Difference between revisions of "Script/LogicEnums"

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(EBuildingEvent)
 
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Line 62: Line 62:
 
   Completed
 
   Completed
 
   Remains
 
   Remains
 +
 +
==EBuildingProduction==
 +
  Upgrade
 +
  Technology
 +
  Unit
 +
  Resource
 +
  Action
 +
  Spell
  
 
==ECreatureType==
 
==ECreatureType==
Line 99: Line 107:
 
   IdleCry
 
   IdleCry
 
   IdlePray
 
   IdlePray
 +
  IdleSleep
 +
  InfectedLying01
 +
  InfectedLying02
 +
  InfectedLying03
 +
  InfectedSitting01
 +
  InfectedSitting02
 +
  InfectedSitting03
 
   WalkSlow
 
   WalkSlow
 +
  WalkSlowLeft
 +
  WalkSlowRight
 
   Walk
 
   Walk
 +
  WalkLeft
 +
  WalkRight
 
   Run
 
   Run
 +
  RunLeft
 +
  RunRight
 
   Carry
 
   Carry
 
   CarrySack
 
   CarrySack
 
   CarryShoulder
 
   CarryShoulder
 +
  RotateLeft
 +
  RotateRight
 
   Build
 
   Build
 
   Chop
 
   Chop
Line 114: Line 137:
 
   Drop
 
   Drop
 
   Attack
 
   Attack
  AttackSpear
 
 
   AttackPunch
 
   AttackPunch
 
   AttackSword
 
   AttackSword
Line 124: Line 146:
 
   AttackBow
 
   AttackBow
 
   AttackCrossbow
 
   AttackCrossbow
 +
  AttackSpear
 
   AttackMassive
 
   AttackMassive
 
   KnockdownShortFront
 
   KnockdownShortFront
Line 151: Line 174:
 
   CastSpecial09
 
   CastSpecial09
 
   CastSpecial10
 
   CastSpecial10
 +
  Warcry
 +
  Feint
 +
  ShieldBash
 +
  CallToArms
 +
  Trap
 
   TalkCalm
 
   TalkCalm
 
   TalkExcited
 
   TalkExcited
Line 160: Line 188:
 
   ListenWounded
 
   ListenWounded
 
   HelpUp
 
   HelpUp
 +
  Stunned
 +
  CastSpecial11
 +
  CastSpecial12
 +
  CastSpecial13
 +
  CastSpecial14
 +
  CastSpecial15
 +
  CastSpecial16
 +
  CastSpecial17
 +
  CastSpecial18
 +
  CastSpecial19
 +
  CastSpecial20
 +
  StaggerBack
 +
  Throw
 +
  DestroyRune
 +
  Disagree
 +
  Salute
 +
  Cheering
 +
  Examine
 +
  Take
 +
  Give
 +
  Loot
 +
  Preach
 +
  PrayStanding
 +
  PrayKneeling
 +
  Recover
 +
  GazeDistance
 +
  Pant
 +
  Desperate
 +
  BoundPole
 +
  TouchForgeEnter
 +
  TouchForgeLoop
 +
  BleedingOutLoop
 +
  BleedingOutDie
 +
  BoundOnKneesEnter
 +
  BoundOnKneesLoop
 +
  BoundOnKneesExit
 +
  KneelEnter
 +
  KneelLoop
 +
  KneelExit
 +
  SleepEnter
 +
  SleepLoop
 +
  SleepExit
 +
  CastEnter
 +
  CastLoop
 +
  CastExit
 +
  FloatingEnter
 +
  FloatingLoop
 +
  FloatingExit
 +
  TrapSoulEnter
 +
  TrapSoulLoop
 +
  TrapSoulExit
 +
  SoulRipped
 +
  JoinConsciousness
 +
  CoverFace
 +
  Weep
 +
  LeanAgainstWall
 +
  ScreamEnter
 +
  Scream
 +
  ScreamExit
 +
  ScreamExitLoop
 +
  ScreamStandup
 +
  TalkAngry
 +
  ListenAngry
 +
  TalkGossip
 +
  ListenGossip
 +
  TalkSad
 +
  ListenSad
 +
  TalkAnnoyed
 +
  ListenAnnoyed
 +
  Apathy
 +
  FrightenedEnter
 +
  FrightenedLoop
 +
  FrightenedExit
 +
  KneelingShockedEnter
 +
  KneelingShockedLoop
 +
  KneelingShockedExit
 +
  TalkScared
 +
  ListenScared
 +
  WalkBound
 +
  IdleBound
 +
  StasisGrip
 +
  DeathByMask
 +
  ActivateAmulet
 +
  Sacrificing
 +
  LeanOnAltar
 +
  ChargeScream
 +
  None
 +
 +
==ECreatureCommand==
 +
  NewSelection
 +
  AddToSelection
 +
  Move
 +
  Stop
 +
  HoldPosition
 +
  AttackPosition
 +
  AttackEntity
 +
  BombPosition
 +
  SpellPosition
 +
  SpellEntity
 +
  Die
 +
  BuildSectorCenter
 +
  Interact
 +
  Teleport
 +
  MoveFormation
 +
  Approach
 +
  DirectControl
 +
  DemolishSectorCenter
 +
  WaitForHeroes
 +
  FollowPath
 +
  FollowCreature
 +
  Patrol
 +
 +
==ERace==
 +
  Human
 +
  Elf
 +
  Dwarf
 +
  Orc
 +
  DarkElf
 +
  Goblin
 +
  Troll
 +
  Wildlife
 +
  Demon
 +
  Undead
 +
  Archfire
 +
  Golem
 +
  IronOne
 +
  Dragonoid
 +
  Medusa
 
