The following are new commands added with the 2.0.4 patch:
Identifier: override_superfaction_popularity
Parameters: faction type, true/false
Description: Disable normal superfaction popularity processing so that it can be controlled by a script
Sample use: override_superfaction_popularity romans_julii true
Class: SENATE_OVERRIDE_POPULARITY
Implemented: Yes
Identifier: set_faction_senate_standing
Parameters: faction type, value or counter
Description: Set the senate standing of a given faction
Sample use: set_faction_senate_standing romans_julii blib
Class: SENATE_SET_SENATE_POPULARITY_SENATE
Implemented: Yes
Identifier: set_faction_people_standing
Parameters: faction type, value or counter
Description: Set the people standing of a given faction
Sample use: set_faction_people_standing romans_julii 70
Class: SENATE_SET_SENATE_POPULARITY_PEOPLE
Implemented: Yes
Identifier: message_prompt
Parameters: (inside braces) flag_counter, result_counter, title, body and optional image
Description: Creates a new news message with a simple yes/no prompt. Will set flag_counter to 1 and result_counter to 1 or 0 depending on player selection.
Using the same counter for both the flag and result will set it to the result only.
Use ScriptPromptCallback event to detect responses
Sample use: message prompt
{
flag_counter blib
result_counter blob
title string_from_expanded_bi
body string_from_expanded_bi
image event_image_name
Class: SCRIPT_MESSAGE_PROMPT
Implemented: Yes
Identifier: break
Parameters:
Description: immediately exit the current scope
Sample use: break
Class: BREAK_SCOPE
Implemented: Yes
Identifier: set_ao_visible
Parameters: object tag, show/hide and optional region name
Description: set visibility of all ambient objects with the given tag in the specified region (if no region name specified, taken from context)
Sample use: set_ao_visible "dockyard_ships" show ["Latium"]
Class: SET_AO_VISIBLE
Implemented: Yes
Identifier: set_all_ao_visible
Parameters: object tag and show/hide
Description: set visibility of all ambient objects with the given tag throughout the entire map
Sample use: set_ao_visible "shipwrecks" show
Class: SET_ALL_AO_VISIBLE
Implemented: Yes
Identifier: return
Parameters: true/false
Description: return a value from the script and terminate, used for faction spawn scripts
Sample use: return true
Class: SCRIPT_RETURN
Implemented: Yes
Identifier: counter_operation
Parameters: <result counter> = <counter> <operation> <counter>
Description: Sets the result counter to the result of the expression. Valid operations are *, /, +, -
Sample use: counter_operation blib = foo + bar
Class: COUNTER_OPERATION
Implemented: Yes
Identifier: store_counter
Parameters: store_counter <counter name> <storage location> <storage label>
Description: Stores a counter in the given location type in scope, with the label specified
Sample use: store_counter blib settlement blib_in_a_settlement
Class: STORE_COUNTER
Implemented: Yes
Identifier: retrieve_counter
Parameters: retrieve_counter <storage label> <storage location> <counter name>
Description: Extacts a counter with the given label from the location type in scope, and loads it into the supplied counter
Sample use: retrieve_counter blib_in_a_settlement settlement blib
Class: RETREIVE_COUNTER
Implemented: Yes
Identifier: add_religion
Parameters: religion name, region name, commitment to add
Description: Add commitment to a given religion into a region
Sample use: add_religion Christianity Latium -10
Class: ADD_RELIGION
Implemented: Yes
The following new commands have been added to the dictionary for the Remaster:
Identifier: add_hidden_resource
Parameters: region name and resource name
Description: add a hidden resource to a given region
Sample use: add_hidden_resource Latium sparta
Class: ADD_HIDDEN_RESOURCE
Implemented: Yes
Identifier: advance_completed_tasks
Parameters: <task number to set>
Description: Advances the right tutorial panel list of completed tasks to the specified task.
Sample use: advance_completed_tasks 2
Class: ADVANCE_COMPLETED_TASKS
Implemented: Yes
Identifier: allow_campaign_battles
Parameters: yes/no
Description: Allows battles to be started/not started from campaign UI. This is a workaround for how we start the tutorial battles
Sample use: allow_campaign_battles yes
Class: ALLOW_CAMPAIGN_BATTLES
Implemented: Yes
Identifier: block_unit_selection
Parameters: switch, unit
Description: Enable/disable ability to select units.
