지금부터 밑에껄 모두 쓸 수 있을때까지 마스터 하도록!
▷Trigger
○TriggerCreate(string func) - Create a new trigger from a function
○TriggerDebugOutput(int triggerDebug, text message, bool UI) - Display a message in the trigger debug panel
○TriggerAddEventMapInit(trigger t) - Register a trigger that will be executed on map initialization
○Wait(fixed seconds, int timezone) - Pause the current trigger without blocking
○TriggerAddEventChatMessage(trigger t, int player, string message, bool strict) - Register a trigger that will be executed on Chat Messages
○EventChatMessage(bool strict) - Message content available on TriggerAddEventChatMessage callback
▷UI
○UIDisplayMessage(playergroup g, int area, text msg) - Display a message in players UI
-Basic Types
▷Conversions
○IntToFixed(int value) - Convert an integer to a fixed
○IntToString(int value) - Convert an integer to a string
○FixedToInt(fixed value) - Convert a fixed to an integer by flooring
○StringToInt(string value) - Convert a string to an integer
○StringToFixed(string value) - Convert a string to a fixed
○StringToText(string value) - Convert a formatted string to a text
String
StringWord(string s, int n) - n'th word of the string
StringEqual(string a, string b, bool caseSensitive) - Compare two strings equality
Math
MaxF(fixed a, fixed b) - Maximum value between a and b
AbsI(int x) - Absolute value of x
RandomInt(int, int) - Generate a random integer
-Terrain
Point
Point(fixed x, fixed y) - Create a new point
PointWithOffset(point base, fixed dx, fixed dy) - Create a new point translated by (dx, dy)
PointWithOffsetPolar(point base, fixed radius, fixed angle) - Create a new point translated by (radius, angle) in polar notation
AngleBetweenPoints(point a, point b) - Angle (in degrees) between a and b
DistanceBetweenPoints(point a, point b) - Distance between a and b
PointsInRange(point a, point b, fixed distance) - Are both points in distance range
Region
RegionCircle(point base, fixed radius) - Create a circle region around a point
RegionRandomPoint(region)
Cliff
CliffLevel(point)
Camera
CameraGetTarget(int)
-Game Data
CatalogFieldValueGet(int catalog, string entry, string field, int player) - Value from a XML file
-Game Objects
Melee
MeleeInitResources() - Give initial resources to the players
MeleeInitUnits() - Give initial units to the players
MeleeInitAI() - Run the AI scripts
MeleeInitOptions() - Enforce victory/defeat conditions
Player
PlayerGetPropertyInt(int player, int property) - Property of the player such as resources and supplies
PlayerRace(int player) - Race of the player
PlayerDifficulty(int player) - Difficulty of the player
PlayerStartLocation(int player) - Start location point of the player
PlayerGetColorIndex(int player, bool) - Color index of the player
PlayerColorName(int colorIndex) - Name associated to a Color Index
PlayerGetAlliance(int player, int type, int target) - Alliance state equality of player towards target
Player Group
PlayerGroupAll() - Playergroup that contains all the players
Unit
UnitIsAlive(unit u) - Is the unit alive
UnitGetType(unit u) - Type of the unit
UnitGetOwner(unit u) - Player controlling the unit
UnitGetPosition(unit u) - Position of the unit
UnitGetFacing(unit u) - Facing angle of the unit in degrees
UnitTestState(unit u, int state) - Test state of the unit
UnitGetPropertyInt(unit u, int property, bool current) - Property of the unit
UnitGetPropertyFixed(unit u, int property, bool current) - Property of the unit
UnitCargoGroup(unit) - Units loaded in the cargo
UnitCargoValue(unit, int) - Get a property related to Cargo from an unit
UnitTestPlane(unit u, int plane) - Is the unit in the plane (air, ground)
UnitBehaviorCount(unit, string)
UnitMarkerCount(unit, marker)
UnitOrder(unit, int)
UnitOrderCount(unit)
UnitOrderHasAbil(unit, string)
UnitOrderIsValid(unit, order)