   None
 
   None
  
Line 204: Line 360:
 
   Loot        // A hero opens a loot container
 
   Loot        // A hero opens a loot container
 
   Talk        // A hero talks to another character
 
   Talk        // A hero talks to another character
 +
  Trade      // A hero opens a trader's trade window
 +
  TradeEnded  // A hero closes a trader's trade window
 
   Switch      // A hero interacts with a switch
 
   Switch      // A hero interacts with a switch
 
   Examine    // A hero interacts with any other object type
 
   Examine    // A hero interacts with any other object type
Line 226: Line 384:
 
   AllInAggroRange      // The entire party is in aggro range of the creature or building _sTargetName
 
   AllInAggroRange      // The entire party is in aggro range of the creature or building _sTargetName
 
   AllOutsideAggroRange // No party member is in aggro range of the creature or building _sTargetName
 
   AllOutsideAggroRange // No party member is in aggro range of the creature or building _sTargetName
   HeroJoined // A new hero has joined the party
+
   HeroJoined           // A new hero has joined the party
   HeroLeft   // A hero has left the party
+
   HeroLeft             // A hero has left the party
 +
  HeroAttacking        // Any hero is attacking the creature or building _sTargetName (or anything, if _sTargetName is empty)
 +
  HeroSummonedCreatures// Any hero has summoned creatures via spell
 +
  AbilityPointsGained  // Any hero has gained ability points
 +
  AttributePointsGained// Any hero has gained attribute points
 +
  SpellUnlocked        // A hero has learned a new spell
 +
  PerkUnlocked        // A hero has gained a new perk
 +
  ArchfireUnlocked    // A hero has unlocked archfire
 +
  QuestStarted        // The hero party has received a new quest
 +
  QuestUpdated        // A quest in the hero party's journal has been updated (task activated/completed/failed)
 +
  QuestCompleted      // The hero party has successfully completed a quest
 +
  QuestFailed          // The hero party has failed to complete a quest 
 +
  HeroRevivePeriodEnded// The player failed to revive a downed party member in time which must now be revived at a godstone
 +
  DialogueStarted      // One of the hoeries in the party initiated a dialogue
 +
  LeavingMap          // The hero party is about to leave the current map
 +
 
 +
'''NOTE''': For all ''CanSee''/''CannotSee'' and ''InAggroRange''/''OutsideAggroRange'' event types, _sParam may optionally be set to the value ''"Enemy"''. This will cause the event to be triggered for any enemy creature or building in range.
  
 
==EInventoryEvent==
 
==EInventoryEvent==
Line 234: Line 408:
 
   Used
 
   Used
 
   Read
 
   Read
 +
 +
==ECreatureInventoryEvent==
 +
  Equipped
 +
  Unequipped
 +
  Used
 +
  Consumed
  
 
==ECreatureEvent==
 
==ECreatureEvent==
Line 247: Line 427:
 
   EnteredAggroRange  // triggers once the target creature comes within aggro range of the creature or building specified by _sParam
 
   EnteredAggroRange  // triggers once the target creature comes within aggro range of the creature or building specified by _sParam
 
   LeftAggroRange      // triggers once the target creature is no longer in aggro range of the creature or building specified by _sParam
 
