SLIC-Reference : Functions (Alphabetical List)
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SLIC-Reference : Functions (Alphabetical List)

» Categorized List

Entries:

- CTP1 - messages only
- CTP2 - can be triggered (events)
- CTP2 Apolyton Edition  
  - tested
- broken, obsolete - working

Abort void         Causes the current message to not be displayed
Accept void     Accepts the diplomatic request associated with this message
AcceptTradeBid void     Accepts the trade bid associated with this message
AcceptTradeOffer (index) void   Accept a trade offer
AddBuildingToBuildList (city, buildingtype) void       Add the building type to the end of the city's queue
AddCenter (location|unit|city|army) void       Add a recenter event on location to the animation queue Apolyton-thread
AddCity (builtinwithcity) void   Adds a city to the current context in which no reference to the city has yet been made.
AddCityByIndex (owner, index) void   Adds the player's nth city to the context
AddEffect (location, namestr, soundid) void       Add a special effect at location to the animation queue. namestr is the name from speceffid.txt (E.G. "SPECEFFECT_NUKE"), soundid is the ID from sounds.txt (E.G. "SOUND_D_DEFAULTDEATH").
AddEndgameToBuildList (city, endgame) void   Add the endgame object to the end of the city's queue
AddExpelOrder (unit, location) void   Tells the unit to expel another unit at the given location
AddFeat (player, feature) void   Gives the player the specified feature
AddGold (player, amount) void       Give amount gold to player. Negative amounts subtract gold
AddGoods (city) void   Add all the goods in the city's radius to the context
AddMessage void   ?
AddMovement (unit, amount) void       Give unit an additional amount movement points
AddOrder (unit, location) void   Tell the given unit to execute the order that was previously set in the context
AddPops (city, count) int       Increase the population of the given city by count
AddPW (int_player, int_amount) void   Gives int_amount PW to int_player
AddSlaves (city, number, player_victim) void   Takes number citizens from player_vitim's cities and gives them as slaves to city?
AddUnit (unit) void   Add a unit to the context
AddUnitToBuildList (city, unittype) void       Add the unit type to the end of the city's queue Apolyton-thread
AddWonderToBuildList (city, wonder) void       Add the wonder type to the end of the city's queue
AllUnitsCanBeExpelled (location) int   Returns true if all of the units at the location can be expelled
ArmyIsValid (army) int       Returns true if the army is valid
AttachRobot (index) void   Cause the given player to be taken over by an AI player Apolyton-thread
Attract (ldlname) void   Draw a highlight box around the named UI component
AtWarCount (player) int   Returns the number of civs that player is at war with
AtWarWith (player1, player2) int       Returns 1 if war has been declared between player 1 and player 2, 0 otherwise
BlankScreen (blank) void   If blank is non-zero, set the screen to blacked out, otherwise turn it back on
BreakAgreement (agreement_index) void   Break a diplomatic agreement which is set in the context - obviously unimplemented in CTP2 AE
BreakAlliance (player) void   Break an alliance between the current player and the specified player
BreakLeaveOurLands void   Break a stop trespassing agreement between player.1 and player.2
BreakNoPiracy void   Break a no piracy agreement between player.1 and player.2
BuildingType (building) int   Return the building database index of the named building
CanBuySurplus (???player???)   Mysterious and undocumented function of CTP2 that could not be (re-)implemented in CTP2 AE
CancelAgreement (player1, player2, int-agreement) int   Same as break agreement?