UnitIsHarvesting(unit, int)
UnitRallyPointTargetCount(unit, int)
UnitRallyPointTargetPoint(unit, int, int)
UnitWeaponsPlaneTest(unit, int)
UnitTypeTestFlag(string, int)
UnitTypeTestAttribute(string, int)
Unit Filter
UnitFilter(int, int, int, int)
UnitFilterStr(string pattern) - Filter based off a rules pattern
UnitFilterSetState(unitfilter filter, int attribute, int state) - Add attribute to a filter
Unit Group
UnitGroup(string type, int player, region r, unitfilter f, int max) - Create a unit group
UnitGroupAlliance(int, int, region, unitfilter, int) - Create a unit group based on alliance
UnitGroupAdd(unitgroup g, unit u) - Add the unit to the unit group
UnitGroupCount(unitgroup g, int mode) - Number of units in the unit group
UnitGroupUnit(unitgroup g, int index) - nth unit from the unit group
UnitGroupCopy(unitgroup g) - Duplicate the unit group
UnitGroupTestPlane(unitgroup g, int plane) - Does the group contain a unit in the plane
UnitGroupNearestUnit(unitgroup, point)
Unit Group Filter
UnitGroupFilter(string type, int player, unitgroup g, unitfilter f, int max) - Filter a unit group
UnitGroupFilterAlliance(unitgroup g, int player, int alliance, int max) - Filter a unit group by alliance
UnitGroupFilterPlane(unitgroup g, int plane, int max) - Filter a unit group by plane (ground, air)
UnitGroupFilterRegion(unitgroup, region, int)
UnitGroupFilterThreat(unitgroup, unit, string, int)
Ability
AbilityCommand(string, int)
AbilityCommandGetAbility(ability)
Tech Tree
TechTreeBehaviorCount(int, string, int)
TechTreeUnitCount(int, string, int)
Marker
MarkerCastingUnit(string, unit)
MarkerSetMatchFlag(marker, int, bool)
MarkerSetMismatchFlag(marker, int, bool)
Order
Order(ability)
OrderGetAbilityCommand(order)
OrderSetPlayer(order, int)
OrderGetPlayer(order)
OrderGetTargetType(order)
OrderSetTargetPlacement(order, point, unit, string)
OrderSetTargetPoint(order, point)
OrderGetTargetPoint(order)
OrderGetTargetPosition(order)
OrderSetTargetUnit(order, unit)
OrderGetTargetUnit(order)
OrderSetTargetPassenger(order, unit)
Debug
DebugString(string value)
DebugUnit(unit value)
DebugInt(int value)
DebugFixed(fixed value)
DebugPoint(point value)
DebugDump(int value)
-AI
Difficulty
DifficultyAPM(int player)
AISetAPM(int player, int apm)
AISetDifficulty(int player, int index, bool state)
AIGetDifficulty(int player, int index)
AIStart(int player, bool isCampaign, int apm)
AIGivingUp(int player)
AIGoodGame(int player)
AIIsCampaign(int player)
AIGrabUnit(int player, string aliasUnitType, int prio, point location)
AIState(int player, int index)
AISetSpecificState(int player, int index, int state)
AISetAllStates(int player, int state)
AISetFlag(int player, int index, bool state)
AIGetFlag(int player, int index)
AITechFlag(int player, int index, int count, string what, int state)
User Data
AIResetUserData(int player)
AISetUserString(int player, int index, string data)
AIGetUserString(int player, int index)
AISetUserInt(int player, int index, int data)
AIGetUserInt(int player, int index)
AIAddStringInt(int player, string data, int change)
Time
AIGetTime() - Elapsed AI time
Locations
AIGetTotalStartLocs()
AIGetGroundStartLocs(point loc)
AIGetAirStartLocs(point loc)
AIGetTotalTownLocs()
AIGetGroundTownLocs(point loc)
AIGetAirTownLocs(point loc)
AIGetBestCreepSpot(int player, unit creator, fixed createRadius)
AIRandomVal(int player, int which)
Sub State
AINewChooseSubState(int player, int which, int min, int max, int defaultSubState)
AISetSubStateChance(int subState, int chance)
AIChooseSubState()
Transports
AIWantsMultipleTransport(int player)
AISetWantsMultipleTransport(int player, bool enable)
AIGetNumMobileTransports(int player)
Danger
AIAddDetectionDanger(int player, string unitType)
AIDefaultSuspectDetectionDanger(int player)