   LeftAggroRange      // triggers once the target creature is no longer in aggro range of the creature or building specified by _sParam
 +
  RevivePeriodEnded  // triggers once the target creature has died and it's bleedout timer has run out
 +
  SummonedCreatures  // triggers when the target creature has summoned one or more creatures via spell
 
   FollowPathWait      // triggers once the target creature stops to wait for the hero party during a follow path command
 
   FollowPathWait      // triggers once the target creature stops to wait for the hero party during a follow path command
 
   FollowPathResume    // triggers once the target creature resumes after waiting for the hero party during a follow path command
 
   FollowPathResume    // triggers once the target creature resumes after waiting for the hero party during a follow path command
 
   FollowPathFinished  // triggers once the target creature has finished following its assigned path
 
   FollowPathFinished  // triggers once the target creature has finished following its assigned path
 +
  GoToFinished        // triggers once the target creature has finished a GoTo/Move command
 
   TimedActionFinished // triggers once the target creature has successfully finished a timed action
 
   TimedActionFinished // triggers once the target creature has successfully finished a timed action
 
   TimedActionCanceled // triggers once a timed action performed by the target creature has been canceled prematurely
 
   TimedActionCanceled // triggers once a timed action performed by the target creature has been canceled prematurely
 +
 +
'''NOTE''': For the even types ''CanSee'', ''CannotSee'', ''EnteredAggroRange'' and ''LeftAggroRange'', _sParam may optionally be set to the value ''"Enemy"''. This will cause the event to be triggered for any enemy creature or building in range.
  
 
==EBuildingEvent==
 
==EBuildingEvent==
Line 257: Line 442:
 
   Completed
 
   Completed
 
   Destroyed
 
   Destroyed
 +
  Repaired
 
   Charging
 
   Charging
 
   Charged
 
   Charged
   ProductionStarted
+
   ProductionStarted         // Extended event parameter: Name of produced assignment
   ProducationStalled
+
   ProducationStalled       // Extended event parameter: Name of produced assignment
   ProductionFinished
+
   ProductionFinished       // Extended event parameter: Name of produced assignment
 +
  ProductionCanceled        // Extended event parameter: Name of produced assignment
 
   WorkerAssignmentChanged
 
   WorkerAssignmentChanged
 +
  OwnerChanged
 +
  GodstonePortalChanged    // Extended event parameter: Script name of target godstone
  
 
==EBuildingCreatureEvent==
 
==EBuildingCreatureEvent==
 
   CreaturesSpawned    // Triggered when creatures are spawned by a building
 
   CreaturesSpawned    // Triggered when creatures are spawned by a building
 +
 +
==ELogicObjectEvent==
 +
  Looted              // Triggered whenever one or more items are removed from an item container
 +
  AllLooted          // Triggered once the last item has been removed from an item container
 +
  Unlocked            // Triggered once a locked object has been unlocked
 +
  LootDropped        // Triggered when a lootable object has been dropped by a creature
  
 
==ESectorEvent==
 
==ESectorEvent==
Line 278: Line 473:
 
==EUIEvent==
 
==EUIEvent==
 
   EntitySelected
 
   EntitySelected
  EnableTutorials
 
  ResetTutorials
 
 
   PlayerMarker
 
   PlayerMarker
 +
  CharacterCreatorClosed
 +
  CutsceneFinished
 +
  VideoFinished
 +
  BuildModeEntered
 +
  FinalChoiceApproved
 +
  FinalChoiceCanceled
  
 
==EUIWindow==
 
==EUIWindow==
Line 289: Line 488:
 
   PartyAbilities
 
   PartyAbilities
 
   QuestJournal
 
   QuestJournal
   CharacterCreator
+
   ArchfireSelection
 +
  FinalChoice
  
 
==EQuestState==
 
==EQuestState==
Line 305: Line 505:
 
Flags that control the behavior and permissions of an AI.
 
Flags that control the behavior and permissions of an AI.
 
   CanControlUnits
 
   CanControlUnits
 +
  CanControlHeroes
 
   CanControlBuildings
 
   CanControlBuildings
 
   CanControlProduction
 
   CanControlProduction
Line 320: Line 521:
 
   CanProduceUnits
 
   CanProduceUnits
 
   CanUpgradeUnits
 
   CanUpgradeUnits
 +
 +
==EItemProperty==
 +
  BlueprintUpgrade
 +
  Blueprint
 +
  QuestItem
 +
  CanStack
 +
  CanTrade
 +
  CanConsume
 +
  CanRead
 +
  CanUse
 +
  Undestroyable
 +
  TwoHandedWeapon

Latest revision as of 16:15, 14 May 2020

EEntityType

 Static
 Creature
 Building
 Effect
 ResourceDeposit
 LogicObject
 Invalid

EDamageType

 Pierce
 Slash
 Blunt
 Thrust
 Crush
 Siege
 Fire
 Ice
 Air
 White
 Black
 Arcane
 Irresistible
 Undefined

EResource

Types of RTS resources in the game.