CanFormAlliance (player, foreigner) int   Returns 1 if player and foreigner can form an alliance, else 0
CantAttackCity (city, onoff) void       Make the specified city immune to attack/capture if onoff is not 0, set it back to normal if 0 Apolyton-thread
CantAttackUnit (unit, onoff) void   Make the specified unit immune to attack if onoff is not 0, set it back to normal if 0
CantEndTurn (onoff) void   When onoff is 1, set the game in a mode where you cannot end the turn. Calling with onoff to 0 sets things back to normal
Caption (caption) void     Unimplemented according to the original documentation
CaptureCity (player, city) void     Unimplemented according to the original documentation - seems to be supposed to increase the player's strategic preference toward capturing the specified city
CaptureRegion (player, region) void     Unimplemented according to the original documentation - seems to be supposed to increase the player's strategic preference toward capturing the specified region, whatever a region might be
CargoCapacity (unit) int   Returns the number of additional units the unit can carry
CargoSize (unit) int   Returns the current number of units the unit is carrying
CatchUp void   Cause the graphics system to synchronize with the game's internal state (fast forward unit moves, for example)
CellOwner (location) int       Returns the no. of the player who owns the cell, -1 if none does
ChangeDiplomaticState (player1, player2) void       Actually changes diplomatic state according to consideration (ConsiderDiplomaticState)
ChangeGlobalRegard (player, delta, explain_id[, duration]) void   Change the players global regard by delta
ChangeRegardLevel (player1, (delta)level, player2) void     Unimplemented according to the original documentation - supposed to change player 1's regard level toward player 2 by (delta)level
Cities (player) int   Returns the number of cities the player has
CitiesRank (player) int   Returns the ranking of the player by number of cities (1 being the highest)
CityCantRiotOrRevolt (city, onoff) void   Make the specified city immune to riots and revolts if onoff is not 0, set it back to normal if 0
CityCollectingGood (city, good) int   Returns the amount of a particular good being collected in the city
CityFoodDelta (city) int   Returns the city's net food
CityHasBuilding (city, building) int       Returns true if the city has a building of the given type
CityHasWonder (city, wonder-int) int   Returns true if the city has the wonder indexed according to WonderDB
CityIsNamed (city, string) int   Returns true if the city is named string
CityIsValid (cityvar) int       Returns true if the city is valid
CityNameCompare (city, string_id) int   Returns true if the city's name equals the string identified by string_id (e.g. BARBARIAN_CITY_1)
CityStarvationTurns (city) int   If the city is starving, returns the int number of turns before a city begins to lose population
CivilizationIndex (civname) int   Return the database index for the named civilization.
ClearBattleFlag (unit) void   Resets the unit's move points and allows the unit to engage in a battle again during the current turn
ClearBuildQueue (city) void       Remove all items from the build queue of the given city
ClearOrders (unit) void       Clear the unit's army's orders
ComputeCurrentStrategy (player) void   Probably forces the AI to update their strategic state by computing all strategic input (goals, priorities) given before ...
ConsiderDiplomaticState (player1, player2, priority, diplostate, spystr_id, advicestr_id, newsstr_id) void       Player 1 considers his diplomatic state towards player 2 from DiplomacyDB-index with given priority
ConsiderMotivation (player, priority, type[, player|unit|advance]) void   Makes the player consider a motivation with given priority - type is a MOTIVATION_TYPE (valid values: see source). Certain MOTIVATION_TYPEs require additional parameters: player, advance or unit.
ConsiderNewProposal (player1, player2, priority, first_type, second_type, strid1, strid2, strid3) void       Makes first player consider sending a proposal of the given type with the given priority to second player - additional parameters may be needed depending on proposal type
ConsiderResponse (player1, player2, priority, response_type[, optional_parameters_see_source]) void       Makes player 1 consider the response indicated by type with the given priority - optional parameters allow for adding of counter proposals or threats
ConsiderStrategicState (player, priority, strategy) void       Player considers a strategy from StrategyDB with given priority
ControlsRegion (player, ID-region) int   Returns true if the given player is the only player who owns tiles in the region (not necessarily all the tiles in the region) Apolyton-thread
Apolyton-thread
CreateBuilding (city, building) void       Creates a building of the specified type in the city.
CreateCity (owner, nearlocation, distance[, savecity]) int       Create a city belonging to owner, at approximately distance tiles away from nearlocation
CreateCoastalCity (owner, nearlocation, distance[, savecity]) int   Same as CreateCity, but always finds a square next to ocean
CreateUnit (owner, type, nearlocation, distance[, saveunit]) void       Create a unit of the given type belonging to owner approximately distance tiles from nearlocation
CreateWonder (city, wonder) void       Creates a wonder of the specified type in the city.