Sample use: block_unit_selection on player_archers
Class: BLOCK_UNIT_SELECTION
Implemented: Yes
Identifier: box_drag_selection
Parameters: on/off
Description: Switches the ability to use the box drag selection on units in battles.
Sample use: box_drag_selection on;
Class: BOX_DRAG_SELECTION
Implemented: Yes
Identifier: clear_restrict_battle_movement
Parameters: (circle, <x>, <y>)
Description:
Sample use:
Class: CLEAR_RESTRICT_BATTLE_MOVEMENT
Implemented: Yes
Identifier: clear_restrict_strat_movement
Parameters:
Description: Clear the restricted movement
Sample use: clear_restrict_strat_movement
Class: CLEAR_RESTRICT_STRAT_MOVEMENT
Implemented: Yes
Identifier: clear_strat_selection_unblocker
Parameters:
Description: Clears the list of selectable items on the strat map, making everything selectable.
Sample use: clear_strat_selection_unblocker
Class: CLEAR_STRAT_SELECTION_UNBLOCKER
Implemented: Yes
Identifier: click_drag_move
Parameters: on/off
Description: Switches the ability to use the right-click and drag movement on units in battles.
Sample use: click_drag_move on;
Class: CLICK_DRAG_MOVE
Implemented: Yes
Identifier: close_news_panel
Parameters:
Description: instantly closes the news panel
Sample use: close_news_panel;
Class: CLOSE_NEWS_PANEL
Implemented: Yes
Identifier: control_feral_anim
Parameters: string: animation key, string: element id, flag: 'reverse'
Description: Triggers feral animations
Sample use: control_feral_anim tightness order_tightness reverse
Class: FERAL_CONTROL_ANIM
Implemented: Yes
Identifier: create_mercenary_pool
Parameters:
Description:
Sample use:
Class: CREATE_MERCENARY_POOL
Implemented: Yes
Identifier: declare_persistent_counter
Parameters: name of the counter, a single word identifier.
Description: declare a counter that will be persistent between saves and give it an initial value of zero, assuming it hasn't been defined in a previous save
Sample use: declare_persistent_counter blib
Class: DECLARE_PERSISTENT_COUNTER
Implemented: Yes
Identifier: deselect_current_selection
Parameters:
Description: Deselect the currently selected settlement, unit, etc.
Sample use: deselect_current_selection
Class: DESELECT_CURRENT_SELECTION
Implemented: Yes
Identifier: destroy_building
Parameters: settlement name and the building ID
Description: destroy a building in a settlement
Sample use: destroy_building "Rome" market
Class: DESTROY_BUILDING
Implemented: Yes
Identifier: disable_agent_hub_all
Parameters:
Description: Disables all of the given targets from being clickable
Sample use: disable_agent_hub_all (agent | mission)
Class: DISABLE_AGENT_HUB_ALL
Implemented: Yes
Identifier: disable_agent_hub
Parameters: agent name
Description: Disable an agent with a given name
Sample use: disable_agent_hub_agent Decius Curtius
Class: DISABLE_AGENT_HUB_AGENT
Implemented: Yes
Identifier: disable_all_ui_cards
Parameters: card type (unit | character | building)
Description: Disable all ui cards of the given type
Sample use: disable_all_ui_cards building
Class: DISABLE_ALL_UI_CARDS
Implemented: Yes
Identifier: disable_diplomacy_ui
Parameters:
Description: disable all diplomacy ui elements
Sample use: disable_diplomacy_ui
Class: DISABLE_DIPLOMACY_UI
Implemented: Yes
Identifier: disable_move_retinue_all
Parameters: (Character | Ancillary)
Description: Disables all of the given targets from being clickable
Sample use: disable_move_retinue_all (Character | Ancillary)
Class: DISABLE_MOVE_RETINUE_ALL
Implemented: Yes
Identifier: enable_move_retinue_all
Parameters: (Character | Ancillary)
Description: Enable all of the given targets from being clickable
Sample use: disable_move_retinue_all (Character | Ancillary)
Class: ENABLE_MOVE_RETINUE_ALL
Implemented: Yes
Identifier: disable_pause_shortcut_in_campaign
Parameters: true/false
Description: Stop esc from bringing up Pause menu while on campaign map
Sample use: disable_pause_shortcut_in_campaign true;
Class: DISABLE_PAUSE_SHORTCUT_IN_CAMPAIGN
Implemented: Yes
Identifier: disable_popups
Parameters: none
Description: Disable the popup style help in the prologue
Sample use: disable_popups
Class: FERAL_END_PROLOGUE_POPUPS