AIAnyWorkersFleeingNearby(int player, point loc, fixed radius)
AIGetNumEnemies(int player)
AIGetNumAllies(int player)
AIPlacementNearbyFindTest(int player, point loc, fixed range, string unitType)
AIAnyAllyAttacking(int player)
AIBestAllyAttackPoint(int player, wave w)
AIAnyAllyNeedsDefending(int player)
AIBestAllyDefendPoint(int player, wave w)
Suicide
AIGlobalSuicide(int player)
AIIsSuicideUnit(unit u)
AISetUnitSuicide(unit u, bool enable)
AISetGroupSuicide(unitgroup ug, bool enable)
Wave
AIUnitGetWave(unit u)
AIWaveGetUnits(wave w)
AIGetAllEscorts(unit u)
AIGetAllEscortsGroup(unitgroup ug)
AIRemoveUnitFromAnyWaves(unit u)
AIRemoveGroupFromAnyWaves(unitgroup ug)
AIGetUnitsInWavesWithTarget(int player, wavetarget target)
AIIsScriptControlled(unit u)
AISetUnitScriptControlled(unit u, bool enable)
AISetGroupScriptControlled(unitgroup ug, bool enable)
AIIsNotUsableInWaves(unit u)
AISetUnitNotUsableInWaves(unit u, bool enable)
AISetGroupNotUsableInWaves(unitgroup ug, bool enable)
Towns
AISetWantsToUpgrade(unit u)
AIInitCampaignTowns(int player)
AIInitCampaignHarvest(int player)
AIDeclareTown(int player, int town, point center)
AIGetMainTown(int player)
AISetMainTown(int player, int maintown)
AIUpdateMainTown(int player)
AIGetTownState(int player, int town)
AIGetTownEstablishedTime(int player, int town)
AIGetTownLocation(int player, int town)
AIGetClosestTown(int player, point location)
AIGetNextUnusedTownSlot(int player)
AIGetBuildingCountInTown(int player, int town, string aliasUnitType, int countMask)
AIIsTownHarvestRunning(int player, int town)
AIHarvest(int player, int town)
AIHarvestRate(int player, int rate)
AIHarvestBonus(int player, fixed bonus)
AISetGasPeonCountOverride(int player, int town, int desiredGasCount)
AIGetCurPeonCount(int player, int town)
AIGetMinPeonCount(int player, int town)
AIGetMaxPeonCount(int player, int town)
AIGetMineralAmountLeft(int player, int town)
AIGetGasAmountLeft(int player, int town)
AIGetMineralNumSpots(int player, int town)
AIGetRawGasNumSpots(int player, int town)
AIGetGatherLocation(int player, int town)
AIGetGatherDefLocation(int player, int town)
AIExpand(int player, point searchStart, string firstBuilding) - Search and create an expand
AIGetTownThreats(int player, int town)
AIGetObstruction(int player)
AIHasNearbyOpenExpansion(int player)
Scout
AIScout(int player)
AIClearCampaignScout(int player)
AISetNumScouts(int player, int num)
AISetScoutTimes(int player, int starts, int obstructed, int resources, int other)
AIGetNextScoutLoc(int player)
AIAddToExtraScoutGroup(int player, unit u)
AIOfferNewScout(int player, unit u)
Research
AIBuild(int player, int priority, int town, string aliasUnitType, int count, int flags)
AITrain(int player, int priority, int town, string aliasUnitType, int count)
AIResearch(int player, int priority, int town, string aliasUpgradeType)
AIMakeAlways(int player, int priority, int town, string aliasType, int count)
AIMakeOnce(int player, int priority, int town, string aliasType, int count)
AIClearBuildQueue(int play(int player)er)
AIClearTrainQueue
AIClearResearchQueue(int player)
AIHasRes(int player, int minerals, int gas)
AITechCount(int player, string aliasType, int countMask)
AITechCountFixupSingle(int player, string baseUnit, string upgradeOne)
AITechCountFixupEither(int player, string baseUnit, string upgradeOne, string upgradeTwo)
AITechCountFixupInOrder(int player, string baseUnit, string upgradeOne, string upgradeTwo)
AIKnownUnitCount(int player, int testPlayerId, string aliasUnitType)
AIResetCounterUnits(int player)
AICounterUnit(int player, string seeWhat, fixed factor, string makeWhat)
AICounterUnits(int player, int testPlayerId, string makeWhat)
AIGetRallyPoint(unit u)
AISetPowerBuilding(int player, string building)
AISetCreepBuilding(int player, string building, string noCreepBehaviour)
Stock