DamageUnit (unit, hp) void       Subtract hp hit points from unit
DeactivateTutorial void   Turn off the tutorial
DeclareWar (player, foreigner) void   Player declares war upon foreigner
DemandWarFromAllies (demandingplayer, againstplayer) void   Send a diplomatic request demanding that all allies of demanding player declare war on againstplayer
Deselect void   Cause the currently selected unit/city/resource to be deselected
DestroyBuilding (city, building-int) int       Destroys the specified building in the specified city
DetachRobot (index) void   Turn the AI off for the given player Apolyton-thread
DisableChooseResearch void   Disables the choose research dialog when the advance being researched is acquired
DisableClose void     Disallow closing this message from the UI
DisableMessageClass (class) void   Cause all messages of the given class to not be displayed
DisableScreensButton void   Disable the screens button - obviously unimplemented in CTP2 AE
DisableTileImprovementButton void   Disable the tile improvements button - obviously unimplemented in CTP2 AE
DisableTrigger ('trigger_id') void       Disables the named trigger
Distance (location1, location2) int       Returns the distance between location1 and location2
DoAutoUnload void     Do not use this - according to the original documentation
DoCannotAffordMaintenance void     Does nothing
DoCannotAffordSupport void     Does nothing
DoCertainRevolution void     Does nothing
DoCityWillStarve void     Does nothing
DoFreeSlaves (city) void   Frees the slaves in city
DoLandInOcean void     Does nothing
DontAcceptTradeOffer (index) void   Reject a trade offer
DontSave void     After the message is closed, it will not be saved in the Message Log
DoOutOfFuel void     Does nothing
DoPillageOwnLand (unit) void   Pillages the unitís current square, even if it belongs to the unitís owner
DoSellImprovement void     Does nothing
DoYouWillBreakRoute void       Does nothing
Duration (turns) void   Kill this message automatically in n turns
EffectiveAtWarCount (player) int   Returns the number of civs that player is effectively at war with (effective regard < 100 = HOTWAR_REGARD)
EffectiveWarWith (player1, player2) int   Returns 1 if first player is effectively at war with second player (effective regard < 100 = HOTWAR_REGARD)
EnableChooseResearch void   Reenables the choose research dialog
EnableCloseClass (player, class) void   Enable closing of all messages belonging to class, if it was disabled previously
EnableCloseMessage (player, messagename) void   Enable closing of all messages from the named object
EnableMessageClass (class) void   Enable messages belonging to class
EnableScreensButton void   Enable the screens button - obviously unimplemented in CTP2 AE
EnableTileImprovementButton void   Enable the tile improvements button - obviously unimplemented in CTP2 AE
EnableTrigger ('trigger_id') void       Enables the named trigger
EndTurn void   Ends this turn
ExecuteAllOrders void   Cause all units to execute queued up orders
ExitToDesktop void   Does what it says
ExitToShell void   Exits to the main screen
Export (filename) void   Exports a mapfile
ExtractLocation (location, locationvar) void   Get a location from built in variable and put it in locationvar
EyeDropdown (starting index, builtin variable with list) void     Put a dropdown box on the message
EyePoint (location|unit|city[, player, messageid]) void   Put an eyepoint on the message.
FindCityToExtortFrom (player, foreigner, max_value, cityvar) int     unimplemented
FindCoastalCity (player, cityvar) int   Find a city next to the ocean and put it in cityvar
FinishBuilding (city) void   Finish building a settler that was stopped because building it will disband the city
FinishImprovements (location) void       Immediately finish all improvements at the location
Flood (stage) void   Causes a flood (global warming)
ForceRegard (ofPlayer, forPlayer, toRegard) void   Force the regard ofPlayer forPlayer toRegard - obviously unimplemented in CTP2 AE
ForceTurnDisplay void   Changes the turn display to number of turns
FreeAllSlaves void     Frees a city's slaves
GameOver (player, reason) int   End the game for the given player
GeographicRank (player) int   The rank of the player according to how much land they own, 1 being the most
GetAdvanceLevelPercent (player, foreigner) int   Returns player's advance level (number of advances he's researched) as a percentage of foreigner's
GetAgreementDuration (player1, player2, int-agreement) int       Returns the number of turns the first player has had this agreement with the second
GetArmyByIndex (int-player, int-index, armyvar) int       Returns true if the indexed army of the given player exists and stores it into armyvar
GetArmyFromUnit (unit, armyvar) void       Finds the army which contains the unit and saves it into armyvar
GetAtRiskCitiesValue (player, foreigner) int   Returns a number that represents the percentage of player's total value that is threatened by foreigner
GetBioWeaponsCount (player) int   Returns the number of BioWeapons that player owns
GetBorderIncursionBy (player1, player2) int   Returns 1 if second player is trespassing on first player
GetCityByIndex (player-int, index-int, cityvar) int       Returns true if the indexed city of the given player exists and stores it into cityvar
GetCityByLocation (location, cityvar) int   Returns true if there is a city at the given location and stores it in cityvar
GetContinent (location) int   Returns the continent ID of the location Apolyton-thread
GetContinentSize (location) int   Returns the size of the location's continent, the size of the ocean if it's a water tile
GetCounterProposalResult (sender, receiver, player, type) int   Like GetNewProposalResult
GetCurrentPollutionLevel int   Returns the current global pollution level
GetCurrentRound int       Returns the current round
GetCurrentYear   Returns the current year
GetDesiredAdvanceFrom (player, foreigner, min_cost, max_cost) int   Returns the AdvanceDB index of the advance player would desire most to buy from foreigner at a price from min_cost up to max_cost ??