Implemented: Yes
Identifier: disable_specific_shortcut
Parameters: {element_id}, {shortcut_id}, true/false
Description: This will disable/enable a given keyboard shortcut for a given element (or all elements if element_id is omitted), except the key defined as being the 'quit' key (ESC by default). See data/descr_shortcuts.txt for the element_ids that are useable
Sample use: disable_specific_shortcut camera rot_l true - to disable, disable_specific_shortcut camera rot_l false - to enable it again
Class: DISABLE_SPECIFIC_SHORTCUT
Implemented: Yes
Identifier: disable_ui_card
Parameters: card type (unit | character | building), id, nth instance
Description: Disables a given UI card
Sample use: disable_ui_card building, militia_barracks, 0
Class: DISABLE_UI_CARD
Implemented: Yes
Identifier: e_select_unit
Parameters: N/A
Description: Selects the trigger unit
Sample use: e_select_unit
Class: E_FERAL_SELECT_UNIT
Implemented: Yes
Identifier: enable_agent_hub
Parameters: agent name
Description: Enable an agent with a given name
Sample use: enable_agent_hub_agent Decius Curtius
Class: ENABLE_AGENT_HUB_AGENT
Implemented: Yes
Identifier: enable_agent_hub_all
Parameters:
Description: Enable all of the targets from being clickable
Sample use: enable_agent_hub_all (agent | mission)
Class: ENABLE_AGENT_HUB_ALL
Implemented: Yes
Identifier: enable_all_ui_cards
Parameters: card type (unit | character | building)
Description: Enables all ui cards of the given type
Sample use: enable_all_ui_cards building
Class: ENABLE_ALL_UI_CARDS
Implemented: Yes
Identifier: enable_diplomacy_voices
Parameters: on/off
Description: enable or disable all diplomacy barks
Sample use: enable_diplomacy_voices on
Class: ENABLE_DIPLOMACY_VOICES
Implemented: Yes
Identifier: enable_move_retinue_all
Parameters: (Character | Ancillary)
Description: Enable all of the given targets from being clickable
Sample use: disable_move_retinue_all (Character | Ancillary)
Class: ENABLE_MOVE_RETINUE_ALL
Implemented: Yes
Identifier: enable_move_retinue_all
Parameters: (Character | Ancillary)
Description: Enable all of the given targets from being clickable
Sample use: disable_move_retinue_all (Character | Ancillary)
Class: ENABLE_MOVE_RETINUE_ALL
Implemented: Yes
Identifier: enable_ui_card
Parameters: card type (unit | character | building), id, nth instance
Description: Enables a given UI card
Sample use: enable_ui_card building, militia_barracks, 0
Class: ENABLE_UI_CARD
Implemented: Yes
Identifier: enable_unit_voices
Parameters: on/off
Description: enable or disable all unit command lines
Sample use: enable_unit_voices on
Class: ENABLE_UNIT_VOICES
Implemented: Yes
Identifier: end_benchmark
Parameters: none
Description: Ends a benchmark run
Sample use: end_benchmark
Class: FERAL_END_BENCHMARK
Implemented: Yes
Identifier: finish_battle
Parameters: n/a
Description: Completes the 'Finished' battle phase
Sample use: finish_battle
Class: FINISH_BATTLE
Implemented: Yes
Identifier: for_each
Parameters: [iterator type] in [scope type] <scope identifier (assumed local if not supplied or scope is not faction, character or settlement)>. Scope types are faction, settlement, fort, character, army and unit.
Description: iterate through all instances of a certain type within a given scope (note that unit iterator will always be fed through as player unit)
Sample use: for_each settlement in faction "romans_brutii"
Class: FOR_EACH
Implemented: Yes
Identifier: force_agent_succeed
Parameters: yes/no
Description: Ensures that the chances of agent actions are as normal or 100%
Sample use: force_agent_succeed yes
Class: FORCE_AGENT_SUCCEED
Implemented: Yes
Identifier: force_ai_control
Parameters: n/a
Description: Gives all armies to the AI
Sample use: force_ai_control
Class: FORCE_AI_CONTROL
Implemented: Yes
Identifier: force_autoresolve_outcome
Parameters: target faction
Description: Forces the outcome for the given faction
Sample use: force_autoresolve_outcome roman_julii
Class: FORCE_AUTORESOLVE_OUTCOME
Implemented: Yes
Identifier: force_deselect_trigger
Parameters:
Description: Triggers the Item Deselected event trigger.