 Wood
 Planks
 Stone
 Brick
 IronOre
 Iron
 IronBar
 BlackAsh
 BlackAshPackage
 BlackAshPotion
 Fish
 Meat
 Food
 Lenya
 LenyaPackage
 LenyaEssence
 Aria
 AriaCask
 DistilledAria
 None

EBuildingType

 Default
 SectorCenter
 ResourceCollector
 ResourceProducer
 UnitProducer
 Sentry
 CreepSpawn
 Charge

EBuildingStage

 Planned
 Construction
 Completed
 Remains

EBuildingProduction

 Upgrade
 Technology
 Unit
 Resource
 Action
 Spell

ECreatureType

 Character
 Summon
 Unit
 Mob
 Animal
 Worker
 Founder

ECreatureAttribute

 Strength
 Dexterity
 Intelligence
 Constitution
 Willpower

ECreatureAnimation

 Idle
 IdleAlerted
 IdleCombat
 IdleShoulder
 IdleResting01
 IdleResting02
 IdleResting03
 IdleResting04
 IdleSweep
 IdleCleanvase
 IdleLookout
 IdleSitting
 IdleBench
 IdleGround
 IdleDrunkStanding
 IdleArguingAgg
 IdleArguingDef
 IdleCry
 IdlePray
 IdleSleep
 InfectedLying01
 InfectedLying02
 InfectedLying03
 InfectedSitting01
 InfectedSitting02
 InfectedSitting03
 WalkSlow
 WalkSlowLeft
 WalkSlowRight
 Walk
 WalkLeft
 WalkRight
 Run
 RunLeft
 RunRight
 Carry
 CarrySack
 CarryShoulder
 RotateLeft
 RotateRight
 Build
 Chop
 Dig
 Crop
 Gut
 Fish
 PickUp
 Drop
 Attack
 AttackPunch
 AttackSword
 AttackDualWield
 AttackTwoHandedPolearm
 AttackTwoHandedSword
 AttackTwoHandedAxe
 AttackTwoHandedStaff
 AttackBow
 AttackCrossbow
 AttackSpear
 AttackMassive
 KnockdownShortFront
 KnockdownShortBack
 KnockdownFarFront
 KnockdownFarBack
 StandUpFront
 StandUpBack
 Hit
 Die
 Resurrection
 Spawn
 CastInstantSelf
 CastInstantEnemy
 CastShortSelf
 CastShortEnemy
 CastLongSelf
 CastLongEnemy
 CastSpecial01
 CastSpecial02
 CastSpecial03
 CastSpecial04
 CastSpecial05
 CastSpecial06
 CastSpecial07
 CastSpecial08
 CastSpecial09
 CastSpecial10
 Warcry
 Feint
 ShieldBash
 CallToArms
 Trap
 TalkCalm
 TalkExcited
 ListenCalm
 ListenExcited
 TalkDying
 ListenDying
 TalkWounded
 ListenWounded
 HelpUp
 Stunned
 CastSpecial11
 CastSpecial12
 CastSpecial13
 CastSpecial14
 CastSpecial15
 CastSpecial16
 CastSpecial17
 CastSpecial18
 CastSpecial19
 CastSpecial20
 StaggerBack
 Throw
 DestroyRune
 Disagree
 Salute
 Cheering
 Examine
 Take
 Give
 Loot
 Preach
 PrayStanding
 PrayKneeling
 Recover
 GazeDistance
 Pant
 Desperate
 BoundPole
 TouchForgeEnter
 TouchForgeLoop
 BleedingOutLoop
 BleedingOutDie
 BoundOnKneesEnter
 BoundOnKneesLoop
 BoundOnKneesExit
 KneelEnter
 KneelLoop
 KneelExit
 SleepEnter
 SleepLoop
 SleepExit
 CastEnter
 CastLoop
 CastExit
 FloatingEnter
 FloatingLoop
 FloatingExit
 TrapSoulEnter
 TrapSoulLoop
 TrapSoulExit
 SoulRipped
 JoinConsciousness
 CoverFace
 Weep
 LeanAgainstWall
 ScreamEnter
 Scream
 ScreamExit
 ScreamExitLoop
 ScreamStandup
 TalkAngry
 ListenAngry
 TalkGossip
 ListenGossip
 TalkSad
 ListenSad
 TalkAnnoyed
 ListenAnnoyed
 Apathy
 FrightenedEnter
 FrightenedLoop
 FrightenedExit
 KneelingShockedEnter
 KneelingShockedLoop
 KneelingShockedExit
 TalkScared
 ListenScared
 WalkBound
 IdleBound
 StasisGrip
 DeathByMask
 ActivateAmulet
 Sacrificing
 LeanOnAltar
 ChargeScream
 None