AIClearStock(int player) - Remove everything from the stock
AIEnableStock(int player) - Start the stock production
AISetStock(int player, int count, string aliasType) - Add an element to the production queue
AISetStockEx(int player, int town, int count, string aliasType, int buildFlags, int stockFlags)
AISetStockOpt(int player, int count, string aliasType)
AISetStockUnitNext(int player, int count, string aliasUnitType, bool when)
AISetStockTown(int player, string aliasUnitTypeTH, string aliasUnitTypeGas)
AISetStockExpand(int player, string aliasUnitTypeTH, int count)
AISetStockExtra(int player, int count, string aliasUnitType, int minerals)
AISetStockFarms(int player, string aliasUnitType, bool onlyNeeded)
AISetStockPeons(int player, int max, string aliasUnitType, bool onlyMinPeons, bool peonMode)
AINewTechStock(int player)
AITechStockAdd(string upgradeType)
AISetStockTechNext(int player)
AILimitStockLarva(int player, string aliasType)
AIHasStock(int player)
AIHasStockFromTown(int player, int town)
AIRemoveStockFromTown(int player, int town)
AIDefaultEconomy(int player, string hall, string gas, string food, string peon, int cap, bool peonMode) - Control the basic production system
AIDefaultExpansion(int player, string hall, int minerals, int gas, int expandFlags)
AIClearLimitTech(int player)
AILimitTech(int player, int totalMin, int totalGas, int buildingMin, int buildingGas, int upgradeMin, int upgradeGas)
AIImportantTech(int player, string aliasType)
AIDefaultGetObjectType(int player, string aliasType)
AIDefaultGetMaker(int player, string aliasType)
AIDefaultGetFirstMissingReq(int player, string aliasType)
AIDefaultGetFirstUnfinishedReq(int player, string aliasType)
AIDefaultGetFullMakeTime(int player, string aliasType)
AIGetBaseName(string aliasType)
AIGetBuildAtName(string aliasType)
AIReqCountAsBuiltObject(int player, string aliasType)
AIReqAddSpecialMaker(string objType, string makerType, string abilName, int abilIndex)
Nuke
AISetNukeDamage(int player, fixed, fixed)
AISetNukeRadiusClose(int player, fixed, fixed)
AISetNukeRadiusMedium(int player, fixed, fixed)
AISetNukeRadiusFar(int player, fixed, fixed)
AISetNukeNukeAbilLink(int player, string)
AISetNukeNukeCastTime(int player, fixed)
AISetNukeNukeEffect(int player, string)
AISetNukeGhost(int player, string)
AISetNukeCloak(int player, string)
AISetNukeCloakAbilLink(int player, string)
AISetNukeCloakCost(int player, fixed)
AISetNukeCloakRegenRate(int player, fixed)
AIBaseThink(unit who, unitgroup candidates)
AIEvalTacticalData(unit u, string)
AICast(unit u, order, marker, bool)
AICastFlee(unit, unit, int, marker)
AINearbyUnits(int player, string, point, fixed, int)
AIFindUnits(int player, string, point, fixed, int)
AISameCommand(unit, unit)
AILastAttacker(unit u)
AILastAttack(unit u)
AIControlWantsToMove(unit u)
AIControlForceToMove(unit u)
AIControlWantsToUnburrow(unit u)
AIControlWantsToBurrow(unit u)
AIControlForceUnburrow(unit u)
AIUnitIsInCombat(unit u)
AIIsIgnoredByWave(unit u)
AISetIgnoredByWave(unit u, bool enable)
AIGetHomePosition(unit u)
AIGetCloakedAttacker(int p)
AIClearCloakedAttacker(int p, point pt)
AISawCloakedUnit(int p)
AIRandomSpawnPoint(int player, region r, fixed minDistFromEnemy, fixed maxDistFromEnemy, fixed maxDistFromBuilding)
AIBestTargetPoint(unitgroup group, int minHits, int damageBase, fixed minScore, fixed radius, point from, fixed range, int bonusAttri)
AIDefaultCombatPriority(unit target, unitgroup attackers, unitgroup enemies)
Filter
AIFilter(int player)
AISetFilterAlliance(aifilter filter, int want)
AISetFilterMarker(aifilter filter, int min, int max, marker m)
AISetFilterSelf(aifilter filter, unit exclude)
AISetFilterBits(aifilter filter, unitfilter uf)
AISetFilterRange(aifilter filter, unit center, fixed radius)
AISetFilterLife(aifilter filter, fixed min, fixed max)