Sample use: force_deselect_trigger
Class: FORCE_DESELECT_TRIGGER
Implemented: Yes
Identifier: force_diplomacy
Parameters: (accept | reject), (yes | no)
Description: Forces the ai to either accept or reject diplomacy requests
Sample use: force_diplomacy accept, yes
Class: FORCE_DIPLOMACY
Implemented: Yes
Identifier: force_settlement_tab
Parameters: <tab name> - This can be 'units', 'buildings', 'characters' or 'passengers'
Description: Forces the tab of the settlement ui to change to the specified one.
Sample use: force_settlement_tab units
Class: FORCE_SETTLEMENT_TAB
Implemented: Yes
Identifier: forced_gate_success
Parameters: boolean, chance(optional)
Description: Sets the gate opening chance by a spy to a certain value
Sample use: forced_gate_success on, 100
Class: FORCED_GATE_SUCCESS
Implemented: Yes
Identifier: set_label
Parameters:
Description: Set a label that can be jumped to with a Goto statement
Sample use: set_label location
Class: SET_LABEL
Implemented: Yes
Identifier: hide_ui_element
Parameters: ui ID
Description: Hides a given UI element
Sample use: hide_ui_element faction_button
Class: HIDE_UI_ELEMENT
Implemented: Yes
Identifier: if_not
Parameters: conditions to satisfy to execute the scope
Description: conditional execution
Sample use: if_not TimerElapsed < 1000
Class: IF_NOT
Implemented: Yes
Identifier: goto
Parameters:
Description: jump to a place in the script marked by a label
Sample use: goto location
Class: GOTO
Implemented: Yes
Identifier: include_script
Parameters:
Description: terminate a script
Sample use: include_script
Class: INCLUDE_SCRIPT
Implemented: Yes
Identifier: move_to_settlement
Parameters: settlement name
Description: Moves the camera position to a settlement
Sample use: move_to_settlement Rome
Class: MOVE_TO_SETTLEMENT
Implemented: Yes
Identifier: open_siege_scroll
Parameters: N/A
Description: Opens the siege scroll
Sample use: open_siege_scroll
Class: FERAL_OPEN_SIEGE_SCROLL
Implemented: Yes
Identifier: open_stop_tutorial_confirmation_dialog
Parameters:
Description: Open a confirmation dialog that allows the user to stop the tutorial.
Sample use: open_stop_tutorial_confirmation_dialog
Class: OPEN_STOP_TUTORIAL_CONFIRMATION_DIALOG
Implemented: Yes
Identifier: play_sound_flourish
Parameters: sound_name [force_no_fade]
Description: Plays a sound over the top of any music, with or without a fade
Sample use: play_sound_flourish ANIM_ARCHER_FIRE
Class: PLAY_SOUND_FLOURISH
Implemented: Yes
Identifier: point_at_agent_hub
Parameters: (Agent | Mission), (character name | nth), [circle|square|arrow], [direction]
Description: Points at the agent hub element
Sample use: point_at_agent_hub Mission, 2
Class: POINT_AT_AGENT_HUB
Implemented: Yes
Identifier: point_at_agent_hub
Parameters: (Agent | Mission), (character name | nth), [circle|square|arrow], [direction]
Description: Points at the agent hub element
Sample use: point_at_agent_hub Mission, 2
Class: POINT_AT_AGENT_HUB
Implemented: Yes
Identifier: point_at_diplomacy_offer
Parameters: offer id, [circle|square|arrow], scale X,Y
Description: Points at the offer in the diplomacy panel
Sample use: point_at_diplomacy_offer, diplomacy_item_map_information
Class: POINT_AT_DIPLOMACY_OFFER
Implemented: Yes
Identifier: point_at_move_retinue
Parameters: (Character | Ancillary), character name, [circle|square|arrow]
Description: Points at the target in move retinue
Sample use: point_at_move_retinue Character, 2
Class: POINT_AT_MOVE_RETINUE
Implemented: Yes
Identifier: point_at_strat_position_alt
Parameters: strategy map position
Description: separate point_at_strat with different properties
Sample use: point_at_strat_position_alt, slot 1, 83, 84, y_offset -70
Class: POINT_AT_STRAT_POSITION_ALT
Implemented: Yes
Identifier: release_music_control
Parameters: none
Description: Releases script control over the music, letting it play and transition normally
Sample use: release_music_control
Class: RELEASE_MUSIC_CONTROL
Implemented: Yes
Identifier: remove_hidden_resource
Parameters: region name and resource name
Description: remove a hidden resource to a given region
Sample use: remove_hidden_resource Latium sparta
Class: REMOVE_HIDDEN_RESOURCE
Implemented: Yes
Identifier: rename_settlement_in_region
Parameters: region name and new settlement name
Description: rename a settlement to a given name
Sample use: rename_settlement_in_region Latium "Reme"
Class: RENAME_SETTLEMENT
Implemented: Yes
Identifier: restrict_battle_movement
Parameters: (circle, (location <x>, <y>) | (label <label>)
Description:
Sample use:
Class: RESTRICT_BATTLE_MOVEMENT
Implemented: Yes
Identifier: clear_restrict_strat_movement
Parameters:
Description: Clear the restricted movement
Sample use: clear_restrict_strat_movement
Class: CLEAR_RESTRICT_STRAT_MOVEMENT
Implemented: Yes
Identifier: script_log
Parameters: the message to be logged
Description: logs a message to the console/stdout (not the in-game romeshell)
Sample use: script_log This is a message, use it for logging in scripts.