ECreatureCommand

 NewSelection
 AddToSelection
 Move
 Stop
 HoldPosition
 AttackPosition
 AttackEntity
 BombPosition
 SpellPosition
 SpellEntity
 Die
 BuildSectorCenter
 Interact
 Teleport
 MoveFormation
 Approach
 DirectControl
 DemolishSectorCenter
 WaitForHeroes
 FollowPath
 FollowCreature
 Patrol

ERace

 Human
 Elf
 Dwarf
 Orc
 DarkElf
 Goblin
 Troll
 Wildlife
 Demon
 Undead
 Archfire
 Golem
 IronOne
 Dragonoid
 Medusa
 None

ELogicObjectType

 Container
 NavBlocker
 Switch
 QuestMarker

EFactionRelation

 Allied
 Hostile
 Neutral

EItemSlot

 None
 PrimaryHand
 SecondaryHand
 Head
 Neck
 Torso
 Ring1
 Ring2
 Holster
 Item

ECreatureEquipMode

 Give           // Give item to creature. If a previous item was equipped, move it to inventory. 
 FromInventory  // Take item to equip from inventory. Do nothing if the item is not in the inventory. If a previous item was equipped, move to inventory.
 Replace        // Replace item in given slot, effectively destroying the currently equipped item.

ECreatureUnequipMode

 Remove          // Remove the item from the given slot, effectively destroying it.
 AddToInventory  // Add the unequipped item to the party inventory.
 Drop            // Drop the unequipped item at the creature's feet.

EBuildingCustomState

 Script1
 Script2
 Script3

EHeroPartyEvent

Event types which may be triggered by the hero party.

 Loot        // A hero opens a loot container
 Talk        // A hero talks to another character
 Trade       // A hero opens a trader's trade window
 TradeEnded  // A hero closes a trader's trade window
 Switch      // A hero interacts with a switch
 Examine     // A hero interacts with any other object type
 Interact    // Triggered by any interaction of a hero, including all of the above.
 Killed      // A hero is killed
 Wiped       // All heroes are dead simultaneously
 LevelUp     // The hero party gains a new level
 AllInside   // The entire hero party is within a given trigger
 AllOutside  // The entire hero party is outside a given trigger
 AnyInside   // Any party member enters a given trigger
 AnyOutside  // Any party member leaves a given trigger
 AllInsideSector      // The entire hero party is within a given sector
 AllOutsideSector     // The entire hero party is outside a given sector
 AnyInsideSector      // Any party member enters a given sector
 AnyOutsideSector     // Any party member leaves a given sector
 AnyCanSee            // Any party member can see the creature or building _sTargetName
 AnyCannotSee         // Any party member can no longer see the creature or building _sTargetName
 AllCanSee            // The entire party can see the creature or building _sTargetName
 AllCannotSee         // No party member can see the creature or building _sTargetName
 AnyInAggroRange      // Any party member is in aggro range of the creature or building _sTargetName
 AnyOutsideAggroRange // Any party member is no longer in aggro range of the creature or building _sTargetName
 AllInAggroRange      // The entire party is in aggro range of the creature or building _sTargetName
 AllOutsideAggroRange // No party member is in aggro range of the creature or building _sTargetName
 HeroJoined           // A new hero has joined the party
 HeroLeft             // A hero has left the party
 HeroAttacking        // Any hero is attacking the creature or building _sTargetName (or anything, if _sTargetName is empty)
 HeroSummonedCreatures// Any hero has summoned creatures via spell
 AbilityPointsGained  // Any hero has gained ability points
 AttributePointsGained// Any hero has gained attribute points
 SpellUnlocked        // A hero has learned a new spell
 PerkUnlocked         // A hero has gained a new perk
 ArchfireUnlocked     // A hero has unlocked archfire
 QuestStarted         // The hero party has received a new quest
 QuestUpdated         // A quest in the hero party's journal has been updated (task activated/completed/failed)
 QuestCompleted       // The hero party has successfully completed a quest
 QuestFailed          // The hero party has failed to complete a quest  
 HeroRevivePeriodEnded// The player failed to revive a downed party member in time which must now be revived at a godstone
 DialogueStarted      // One of the hoeries in the party initiated a dialogue
 LeavingMap           // The hero party is about to leave the current map