AISetFilterLifeLost(aifilter filter, fixed min, fixed max)
AISetFilterLifePercent(aifilter filter, fixed min, fixed max)
AISetFilterLifeSortReference(aifilter filter, fixed value, fixed distance)
AISetFilterLifeMod(aifilter filter, int type, fixed mod)
AISetFilterLifePerMarker(aifilter filter, fixed each, marker m)
AISetFilterShields(aifilter filter, fixed min, fixed max)
AISetFilterEnergy(aifilter filter, fixed min, fixed max)
AISetFilterPlane(aifilter filter, int plane)
AISetFilterCanAttackEnemy(aifilter filter, int enemyGroundCount, int enemyAirCount)
AISetFilterCanAttackAlly(aifilter filter, bool groundAllies, bool airAllies)
AISetFilterBehaviorCount(aifilter filter, int minBehavior, int maxBehavior, string behaviorType)
AIGetFilterGroup(aifilter filter, unitgroup group)
AIFilterGathering(unitgroup group, int inResource, fixed distance)
AIFilterPathable(unitgroup group, point dest) - Filter the units that can reach the destination
AIFilterCasters(unitgroup group)
AICloakEvaluate(unit u, fixed minEnergy, fixed maxLife, fixed range)
AISetTacticalAttackTargetPoint(unit u, point t)
AISetTacticalAttackTargetUnit(unit u, unit t)
AIUnitGroupGetValidOrder(unitgroup inGroup, order inOrder, unit caster, bool forwards)
AIIsFollowingUnit(unit aiUnit, string unitType)
AIGetPlayerGroup(unitgroup inGroup)
AINearbyPlaneTest(point p, int player, fixed range, int inPlane, int inAlliance)
AIUnitGroupStrength(unitgroup inGroup)
AIAllyEnemyRatio(int player, point p, unitfilter filter, fixed range, fixed minThreshold)
Combat
AICombatTargetProduction(int player, int action)
AICombatTargetDropOffs(int player, int action)
AICombatTargetFood(int player, int action)
AICombatTargetActiveProduction(int player, int action)
AICombatTargetWorkers(int player, int action)
AICombatTargetAllyThreats(int player, int action)
AICombatTargetSelfThreats(int player, int action)
AICombatTargetCurrent(int player, int action)
AICombatTargetAir(int player, int action)
AICombatTargetMovers(int player, int action)
AICombatTargetInjuries(int player, int action)
AICombatTargetInAttackRange(int player, int action)
AICombatTargetThreats(int player, int action)
AICombatTargetHealers(int player, int action)
AICombatTargetSiege(int player, int action)
AICombatTargetAttackers(int player, int action)
AICombatTargetSpecial(int player, int action)
AICombatAvoidTimedUnits(int player, int action)
AICombatAvoidNonThreats(int player, int action)
AICombatAvoidWeakUnits(int player, int action)
AICombatAvoidDisabledUnits(int player, int action)
AITransportIgnore(int player, string unitType)
AITransportSetPanic(int player, fixed value)
AITransportSetReturn(int player, point center)
Evaluation
AIDefenseThreat(int type, int player, wave w)
AIDefenseThreatEval(int type, int player)
AIWaveEval(wave w)
AIWaveEvalRatio(wave w, fixed range)
AIUnitAreaEvalRatio(unit u, fixed range)
AIEvalRatio(int player)
AIEvalSetCustomIndex(int index)
AIEvalAllAllied(int)
AIEvalLargestEnemy(int)
AILastWaveEvalStaticRatio()
AIGetBestTarget(int player, playergroup enemies, point gatherPoint, int flags)
AIFindDropAttackTarget(int player, point gatherPoint)
AILastDropLocation()
AILastDropGoal()
AIGetNextDropTimeCheck(int player)
AISetNextDropTimeCheck(int player, fixed time)
AILastAttackRatio(wave w)
AILastAttackStartEval(wave w)
Wave
AIWaveCreate(waveinfo info, int player, point from)
AIWaveToText(wave w)
AIWaveToString(wave w)
AIWaveGet(int player, int waveName)
AIWaveSet(int player, int waveName, wave waveRef)
AIWaveType(wave waveRef)
AIWaveSetUserData(wave waveRef, int index, int data)
AIWaveGetUserData(wave waveRef, int index)
AIWaveMerge(int player, int waveFrom, int waveInto)
AIWaveMergeMelee(int player)
WaveLastCreated()
AIWaveAddUnit(wave w, unit u)
AIWaveAddUnitPriority(wave w, unit u, int prio)