Class: FERAL_LOG
Implemented: Yes
Identifier: select_captial
Parameters: N/A
Description: selects the player's capital
Sample use: select_captial
Class: SELECT_PLAYER_CAPTIAL
Implemented: Yes
Identifier: set_advice_page
Parameters: <page number>
Description: Sets the page number of a type D advice panel. Page numbers start at 1.
Sample use: set_advice_page 2;
Class: SET_ADVICE_PAGE
Implemented: Yes
Identifier: set_battle
Parameters: file name
Description:
Sample use:
Class: SET_BATTLE
Implemented: Yes
Identifier: set_label
Parameters:
Description: Set a label that can be jumped to with a Goto statement
Sample use: set_label location
Class: SET_LABEL
Implemented: Yes
Identifier: set_marriage_allowed
Parameters: on/off
Description: Controls if the automatic marriage proposals are triggered at the start of the round
Sample use: set_marriage_allowed on
Class: SET_MARRIAGES_ALLOWED
Implemented: Yes
Identifier: set_min_formation_width
Parameters: <min formation width>
Description: Sets the minimum width that the player can have their units at.
Sample use: set_min_formation_width 10;
Class: SET_MINIMUM_UNIT_WIDTH
Implemented: Yes
Identifier: set_strat_camera_speed
Parameters: strategy camera speed
Description: Sets the movement speed of the camera
Sample use: set_strat_camera_speed 15
Class: SET_STRAT_CAMERA_SPEED
Implemented: Yes
Identifier: show_annotations
Parameters: <annotations file>
Description: Display the annotations file
Sample use: show_annotations doop
Class: FERAL_SHOW_ANNOTATIONS
Implemented: Yes
Identifier: show_building_info
Parameters: N/A
Description: Trys to show a building info for the currently selected settlement
Sample use: show_building_info
Class: SHOW_BUILDING_INFO
Implemented: Yes
Identifier: show_movie
Parameters: file [file/path], width [uint], height [uint], x [int], y [int]
Description: Displays a movie
Sample use: show_movie data/path/to/moviefile path/to/moviewidth 640height 360x 200y 150end_show_movie
Class: SHOW_MOVIE
Implemented: Yes
Identifier: show_ui_element
Parameters: ui ID
Description: Shows a given UI element
Sample use: show_ui_element faction_button
Class: SHOW_UI_ELEMENT
Implemented: Yes
Identifier: show_unit_info
Parameters: N/A
Description: Trys to show a unit's info for the currently selected settlement
Sample use: show_unit_info
Class: SHOW_UNIT_INFO
Implemented: Yes
Identifier: snap_to_settlement
Parameters: settlement name
Description: Snaps camera position to a settlement
Sample use: snap_to_settlement Rome
Class: SNAP_TO_SETTLEMENT
Implemented: Yes
Identifier: spawn_character_child
Parameters: faction, age, birth_season, father, name, surname
Description: Spawns a new character with given parameters and a given father
Sample use: spawn_character_child romans_julii, age 15, birth_season spring, father Flavius Julius, name Gnaeus, surname Julius
Class: SPAWN_CHARACTER_CHILD
Implemented: Yes
Identifier: start_benchmark
Parameters: name
Description: Starts logging frametime benchmark data
Sample use: start_benchmark campaign
Class: FERAL_START_BENCHMARK
Implemented: Yes
Identifier: stop_all_point_at_indicators
Parameters:
Description:
Sample use:
Class: STOP_ALL_POINT_INDICATORS
Implemented: Yes
Identifier: stop_point_at_indicator
Parameters:
Description:
Sample use:
Class: STOP_POINT_AT_INDICATOR
Implemented: Yes
Identifier: strat_selection_unblocker
Parameters: Settlement|Character, On|Off, Settlement/Character name
Description: Adds the given character/settlement to a list of selectable items on the strat map. All units are unblocked by default until the first is added with this command - then they're all blocked.