NOTE: For all CanSee/CannotSee and InAggroRange/OutsideAggroRange event types, _sParam may optionally be set to the value "Enemy". This will cause the event to be triggered for any enemy creature or building in range.

EInventoryEvent

 Added
 Removed
 Used
 Read

ECreatureInventoryEvent

 Equipped
 Unequipped
 Used
 Consumed

ECreatureEvent

 Killed              // triggers once the target creature has been killed
 Damaged             // triggers each time the target receives damage
 Resurrected         // triggers once the target creature has been resurrected after previously being dead/non-existant
 EnteredArea         // triggers once the target creature enters the given area
 LeftArea            // triggers once the target creature leaves the given area
 EnteredSector       // triggers once the target creature enters the given sector
 LeftSector          // triggers once the target creature leaves the given sector
 CanSee              // triggers once the target creature can see the creature or building specified by _sParam
 CannotSee           // triggers once the target creature can no longer see the creature or building specified by _sParam
 EnteredAggroRange   // triggers once the target creature comes within aggro range of the creature or building specified by _sParam
 LeftAggroRange      // triggers once the target creature is no longer in aggro range of the creature or building specified by _sParam
 RevivePeriodEnded   // triggers once the target creature has died and it's bleedout timer has run out
 SummonedCreatures   // triggers when the target creature has summoned one or more creatures via spell
 FollowPathWait      // triggers once the target creature stops to wait for the hero party during a follow path command
 FollowPathResume    // triggers once the target creature resumes after waiting for the hero party during a follow path command
 FollowPathFinished  // triggers once the target creature has finished following its assigned path
 GoToFinished        // triggers once the target creature has finished a GoTo/Move command
 TimedActionFinished // triggers once the target creature has successfully finished a timed action
 TimedActionCanceled // triggers once a timed action performed by the target creature has been canceled prematurely

NOTE: For the even types CanSee, CannotSee, EnteredAggroRange and LeftAggroRange, _sParam may optionally be set to the value "Enemy". This will cause the event to be triggered for any enemy creature or building in range.

EBuildingEvent

 Placed
 Completed
 Destroyed
 Repaired
 Charging
 Charged
 ProductionStarted         // Extended event parameter: Name of produced assignment
 ProducationStalled        // Extended event parameter: Name of produced assignment
 ProductionFinished        // Extended event parameter: Name of produced assignment
 ProductionCanceled        // Extended event parameter: Name of produced assignment
 WorkerAssignmentChanged
 OwnerChanged
 GodstonePortalChanged     // Extended event parameter: Script name of target godstone

EBuildingCreatureEvent

 CreaturesSpawned    // Triggered when creatures are spawned by a building

ELogicObjectEvent

 Looted              // Triggered whenever one or more items are removed from an item container
 AllLooted           // Triggered once the last item has been removed from an item container
 Unlocked            // Triggered once a locked object has been unlocked
 LootDropped         // Triggered when a lootable object has been dropped by a creature

ESectorEvent

 OwnerChanged

EFollowPathWaitMode

Describes what a creature should wait for while following a path.

 WaitForAnyHeroes    // at least one hero must be present before moving on
 WaitForAllHeroes    // entire hero party must be present before moving on
 WaitForAvatar       // the avatar must be present before moving on

EUIEvent

 EntitySelected
 PlayerMarker
 CharacterCreatorClosed
 CutsceneFinished
 VideoFinished
 BuildModeEntered
 FinalChoiceApproved
 FinalChoiceCanceled

EUIWindow

Different types of UI windows which can be accessed from the script

 WorldMap
 LocalMap
 PartyInventory
 PartyAbilities
 QuestJournal
 ArchfireSelection
 FinalChoice

EQuestState

Possible states of a quest or quest task.

 Unfinished   // The quest or task has not been finished yet.
 Completed    // The quest or task has been completed successfully.
 Failed       // The quest or task has not been fulfilled.