AIWaveRemoveUnit(wave w, unit u)
AIWaveUnitCount(wave w)
AIWaveDetectorCount(wave w)
AIWaveSetType(wave w, int type, wavetarget target)
AIWaveState(wave w)
AIWaveDelete(wave w)
AIWaveHarassRetreat(int player, wave w, fixed range)
AIWaveIsInCombat(wave w)
AIWaveGetTimeInCombat(wave w)
AIWaveGetTimeSinceCombat(wave w)
AIWaveGetTimeSinceOrdered(wave w)
AIWaveGetTimeSinceRetreat(wave w)
AISetGeneralRebuildCount(int count, bool building, int player)
AISetSpecificRebuildCount(int count, string unitType, int player)
AINearestTownLimitWaveGather(int player, bool enable)
AINearestTownBullyRebuild(int player, bool enable)
Infos
AIWaveInfoCreate()
AIWaveInfo(wave w)
AIWaveInfoAdd(waveinfo info, string unitType, int count)
AIWaveInfoAttack(waveinfo info, int player, point from, wavetarget target, int time)
AIWaveInfoSuicide(waveinfo info, int player, point from, wavetarget target, int time)
AIWaveInfoScout(waveinfo info, int player, point from, int time)
Target
AIWaveTargetAddWaypoint(wavetarget wt, point waypoint, bool useTransport, int index)
AIWaveTargetClearWaypoints(wavetarget wt)
AIWaveTargetUnit(unit u)
AIWaveTargetUnitGroup(unitgroup g)
AIWaveTargetUnitPoint(unit u)
AIWaveTargetPoint(point p)
AIWaveTargetPlayer(playergroup players)
AIWaveTargetMelee(int player)
AIWaveTargetMeleeHarass(int player)
AIWaveTargetMeleeDrop(int player, point dropLoc, point goalLoc)
AIWaveTargetMeleeDefend(int player)
AIWaveTargetMerge(wave w)
AIWaveTargetPatrol(int replaceType)
AIWaveTargetEscort(unitgroup g, int replaceType)
AIWaveTargetEscortNL(unitgroup g, int replaceType)
AIWaveTargetGatherO(int player, int town)
AIWaveTargetGatherD(int player, int town)
AIWaveTargetRegion(region r, int replaceType)
AIWaveTargetGatherOPoint(int player, int town)
AIWaveTargetGatherDPoint(int player, int town)
AIWaveTargetGetUnit(wavetarget wt)
AIWaveTargetGetUnitGroup(wavetarget wt)
AIWaveGetTarget(wave w)
Attack
AIAttackWaveAddUnits(int difficulty, int count, string unitType)
AIAttackWaveSend(int player, int time, bool wait)
AIAttackWaveCancel(wave waveRef)
AIAttackWaveSetGatherPoint(int player, point gather)
AIAttackWaveUseUnit(int player, unit u)
AIAttackWaveUseGroup(int player, unitgroup ug)
AIAttackWaveAddEscortUnit(int player, unit u, unit escort, fixed offset, fixed angle)
AIAttackWaveAddEscortType(int player, string unitType, unit escort, fixed offset, fixed angle)
AIAttackWaveSetTargetUnit(int player, unit u)
AIAttackWaveSetTargetUnitGroup(int player, unitgroup ug)
AIAttackWaveSetTargetUnitPoint(int player, unit u)
AIAttackWaveSetTargetPoint(int player, point p)
AIAttackWaveSetTargetPlayer(int player, playergroup players)
AIAttackWaveSetTargetMelee(int player)
AIAttackWaveSetTargetMeleeHarass(int player)
AIAttackWaveSetTargetMeleeDrop(int player, point dropLoc, point goalLoc)
AIAttackWaveSetTargetMeleeDefend(int player)
AIAttackWaveSetTargetMerge(int player, wave w)
AIAttackWaveSetTargetPatrol(int player, int replaceType)
AIAttackWaveSetTargetEscort(int player, unitgroup g, int replaceType)
AIAttackWaveSetTargetEscortNL(int player, unitgroup g, int replaceType)
AIAttackWaveSetTargetGatherO(int player, int town)
AIAttackWaveSetTargetGatherD(int player, int town)
AIAttackWaveSetTargetRegion(int player, region r, int replaceType)
AIAttackWaveSetGatherEarlyNoReplace(int player)
AIAttackWaveSetKeepAlive(int player)
AIAttackWaveAddWaypoint(int player, point waypoint, bool useTransport)
AIAttackWaveClearWaypoints(int player)
Bully
AIToggleBulliesInRegion(int player, region reg, bool activate)
AIResetBullyRebuildCountsInRegion(int player, region reg)
AIClearAllBullies(int player)
AISetMinimumBullyCount(int count, string unitType, int player)
AIAddBully(int player, string unitType, point loc, int rebuildCount)
AIGetBullyType(unit u)
AISetBullyAttackWavePercent(int percent, int player)