GetDesireWarWith (player, foreigner) int   Returns 1 if player desires war with foreigner, else 0
GetEffectiveRegard (player1, player2) int     Returns regard adjusted for being at war (how much does first player like second player)
GetEmbargo (player, foreigner) int   Returns 1 if foreigner has an embargo on player, else 0 (or -1 if no contact ?)
GetGoldSurplusPercent (player) int   Returns player's current savings as a percentage of what he spends (so >100)
GetLastBorderIncursion (player, foreigner) int   Returns the turn that foreigner last trespassed on player
GetLastColdwarAttack (player1, player2) int   Returns the number of turns since second player last coldwar attacked (goals with coldenemy target?) first player (9999 if never)
GetLastCounterResponseArg     unimplemented
GetLastCounterResponseType (player, foreigner, first/secondtype) int   The returned INT is the NewProposalDB index
GetLastHotwarAttack (player1, player2) int   Returns the number of turns since second player last hotwar attacked (goals with hotenemy target?) first player (9999 if never)
GetLastNewProposalArg     unimplemented
GetLastNewProposalTone (player, foreigner) int   Returns 0 = Magnanimous/Kind, 1 = Friendly/Equal, 2 = Obsequious/Meek, 3 = Naughty/Indignant, 4 = Hostile/Angry
GetLastNewProposalType (player, foreigner, first/second_type) int   The returned INT is the NewProposalDB index
GetLastResponseType (player, foreigner) int   Returns 0 = RESPONSE_INVALID, 1 = RESPONSE_REJECT, 2 = RESPONSE_ACCEPT, 3 = RESPONSE_COUNTER, 4 = RESPONSE_THREATEN
GetLastThreatResponseArg     unimplemented
GetLastThreatResponseType (player, foreigner) int   Returns: 1 = THREAT_DESTROY_CITY, 2 = THREAT_TRADE_EMBARGO, 3 = THREAT_DECLARE_WAR
GetMapHeight int       Returns the map height (no. of tiles)
GetMapWidth int       Returns the map width (no. of tiles)
GetMessageClass (player, index) void   Get the class of message #index belonging to player
GetMostAtRiskCity (player, foreigner, cityvar) int   Stores the player's most at risk city into cityvar
GetNanoWeaponsCount (player) int   Returns the number of NanoWeapons that player owns
GetNearestWater (location, locationvar) void     Get the location of the nearest ocean square to location, putting the result in locationvar Apolyton-thread
GetNeighbor (locationIn, direction, locationOut) int       Given the location variable locationIn, fill in the location of it's neighbor in the specified direction in locationOut
GetNewProposalPriority (player, foreigner, proposal-int) int   Returns the priority for the proposal as determined by the current diplomactic state that player takes toward foreigner
GetNewProposalResult (sender, receiver, player, type) int  
GetNextAdvance (player) int   Returns the AdvanceDB index of the first advance from the player's AdvanceList_XXX that the player has not yet researched
GetNuclearLaunchTarget (player) int   Returns the player index of the civ we'd most like to nuke
GetNuclearWeaponsCount (player) int   Returns the number of NuclearWeapons that player owns
GetPersonalityType (player-int[, personalitytype_int]) int       Returns the personalityDB index of the player's leader
GetPiracyIncomeFrom (player, foreigner) int   Returns the amount of piracy income that player gets from foreigner
GetPollutionLevelPromisedTo   unimplemented
GetProjectedScience (player|city) int   ???