ESoundTrack

 TrackMusic
 TrackAmbient
 TrackReverb

EAIFlag

Flags that control the behavior and permissions of an AI.

 CanControlUnits
 CanControlHeroes
 CanControlBuildings
 CanControlProduction
 CanAttack
 CanScout
 CanExpand
 CanDefend
 CanLoot
 CanManageEquipment
 CanAssignAttributes
 CanAssignSkills
 CanBuild
 CanUpgradeBuildings
 CanManageWorkers
 CanProduceUnits
 CanUpgradeUnits

EItemProperty

 BlueprintUpgrade
 Blueprint
 QuestItem
 CanStack
 CanTrade
 CanConsume
 CanRead
 CanUse
 Undestroyable
 TwoHandedWeapon

EEntityType

 Static
 Creature
 Building
 Effect
 ResourceDeposit
 LogicObject
 Invalid

EDamageType

 Pierce
 Slash
 Blunt
 Thrust
 Crush
 Siege
 Fire
 Ice
 Air
 White
 Black
 Arcane
 Irresistible
 Undefined

EResource

Types of RTS resources in the game.

 Wood
 Planks
 Stone
 Brick
 IronOre
 Iron
 IronBar
 BlackAsh
 BlackAshPackage
 BlackAshPotion
 Fish
 Meat
 Food
 Lenya
 LenyaPackage
 LenyaEssence
 Aria
 AriaCask
 DistilledAria
 None

EBuildingType

 Default
 SectorCenter
 ResourceCollector
 ResourceProducer
 UnitProducer
 Sentry
 CreepSpawn
 Charge

EBuildingStage

 Planned
 Construction
 Completed
 Remains

ECreatureType

 Character
 Summon
 Unit
 Mob
 Animal
 Worker
 Founder

ECreatureAttribute

 Strength
 Dexterity
 Intelligence
 Constitution
 Willpower

ECreatureAnimation

 Idle
 IdleAlerted
 IdleCombat
 IdleShoulder
 IdleResting01
 IdleResting02
 IdleResting03
 IdleResting04
 IdleSweep
 IdleCleanvase
 IdleLookout
 IdleSitting
 IdleBench
 IdleGround
 IdleDrunkStanding
 IdleArguingAgg
 IdleArguingDef
 IdleCry
 IdlePray
 WalkSlow
 Walk
 Run
 Carry
 CarrySack
 CarryShoulder
 Build
 Chop
 Dig
 Crop
 Gut
 Fish
 PickUp
 Drop
 Attack
 AttackSpear
 AttackPunch
 AttackSword
 AttackDualWield
 AttackTwoHandedPolearm
 AttackTwoHandedSword
 AttackTwoHandedAxe
 AttackTwoHandedStaff
 AttackBow
 AttackCrossbow
 AttackMassive
 KnockdownShortFront
 KnockdownShortBack
 KnockdownFarFront
 KnockdownFarBack
 StandUpFront
 StandUpBack
 Hit
 Die
 Resurrection
 Spawn
 CastInstantSelf
 CastInstantEnemy
 CastShortSelf
 CastShortEnemy
 CastLongSelf
 CastLongEnemy
 CastSpecial01
 CastSpecial02
 CastSpecial03
 CastSpecial04
 CastSpecial05
 CastSpecial06
 CastSpecial07
 CastSpecial08
 CastSpecial09
 CastSpecial10
 TalkCalm
 TalkExcited
 ListenCalm
 ListenExcited
 TalkDying
 ListenDying
 TalkWounded
 ListenWounded
 HelpUp
 None

ELogicObjectType

 Container
 NavBlocker
 Switch
 QuestMarker

EFactionRelation

 Allied
 Hostile
 Neutral

EItemSlot

 None
 PrimaryHand
 SecondaryHand
 Head
 Neck
 Torso
 Ring1
 Ring2
 Holster
 Item

ECreatureEquipMode

 Give           // Give item to creature. If a previous item was equipped, move it to inventory. 
 FromInventory  // Take item to equip from inventory. Do nothing if the item is not in the inventory. If a previous item was equipped, move to inventory.
 Replace        // Replace item in given slot, effectively destroying the currently equipped item.

ECreatureUnequipMode

 Remove          // Remove the item from the given slot, effectively destroying it.
 AddToInventory  // Add the unequipped item to the party inventory.
 Drop            // Drop the unequipped item at the creature's feet.

EBuildingCustomState

 Script1
 Script2
 Script3

EHeroPartyEvent

Event types which may be triggered by the hero party.

