasked(location whichLocation) -> boolean player.GetRace() -> race player.GetId() -> integer player.GetUnitCount(boolean includeIncomplete) -> integer player.GetTypedUnitCount(string unitName, boolean includeIncomplete, boolean includeUpgrades) -> integer player.GetStructureCount(boolean includeIncomplete) -> integer player.GetState(playerstate whichPlayerState) -> integer player.GetScore(playerscore whichPlayerScore) -> integer player.GetAlliance(player otherPlayer, alliancetype whichAllianceSettings) -> boolean player.GetHandicap() -> real player.GetHandicapXP() -> real player.SetHandicap(real handicap) player.SetHandicapXP(real handicap) player.SetTechMaxAllowed(integer techid, integer maximum) player.GetTechMaxAllowed(integer techid) -> integer player.AddTechResearched(integer techid, integer levels) player.SetTechResearched(integer techid, integer setToLevel) player.GetTechResearched(integer techid, boolean specificonly) -> boolean player.GetTechCount(integer techid, boolean specificonly) -> boolean player.SetUnitsOwner(integer newOwner) player.Cripple(force toWhichPlayers, boolean flag) player.SetAbilityAvaiable(integer abilityId, boolean flag) player.SetState(playerstate whichPlayerState, integer value) player.Remove(playergameresult gameResult) player.CacheHeroData() player.DisplayText(real x, real y, string message) player.DisplayTimedText(real x, real y, real duration, string message) player.SetLeaderboard(leaderboard lb) player.GetLeaderboard() -> leaderboard player.StartMeleeAI(string script) player.StartCampaignAI(string script) player.CommandAI(integer command, integer data) player.PauseCompAI(boolean pause) player.GetAIDifficulty() -> aidifficulty player.RemoveAllGuardPositions() fogmodifier.Start() fogmodifier.Stop() version.Compatible() -> boolean version.Supported() -> boolean fgamestate.Set(real value) fgamestate.Get() -> real igamestate.Set(integer value) igamestate.Get() -> integer gamedifficulty.SetDefault() dialog.Clear() dialog.SetMessage(string messageText) dialog.AddButton(string buttonText, integer hotkey) -> button dialog.AddQuitButton(boolean doScoreScreen, string buttonText, integer hotkey) -> button dialog.Display(boolean flag) gamecache.Save() -> boolean gamecache.StoreInteger(string missionKey, string key, integer value) gamecache.StoreReal(string missionKey, string key, real value) gamecache.StoreBoolean(string missionKey, string key, boolean value) gamecache.StoreUnit(string missionKey, string key, unit whichUnit) gamecache.StoreString(string missionKey, string key, string value) gamecache.SyncStoredInteger(string missionKey, string key) gamecache.SyncStoredReal(string missionKey, string key) gamecache.SyncStoredBoolean(string missionKey, string key) gamecache.SyncStoredUnit(string missionKey, string key) gamecache.SyncStoredString(string missionKey, string key) gamecache.HaveStoredInteger(string missionKey, string key) -> boolean gamecache.HaveStoredReal(string missionKey, string key) -> boolean gamecache.HaveStoredBoolean(string missionKey, string key) -> boolean gamecache.HaveStoredUnit(string missionKey, string key) -> boolean gamecache.HaveStoredString(string missionKey, string key) -> boolean gamecache.FlushStoredMission(string missionKey) gamecache.FlushStoredInteger(string missionKey, string key) gamecache.FlushStoredReal(string missionKey, string key) gamecache.FlushStoredBoolean(string missionKey, string key) gamecache.FlushStoredUnit(string missionKey, string key) gamecache.FlushStoredString(string missionKey, string key) gamecache.GetStoredInteger(string missionKey, string key) -> integer gamecache.GetStoredReal(string missionKey, string key) -> real gamecache.GetStoredBoolean(string