Sample use: strat_selection_unblocker settlement on Ariminum
Class: STRAT_SELECTION_UNBLOCKER
Implemented: Yes
Identifier: toggle_minimap
Parameters:
Description: Toggles the top-right map in the strat view.
Sample use: toggle_minimap;
Class: TOGGLE_MAP
Implemented: Yes
Identifier: trigger_marriage_proposal
Parameters:
Description: Triggers a marriage proposal for a player.
Sample use: trigger_marriage_proposal
Class: TRIGGER_MARRIAGE_PROPOSAL
Implemented: Yes
Identifier: ui_card_selection_lock
Parameters: on/off
Description: Switches the ability to select/deselect unit cards.
Sample use: ui_card_selection_lock on;
Class: UI_CARD_SELECTION_LOCK
Implemented: Yes
Identifier: unit_group_automate_attack
Parameters: group_label enemy_unit_label
Description: Instructs an automated unit group to attack a specified enemy unit
Sample use: unit_group_automate_attack enemy_unit
Class: UNIT_GROUP_AUTOMATE_ATTACK
Implemented: Yes
Identifier: unit_group_automate_defend_position
Parameters: group_label location radius
Description: Instructs an automated unit group to defend position
Sample use: unit_group_automate_defend_position 106 -56 75
Class: UNIT_GROUP_AUTOMATE_DEFEND_POSITION
Implemented: Yes
Identifier: unit_order_move_to_orientation
Parameters: unit_label x y width_in_men rotation_in_degrees run (optional)
Description: orders the specified unit to move to the specified position with a specified rotation and orientation
Sample use: unit_order_move_to_orientation cohort1 100 60 20 45 run
Class: UNIT_ORDER_MOVE_TO_ORIENTATION
Implemented: Yes
Identifier: while_not
Parameters: conditions to satisfy to execute this while
Description: start a while loop
Sample use: while_not TimerElapsed < 1000
Class: WHILE_NOT
Implemented: Yes
The following commands have been added updated or extended for the Remaster:
Identifier: hide_all_revealed_tiles
Parameters:
Description: restore all tile shrouds
Sample use: hide_all_revealed_tiles
Class: HIDE_ALL_REVEALED_TILES
Implemented: Yes
Identifier: play_sound_event
Parameters: <event id> [<index>] [tag = <something>] [ignore_volume_prefs]
Description: Plays sound event
Sample use: play_sound_event PREBATTLE_TEST
Class: PLAY_SOUND_EVENT
Implemented: Yes
Identifier: reveal_tile
Parameters: strategy map position
Description: remove the shroud from the tile
Sample use: reveal_tile 25, 43
Class: REVEAL_TILE
Implemented: Yes
Identifier: select_ui_element
Parameters: element id (see available_ui_element_ids.txt for appropriate identifiers)
Description: Use in conjunction with simulate mouse click to store the element that will next recieve the simulated mouse click
Sample use: select_ui_element hud_show_buildings_tab
simulate_mouse_click lclick_down
Class: SELECT_ELEMENT
Implemented: Yes
Identifier: set_music_state
Parameters: tension, mobilize, battle or custom
Description: Sets the music state in the battle
Sample use: set_music_state mobilize
Class: SET_MUSIC_STATE
Implemented: Yes
Identifier: simulate_mouse_click
Parameters: [lclick_down|lclick_up|rclick_down|rclick_up|ldbl_click]
Description: Acts as if the given mouse event had happened on the currently 'selected' ui_element (see 'select_ui_element' command)
Sample use: select_ui_element hud_show_buildings_tab
simulate_mouse_click lclick_down
Class: SIMULATE_MOUSE_CLICK
Implemented: Yes