GetPublicRegard (int_player1, int_player2, int_type) int   Returns player1's public regard toward player2 - the last int is a REGARD_EVENT_TYPE, use REGARD_EVENT_ALL = 7 to get total regard
GetRandomNeighbor (location, newlocation) void       Get a random square adjacent to location and put it in newlocation
GetRelativeStrength (player1, player2) int   Returns player1's strength compared to player2 as displayed in the diplomacy manager
GetRevolutionLevel int   Returns the REVOLUTION_LEVEL set in const.txt
GetRiotLevel int   Returns the RIOT_LEVEL set in const.txt
GetRoundsToNextDisaster int   Returns the no. of turns to the next ozone or flood event given the current global pollution-level
GetStopResearchingAdvance (player, foreigner) int   Returns the stop advance database index, -1 if there is no such advance for whatever reason
GetStoredProduction (city) int       Returns how much production a city has stored towards building something.
GetStringDBIndex (stringid) void   Get an integer string id for the named string ID
GetTotalValue (player) int   Returns the total value (whatever that is) of the player's cities
GetTradeFrom (player1, player2) int   Returns how much trade (in gold) player 1 got from player 2
GetTributeFrom (player1, player2) void   Returns how much tribute (in gold) player 1 got from player 2
GetTrust (player1, player2) int   Returns how much does first player trust second player
GetUnitByIndex (int-player, int-index, unitvar) int       Returns true if the indexed unit of the given player exists and stores it into unitvar
GetUnitFromArmy (army, int-index, unitvar) int       Returns true if the army contains a unit given by index (from 0 up to number of units in the army - 1) and stores it into unitvar
GetUnitFromCargo (unit_1, int, unit_2) int   Returns true if unit_1's int'th cargo unit exists and stores it into unit_2?
GetUnitFromCell (location, int-index, unitvar) int       Returns true if there is a unit given by index (from 0 up to number of units in the cell -1) at the given location and stores it into unitvar
GetUnitsAtLocation (location) int       Returns the number of units at the given location
GodMode (onoff) void   Turn God mode on (onoff = 1) or off (onoff = 0)
GoldRank (player) int   Get the rank of the player in terms of how much gold they have. 1 being the highest rank
GoodCount (city, type) int   Returns the number of goods of a particular type in the city's radius
GoodCountTotal (city) int   Returns the number of goods of all types in the city's radius
GoodType (good_name) int   Turn a named good into a good index
GoodVisibutik (city, type) int     Doesn't work
GrantAdvance (player, advance[, reason]) void       Give the player the advance specified
HasAdvance (player, advance_name) int       Returns true if the player has the advance
HasAgreement (player1, player 2, int) int       Returns true if player 1 has agreement with player 2 specified by index
HasAgreementWithAnyone (player, agreement-type) int   Returns true if the player has an agreement of the specified type with anyone
HasGood (location) int       Returns -1 if there is no good at the location, otherwise a number from 0-3 for the good type Apolyton-thread
HasPop (owner, location) int    
HasRiver (location) int       Returns true if there's a river at location
HasSameGoodAsTraded (player) int   A somewhat confusing function
Heal (unit) void   Fully heals the specified unit
Import (filename) void   Imports a mapfile
IsActiveDefender (unit) int   True if the unit is capable of active defense
IsBombardingUnit (unit) int   True if the unit is capable of bombarding
IsBuildingAtHead (city) int   Returns -1 if the cityís build queue has something other than a building at its head, otherwise returns the database index of the building being built
IsBuildingInBuildList (city, buildingtype) int       Returns true if the city's build queue contains that type of building
IsCitySelected int   Returns true if the player has a city selected
IsCivilian (unit) int   True if the unit is civilian
IsCleric (unit) int   True if the unit is a cleric
IsContinentBiggerThan (location, size) int   True if the continent (or ocean) containing location is bigger than size squares
IsCounterBombardingUnit (unit) int   True if the unit is capable of counter bombarding
IsDiplomat (unit) int   True if the unit is a diplomat
IsEndgameInBuildList (city, endgame) int   Returns true if the city's build queue contains that type of end game object
IsFlankingUnit (unit) int   True if the unit is a flanking unit
IsFortress (int-player, location) int       Returns true if the player has a fort at the location
IsHostile (player1, player2) int     Obsolete
IsHumanPlayer (player) int       True if player is not an AI player
IsInRegion (location, ID-region) int   Returns true if location is within the given region Apolyton-thread