missionKey, string key) -> boolean gamecache.GetStoredString(string missionKey, string key) -> string gamecache.RestoreUnit(string missionKey, string key, player forWhichPlayer, real x, real y, real facing) -> unit hashtable.SaveInteger(integer parentKey, integer childKey, integer value) hashtable.SaveReal(integer parentKey, integer childKey, real value) hashtable.SaveBoolean(integer parentKey, integer childKey, boolean value) hashtable.SaveStr(integer parentKey, integer childKey, string value) -> boolean hashtable.SaveAgentHandle(integer parentKey, integer childKey, agent whichAgent) -> boolean hashtable.LoadInteger(integer parentKey, integer childKey) -> integer hashtable.LoadReal(integer parentKey, integer childKey) -> real hashtable.LoadBoolean(integer parentKey, integer childKey) -> boolean hashtable.LoadStr(integer parentKey, integer childKey) -> string hashtable.LoadPlayerHandle(integer parentKey, integer childKey) -> player hashtable.LoadWidgetHandle(integer parentKey, integer childKey) -> widget hashtable.LoadDestructableHandle(integer parentKey, integer childKey) -> destructable hashtable.LoadItemHandle(integer parentKey, integer childKey) -> item hashtable.LoadUnitHandle(integer parentKey, integer childKey) -> unit hashtable.LoadAbilityHandle(integer parentKey, integer childKey) -> ability hashtable.LoadTimerHandle(integer parentKey, integer childKey) -> timer hashtable.LoadTriggerHandle(integer parentKey, integer childKey) -> trigger hashtable.LoadTriggerConditionHandle(integer parentKey, integer childKey) -> triggercondition hashtable.LoadTriggerActionHandle(integer parentKey, integer childKey) -> triggeraction hashtable.LoadTriggerEventHandle(integer parentKey, integer childKey) -> event hashtable.LoadForceHandle(integer parentKey, integer childKey) -> force hashtable.LoadGroupHandle(integer parentKey, integer childKey) -> group hashtable.LoadLocationHandle(integer parentKey, integer childKey) -> location hashtable.LoadRectHandle(integer parentKey, integer childKey) -> rect hashtable.LoadBooleanExprHandle(integer parentKey, integer childKey) -> boolexpr hashtable.LoadSoundHandle(integer parentKey, integer childKey) -> sound hashtable.LoadEffectHandle(integer parentKey, integer childKey) -> effect hashtable.LoadUnitPoolHandle(integer parentKey, integer childKey) -> unitpool hashtable.LoadItemPoolHandle(integer parentKey, integer childKey) -> itempool hashtable.LoadQuestHandle(integer parentKey, integer childKey) -> quest hashtable.LoadQuestItemHandle(integer parentKey, integer childKey) -> questitem hashtable.LoadDefeatConditionHandle(integer parentKey, integer childKey) -> defeatcondition hashtable.LoadTimerDialogHandle(integer parentKey, integer childKey) -> timerdialog hashtable.LoadLeaderboardHandle(integer parentKey, integer childKey) -> leaderboard hashtable.LoadMultiboardHandle(integer parentKey, integer childKey) -> multiboard hashtable.LoadMultiboardItemHandle(integer parentKey, integer childKey) -> multiboarditem hashtable.LoadTrackableHandle(integer parentKey, integer childKey) -> trackable hashtable.LoadDialogHandle(integer parentKey, integer childKey) -> dialog hashtable.LoadButtonHandle(integer parentKey, integer childKey) -> button hashtable.LoadTextTagHandle(integer parentKey, integer childKey) -> texttag hashtable.LoadLightningHandle(integer parentKey, integer childKey) -> lightning hashtable.LoadImageHandle(integer parentKey, integer childKey) -> image hashtable.LoadUbersplatHandle(integer parentKey, integer childKey) -> ubersplat hashtable.LoadRegionHandle(integer parentKey, integer childKey) -> region hashtable.LoadFogStateHandle(integer parentKey, integer