 Loot        // A hero opens a loot container
 Talk        // A hero talks to another character
 Switch      // A hero interacts with a switch
 Examine     // A hero interacts with any other object type
 Interact    // Triggered by any interaction of a hero, including all of the above.
 Killed      // A hero is killed
 Wiped       // All heroes are dead simultaneously
 LevelUp     // The hero party gains a new level
 AllInside   // The entire hero party is within a given trigger
 AllOutside  // The entire hero party is outside a given trigger
 AnyInside   // Any party member enters a given trigger
 AnyOutside  // Any party member leaves a given trigger
 AllInsideSector      // The entire hero party is within a given sector
 AllOutsideSector     // The entire hero party is outside a given sector
 AnyInsideSector      // Any party member enters a given sector
 AnyOutsideSector     // Any party member leaves a given sector
 AnyCanSee            // Any party member can see the creature or building _sTargetName
 AnyCannotSee         // Any party member can no longer see the creature or building _sTargetName
 AllCanSee            // The entire party can see the creature or building _sTargetName
 AllCannotSee         // No party member can see the creature or building _sTargetName
 AnyInAggroRange      // Any party member is in aggro range of the creature or building _sTargetName
 AnyOutsideAggroRange // Any party member is no longer in aggro range of the creature or building _sTargetName
 AllInAggroRange      // The entire party is in aggro range of the creature or building _sTargetName
 AllOutsideAggroRange // No party member is in aggro range of the creature or building _sTargetName
 HeroJoined  // A new hero has joined the party
 HeroLeft    // A hero has left the party

EInventoryEvent

 Added
 Removed
 Used
 Read

ECreatureEvent

 Killed              // triggers once the target creature has been killed
 Damaged             // triggers each time the target receives damage
 Resurrected         // triggers once the target creature has been resurrected after previously being dead/non-existant
 EnteredArea         // triggers once the target creature enters the given area
 LeftArea            // triggers once the target creature leaves the given area
 EnteredSector       // triggers once the target creature enters the given sector
 LeftSector          // triggers once the target creature leaves the given sector
 CanSee              // triggers once the target creature can see the creature or building specified by _sParam
 CannotSee           // triggers once the target creature can no longer see the creature or building specified by _sParam
 EnteredAggroRange   // triggers once the target creature comes within aggro range of the creature or building specified by _sParam
 LeftAggroRange      // triggers once the target creature is no longer in aggro range of the creature or building specified by _sParam
 FollowPathWait      // triggers once the target creature stops to wait for the hero party during a follow path command
 FollowPathResume    // triggers once the target creature resumes after waiting for the hero party during a follow path command
 FollowPathFinished  // triggers once the target creature has finished following its assigned path
 TimedActionFinished // triggers once the target creature has successfully finished a timed action
 TimedActionCanceled // triggers once a timed action performed by the target creature has been canceled prematurely

EBuildingEvent

 Placed
 Completed
 Destroyed
 Charging
 Charged
 ProductionStarted
 ProducationStalled
 ProductionFinished
 WorkerAssignmentChanged

EBuildingCreatureEvent

 CreaturesSpawned    // Triggered when creatures are spawned by a building

ESectorEvent

 OwnerChanged

EFollowPathWaitMode

Describes what a creature should wait for while following a path.

 WaitForAnyHeroes    // at least one hero must be present before moving on
 WaitForAllHeroes    // entire hero party must be present before moving on
 WaitForAvatar       // the avatar must be present before moving on

EUIEvent

 EntitySelected
 EnableTutorials
 ResetTutorials
 PlayerMarker

EUIWindow

Different types of UI windows which can be accessed from the script

 WorldMap
 LocalMap
 PartyInventory
 PartyAbilities
 QuestJournal
 CharacterCreator

EQuestState

Possible states of a quest or quest task.

 Unfinished   // The quest or task has not been finished yet.
 Completed    // The quest or task has been completed successfully.
 Failed       // The quest or task has not been fulfilled.

ESoundTrack

 TrackMusic
 TrackAmbient
 TrackReverb

EAIFlag

Flags that control the behavior and permissions of an AI.

 CanControlUnits
 CanControlBuildings
 CanControlProduction
 CanAttack
 CanScout
 CanExpand
 CanDefend
 CanLoot
 CanManageEquipment
 CanAssignAttributes
 CanAssignSkills
 CanBuild
 CanUpgradeBuildings
 CanManageWorkers
 CanProduceUnits
 CanUpgradeUnits