Apolyton-thread
IsInZOC (player, location) int   True if the location is in the zone of control of player
IsOnSameContinent (location1, location2) int   Returns true if location1 and location2 are on the same continent
IsPlayerAlive (player) int       True if player is still in the game
IsRoad (player, location) int   Returns true if there is a road-like terrain improvement at the given location that belongs to the player
IsSecondRowUnit (unit) int     Obsolete
IsSlaver (unit) int   True if the unit is a slaver
IsSpaceCity (city) int     Retruns true if the city is in space
IsSpaceUnit (unit) int   True if the unit is capable of moving in space
IsUnderseaCity (city) int   Returns true if the city is in the ocean
IsUnitAtHead (city) int       Returns -1 if the city is not currently building a unit, otherwise returns the database index of the unit being built
IsUnitInBuildList (city, unittype) int       Returns true if the city's build queue contains that kind of unit
IsUnitSelected int   True if the player has a unit selected
IsVeteran (unit) int   Returns true if the unit has veteran status
IsWater (location) int   Returns true if the location is a water tile Apolyton-thread
IsWonderAtHead (city) int       Returns -1 if the cityís build queue has something other than a wonder at its head, otherwise returns the database index of the wonder being built
IsWonderInBuildList (city, wonder) int       Returns true if the city's build queue contains that type of wonder
IsWonderType (wonder, string-type) int   True if wonder is named type
IsWormholeProbe (unit) int     True if the unit is a wormhole probe
Kill void         Kills this message, only works inside buttons
KillBuildingFromBuildList (city, building) void   Removes the building type from the city's build queue
KillCity void     Takes away population until the city is dead
KillClass (class) void   Kills all messages of the given class
KillEndgameFromBuildList (city, endgame) void   Remove the end game object type from the city's build queue
KillEyepointMessage void   When a message is called from an eyepoint, kill the original message with this function
KillMessages (objectname) void   Kill all messages from the named object
KillUnit (unit) void       Kill the unit
KillUnitFromBuildList (city, unit) void   Removes all occurances of that type of unit from the city's build queue
KillWonderFromBuildList (city, wonder) void   Removes the wonder type from the city's build queue
KnowledgeRank (player) int   Rank of the player in terms of number of advances
LeaveRegion (player, region) void     Unimplemented according to the original documentation - seems to be supposed to increase the player's strategic preference toward leaving the specified region, whatever a region might be
Liberate void     Gives the city to good old barbs
LibraryAdvance (int) void       Opens the great library to the appropriate page Apolyton-thread
LibraryBuilding (int) void   Opens the great library to the appropriate page
LibraryConcept (int) void   Opens the great library to the appropriate page
LibraryGovernment (int) void   Opens the great library to the appropriate page
LibraryTerrain (int) void   Opens the great library to the appropriate page
LibraryTileImprovement (int) void   Opens the great library to the appropriate page
LibraryUnit ([unit][int]) void   Opens the great library to the appropriate page
LibraryWonder (int) void   Opens the great library to the appropriate page
LoadGame (name) void   Load the named game
LogRegardEvent (int_player, int_player, regardDelta, regardEvType, ID_string, duration) void   regardDelta is the amount to increase the first player's regard towards the second by Apolyton-thread
MakeLocation (locationvar, x, y) void       Set locationvar to (x,y)
MaxCargoSize (unit) int   Returns the maximum number of units the unit can carry
Message (player, 'message_id') void       Run the messagebox or alertbox named 'message_id' with player as the recipient
MessageAll ('message_id') void       Run the messagebox or alertbox named 'message_id' with every player as a recipient
MessageAllBut (player, 'message_id') void   Run the messagebox or alertbox named 'message_id' with everyone but player as a recipient
MessageClass (int) void     Set the current message to the given class
MessageType (message_type) void         Set the icon for the current message
MilitaryRank (player) int   The rank for the given player in terms of strength of military units
MinimizeAction void   Does something with the message - I have no idea what
mod_CanCityBuildBuilding (city_t theCity, int_t theBuilding) int       Determines which buildings are buildable under certain conditions (int_t index from BuildingDB) Apolyton-thread