childKey) -> fogstate hashtable.LoadFogModifierHandle(integer parentKey, integer childKey) -> fogmodifier hashtable.LoadHashtableHandle(integer parentKey, integer childKey) -> hashtable hashtable.HaveSavedInteger(integer parentKey, integer childKey) -> boolean hashtable.HaveSavedReal(integer parentKey, integer childKey) -> boolean hashtable.HaveSavedBoolean(integer parentKey, integer childKey) -> boolean hashtable.HaveSavedString(integer parentKey, integer childKey) -> boolean hashtable.HaveSavedHandle(integer parentKey, integer childKey) -> boolean hashtable.RemoveSavedInteger(integer parentKey, integer childKey) hashtable.RemoveSavedReal(integer parentKey, integer childKey) hashtable.RemoveSavedBoolean(integer parentKey, integer childKey) hashtable.RemoveSavedString(integer parentKey, integer childKey) hashtable.RemoveSavedHandle(integer parentKey, integer childKey) unitpool.AddUnitType(integer unitId, real weight) unitpool.RemoveUnitType(integer unitId) unitpool.PlaceRandomUnit(player forWhichPlayer, real x, real y, real facing) -> unit itempool.AddItemType(integer itemId, real weight) itempool.RemoveItemType(integer itemId) itempool.PlaceRandomItem(real x, real y) -> item texttag.SetText(string s, real height) texttag.SetPos(real x, real y, real heightOffset) texttag.SetPosUnit(unit whichUnit, real heightOffset) texttag.SetColor(integer red, integer green, integer blue, integer alpha) texttag.SetVelocity(real xvel, real yvel) texttag.SetVisibility(boolean flag) texttag.SetSuspended(boolean flag) texttag.SetPermanent(boolean flag) texttag.SetAge(real age) texttag.SetLifespan(real lifespan) texttag.SetFadepoint(real fadepoint) quest.SetTitle(string title) quest.SetDescription(string description) quest.SetIconPath(string iconPath) quest.SetRequired(boolean required) quest.SetCompleted(boolean completed) quest.SetDiscovered(boolean discovered) quest.SetFailed(boolean failed) quest.SetEnabled(boolean enabled) quest.IsRequired() -> boolean quest.IsCompleted() -> boolean quest.IsDiscovered() -> boolean quest.IsFailed() -> boolean quest.IsEnabled() -> boolean quest.CreateItem() -> questitem questitem.SetDescription(string description) questitem.SetCompleted(boolean completed) questitem.IsCompleted() -> boolean defeatcondition.SetDescription(string description) timerdialog.SetTitle(string title) timerdialog.SetTitleColor(integer red, integer green, integer blue, integer alpha) timerdialog.SetTimeColor(integer red, integer green, integer blue, integer alpha) timerdialog.SetSpeed(real speedMultFactor) timerdialog.Display(boolean display) timerdialog.IsDisplayed() -> boolean timerdialog.SetRealTimeRemaining(real timeRemaining) leaderboard.Display(boolean show) leaderboard.IsDisplayed() -> boolean leaderboard.GetItemCount() -> integer leaderboard.SetSizeByItemCount(integer count) leaderboard.AddItem(string label, integer value, player p) leaderboard.RemoveItem(integer index) leaderboard.RemovePlayerItem(player p) leaderboard.Clear() leaderboard.SortItemsByValue(boolean ascending) leaderboard.SortItemsByPlayer(boolean ascending) leaderboard.SortItemsByLabel(boolean ascending) leaderboard.HasPlayerItem(player p) -> boolean leaderboard.GetPlayerIndex(player p) -> integer leaderboard.SetLabel(string label) leaderboard.GetLabelText() -> string leaderboard.SetLabelColor(integer red, integer green, integer blue, integer alpha) leaderboard.SetValueColor(integer red, integer green, integer blue, integer alpha) leaderboard.SetStyle(boolean showLabel, boolean showNames, boolean showValue, boolean showIcons) leaderboard.SetItemValue(integer whichItem, integer val) leaderboard.SetItemLabel(integer whichItem, string val) leaderboard.SetItemStyle(integer