mod_CanCityBuildUnit (city_t theCity, int_t theUnit) int       Determines which units are buildable under certain conditions Apolyton-thread
mod_CanCityBuildWonder (city_t theCity, int_t theWonder) int       Determines which wonders are buildable under certain conditions (int_t index from WonderDB) Apolyton-thread
mod_CanPlayerHaveAdvance (player, int) int       Determines if player can have the advance with db index int Apolyton-thread
mod_CityHappiness int   Determines cities happiness, somehow Apolyton-thread
mod_UnitAttack int   Apolyton-thread
Apolyton-thread
mod_UnitDefense int   Apolyton-thread
mod_UnitRangedAttack int   Apolyton-thread
NetworkAccept (player) void   Not documented by Activision
NetworkEject (player) void   Not documented by Activision
OpenBuildQueue (city) void   Opens the buildlist for the specified city
OpenCity void   Open the city status screen
OpenCityTab void   Set the control panel to the city tab - obviously unimplemented in CTP2 AE
OpenCiv void   Open the civ status screen
OpenCivTab void   Set the control panel to the civ tab - obviously unimplemented in CTP2 AE
OpenDiplomacy void   Open the diplomacy screen
OpenInfo void   Open the info screen
OpenLaborTab void   Open the labor tab - obviously unimplemented in CTP2 AE
OpenMaxTab void   Open the max tab - obviously unimplemented in CTP2 AE
OpenOptions void   Open the options screen
OpenProductionTab void   Open the production tab - obviously unimplemented in CTP2 AE
OpenScenarioEditor void   Opens the scenario editor
OpenScience void   Open the science screen
OpenThroneRoom void     Open the throne room
OpenTrade void   Open the trade screen
OpenUnit void   Open the unit status screen
Ozone void   Cause an ozone depletion event
PlantGood (location) void   Add a special resource at location
PlantSpecificGood (location, int_goodsubtype) void   Rather than planting a random good, this allows the specification of which good subtype to plant (0 - no good, 1 - *_GOOD_ONE, 2 - *_GOOD_TWO etc. from goods.txt)
PlayerCityCount (player) int       Returns how many cities the player has
PlayerCivilization (player) int   Return the database index of the player's civilization (the same number returned by CivilizationIndex)
PlayerGold (player) int   Returns the amount of the player's current gold reserve
PlayerHasWonder (player, int) int       Returns true if the player owns the wonder int (index from wonders.txt)
PlayerRationsExp (player) int       Returns the player's rations expectations according to current government
PlayerRationsLevel (player) int   Returns the player's actual rations level
PlayerWagesExp (player) int       Returns the player's wages expectations according to current government
PlayerWagesLevel (player) int   Returns the player's actual wages level
PlayerWorkdayExp (player) int       Returns the player's workday expectations according to current government
PlayerWorkdayLevel (player) int   Returns the player's actual workday level
PlaySound (soundname) void       Play a sound
PopulationRank (player) int   Rank of the player in terms of total population
Preference (prefname) int       Read the value of the given preference (from userprofile.txt/profile.txt). E.G. Preference("Pollution") will return 1 if pollution is enabled for this game, 0 otherwise
QuitToLobby void   Quit to the network lobby in a network game
Random (range) int       Return a random number from 0 to range Apolyton-thread
RecomputeRegard (player) void   Recomputes regard of player towards all other players?
RegardLevel (player1, player2) int   Return player 1's regard toward player 2
Reject void   Reject a diplomatic request from the context
RejectTradeBid void     Reject a trade bid from the context
RemoveAdvance (player, advance) void       Remove the advance from the player
RemoveGood (location) void   Removes any good from the location
Research void   Makes the player start researching an advance - only works in messages where the advance in question is given from the context
return       return CONTINUE, return STOP. If return STOP is used in a pre-event handler, it stops the event from being executed Apolyton-thread
RoundGold (int) int   Rounds off int to the nearest 100
RoundPercentReduction (int) int   Rounds off to a nice percentage, 0 <= int <= 100
SaveGame (name) void   Save a game with the given name
SelectCity (city) void   Select the specified city as if the user clicked on it
SelectUnit (unit) void   Select the specified unit as if the user clicked on it
SendTradeBid void       Obsolete according to the original documentation
SetActionKey (index, string) void   Set the key for key..pressed to the first character in string. (Or to ctrl + second character if the first character is '^')
SetAllCitiesVisible (player) void   Makes all cities visible to the player
SetArmyDetachState (army, int) void   ???
SetCity (index, city) void   Set city.index to city
SetCityByIndex (index, player, cityindex) void   Set cityindex to player's cityindexth city
SetCityVisible (player, string_id) void   Makes the city identified by string_id (e.g. BARBARIAN_CITY_1) visible to the player
SetEmbargo (player, foreigner, state) void   Toggle player to have an embargo against foreigner using 1 = on, 0 = off - actually this will threaten to set an embargo
SetGovernment (index) void     Set the recipient's government to the given type
SetLocation (index, locationvar) void   Set location.index to locationvar
SetNewProposal (player1, player2, priority, first_type, second_type, strid1, strid2, strid3) void   As ConsiderNewProposal, probably doesn't make the first player just consider sending the proposal but send it immediately?
SetOrder (index, order) void   Set an order in the context to the given order
SetPlayer (index, player) void   Set player. to player
SetPreference (prefname, value) int   Set the value of a boolean or integer variable to value. E.G. SetPreference("UnitAnim", 1) will turn unit animations on
SetPW (player, pw) void       Set the player's public works to pw
SetResearching (player, what) void   Set the player to research what
SetResponse (player1, player2, priority, response_type[, optional_parameters_see_source]) void   As ConsiderResponse (but priority should be set to 0 ?)
SetScience (player, level) void     Set the player's science level to level Apolyton-thread
SetStrategicState (player, int) void     Sets the player's strategic state to the given strategy from StrategyDB - only used at gamestart, ConsiderStrategicState should be used during the game. NOTE: Not implemented in CTP2 AE.
SetString (index, stringid) void   Set string. to the string (from the string database) stringid
SetStringByDBIndex (index, stringindex) void   Set string. from the integer string id stringindex
SetTimerGranularity (gran) int   Set SLIC's timer mechanism to check timers every gran seconds
SetTrust (player1, player2) void   Sets first player's trust towards second player to int (which normally should be 0 <= int <= 1000)
SetUnit (index, unit) void   Set unit.index to unit
SetUnitByIndex (index, player, unitindex) void   Set unit.index to player's unitindexth unit
Show void       Open this message immediately instead of showing just an icon
SpaceRank (player) int     The rank of this player in terms of space ownership NOTE: No space in CTP2
SquaredDistance (location1, location2) int       Returns the squared distance between location1 and location2
Stacked (location) int   Returns true if all of the units at the given location are in a single group
StartTimer (index, duration) int   Start timer index, set to expire in duration seconds
StealRandomAdvance void   A spy steals a random advance from a city
StealSpecificAdvance void   A spy steals a specific advance from a city
StopAttract (ldlname) void   Remove a highlight box around the named UI component
StopTimer (int) int   Stop the given timer
StringCompare (string1, string2)   Returns true if string1 equals string2
Surrender (player) void   Unimplemented according to the original documentation
TargetNuclearAttack (player, foreigner, launch_now) void   Target player's nukes onto foreigner's cities and launch if launch_now = 1
Terraform (location, terrain) void       Change location into a different terrain type
TerrainType (location) int       Returns the indexed terrain type of the location
TileHasImprovement (location, int) int       Returns true if the tile has the improvement specified by TerrainImprovementDB-index
Title (stringid) void         Set the title of a message
ToggleVeteran (unit, onoff) void       Switches the unit's veteran status on/off (1 = on, 0 = off).
TradePoints (player) int   Return how many caravans the player has
TradePointsInUse (player) int   Gets the number of trade points ('caravans') being used by player
TradeRank (player) int   The player's rank in terms of number of trade routes
TradeRoutes (player) int   Return how many trade routes the player has
TurnsAtWar (int_player, int_player) int   Returns -1 if they've never been at war and otherwise what it says (0 means they are now at war)
TurnsSinceLastWar (player1, player2) int   Returns the no. of turns since the last war between player 1 and player 2
UnderseaRank (player) int   The player's rank in terms of undersea cities
UnitCount (player, type) int       Return a count of how many units of a given type the player has
UnitHasFlag (unit, [ID]flag) int     unimplemented - was supposed to return true if the given unit has the specified flag
UnitHasUserFlag (unit, flag) int     Returns true if the given unit has a "SET_USER_FLAG " in it's database record
UnitMovementLeft (unit) int       Returns the number of movement points left for the unit. 100 = 1 movement point left, 33 = 1 regular road movement left etc.
UnitsInCell (location) int       Returns the number of units in the cell
UnitType (unitname) int       Return the DB index of the named unit
UseDirector void     Queue this message up via the animation system instead of displaying it immediately Apolyton-thread
WonderOwner (wonder) int   Returns the player who owns the wonder (-1 if no one does)

Latest update: 24.11.2010  ( - recently updated)
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