whichItem, boolean showLabel, boolean showNames, boolean showValue, boolean showIcons) leaderboard.SetItemLabelColor(integer whichItem, integer red, integer green, integer blue, integer alpha) leaderboard.SetItemValueColor(integer whichItem, integer red, integer green, integer blue, integer alpha) multiboard.Display(boolean show) multiboard.IsDisplayed() -> boolean multiboard.Minimize(boolean minimize) multiboard.IsMinimized() -> boolean multiboard.Clear() multiboard.SetTitleText(string label) multiboard.GetTitleText() -> string multiboard.SetTitleTextColor(integer red, integer green, integer blue, integer alpha) multiboard.GetRowCount() -> integer multiboard.GetColomnCount() -> integer multiboard.SetColumnCount(integer count) multiboard.SetRowCount(integer count) multiboard.SetItemsStyle(boolean showValues, boolean showIcons) multiboard.SetItemsValue(string value) multiboard.SetItemsValueColor(integer red, integer green, integer blue, integer alpha) multiboard.SetItemsWidth(real width) multiboard.SetItemsIcon(string iconPath) multiboarditem.SetStyle(boolean showValues, boolean showIcons) multiboarditem.SetValue(string val) multiboarditem.SetValueColor(integer red, integer green, integer blue, integer alpha) multiboarditem.SetWidth(real width) multiboarditem.SetIcon(string iconPath) camerasetup.SetField(camerafield whichField, real value, real duration) camerasetup.GetField(camerafield whichField) -> real camerasetup.SetDestPosition(real x, real y, real duration) camerasetup.GetDestPositionLoc() -> location camerasetup.GetDestPositionX() -> real camerasetup.GetDestPositionY() -> real camerasetup.Apply(boolean doPan, boolean panTimed) camerasetup.ApplyWithZ(real zDestOffset) camerasetup.ApplyForceDuration(boolean doPan, real forceDuration) camerasetup.ApplyForceDurationWithZ(real zDestOffset, real forceDuration) sound.TriggerWaitFor(real offset) sound.SetParamsFromLabel(string soundLabel) sound.SetDistanceCutoff(real cutoff) sound.SetChannel(integer channel) sound.SetVolume(integer volume) sound.SetPitch(real pitch) sound.SetPlayPosition(integer millisecs) sound.SetDistances(real minDist, real maxDist) sound.SetConeAngles(real inside, real outside, integer outsideVolume) sound.SetConeOrientation(real x, real y, real z) sound.SetPosition(real x, real y, real z) sound.SetVelocity(real x, real y, real z) sound.AttachToUnit(unit whichUnit) sound.Start() sound.Stop(boolean killWhenDone, boolean fadeOut) sound.KillWhenDone() sound.SetDuration(integer duration) sound.GetDuration() -> integer sound.IsPlaying() -> boolean sound.IsLoading() -> boolean sound.RegisterStacked(boolean byPosition, real rectwidth, real rectheight) sound.UnregisterStacked(boolean byPosition, real rectwidth, real rectheight) volumegroup.SetVolume(real scale) weathereffect.Enable(boolean enable) lightning.Move(boolean checkVisibility, real x1, real y1, real x2, real y2) -> boolean lightning.MoveEx(boolean checkVisibility, real x1, real y1, real z1, real x2, real y2, real z2) -> boolean lightning.GetColorA() -> real lightning.GetColorR() -> real lightning.GetColorG() -> real lightning.GetColorB() -> real lightning.SetColor(real r, real g, real b, real a) -> boolean image.Show(boolean flag) image.SetConstantHeight(boolean flag, real height) image.SetPosition(real x, real y, real z) image.SetColor(integer red, integer green, integer blue, integer alpha) image.SetRender(boolean flag) image.SetRenderAlways(boolean flag) image.SetAboveWater(boolean flag, boolean useWaterAlpha) image.SetType(integer imageType) ubersplat.Reset() ubersplat.Finish() ubersplat.Show(boolean flag) ubersplat.SetRender(boolean flag) ubersplat.SetRenderAlways(boolean flag)