AddAbilityTrackingData | function AddAbilityTrackingData(H7AbilityTrackingData Data) |
AddAdvObject | function AddAdvObject(H7AdventureObject objectissimo) |
AddAoCBuffSite | function AddAoCBuffSite(H7AreaOfControlBuffSite aocBuffSite) |
AddArmy | function int AddArmy(H7AdventureArmy Army) |
AddArmyAtIndex | function AddArmyAtIndex(H7AdventureArmy Army, int Index) |
AddBattleSite | function AddBattleSite(H7BattleSite Site) |
AddCaravan | function AddCaravan(H7CaravanArmy Army) |
AddCellFOWChange | event AddCellFOWChange(SequenceAction cellChangeNode) |
AddCellLayerChange | event AddCellLayerChange(SequenceAction cellChangeNode) |
AddCellPassabilityChange | event AddCellPassabilityChange(SequenceAction cellChangeNode) |
AddCustomNeutralDwelling | function AddCustomNeutralDwelling(H7CustomNeutralDwelling costumDwelling) |
AddDenOfThieves | function AddDenOfThieves(H7DenOfThieves den) |
AddDestructionManipulator | function AddDestructionManipulator(H7DestructibleObjectManipulator Obj) |
AddDwelling | function AddDwelling(H7Dwelling Dwelling) |
AddFort | function AddFort(H7Fort fort) |
AddGarrison | function AddGarrison(H7Garrison garrison) |
AddLoadSaveMatinee | function AddLoadSaveMatinee(SeqAct_Interp Mat) |
AddLossesForPlayer | function AddLossesForPlayer(H7Player dasPlayer, int Losses, H7Creature creatureType) |
AddMerchant | function AddMerchant(H7Merchant Mine) |
AddMine | function AddMine(H7Mine Mine) |
AddPermanentBonusSite | function AddPermanentBonusSite(H7PermanentBonusSite Site) |
AddPreparedSpellToLearn | function AddPreparedSpellToLearn(H7InstantCommandLearnSpell Command) |
AddTeleporter | function AddTeleporter(H7Teleporter porter) |
AddTown | function AddTown(H7Town Town) |
AllowMatinees | function AllowMatinees() |
AllPlayersHaveQuit | function bool AllPlayersHaveQuit() |
ApplyGameModeGfxSettings | function ApplyGameModeGfxSettings() |
ApplyOutline | function ApplyOutline() |
ApplyQuickCombatImpact | function ApplyQuickCombatImpact(out H7QuickCombatStack Stack, H7HeroAbility Spell, QuickCombatImpact CurrentImpact, H7QuickCombatHero Hero) |
ApplyQuickCombatImpactWarcry | function ApplyQuickCombatImpactWarcry(out H7QuickCombatStack Stack, H7QuickCombatHero Hero) |
AtLeastOneWeekHasPassed | function AtLeastOneWeekHasPassed() |
AutoFocusArmyForPlayer | function AutoFocusArmyForPlayer(H7Player pl) |
AutoSelectArmy | function AutoSelectArmy(optional bool shouldFocus = true) |
BeginTurn | function BeginTurn() |
CalculateInputAllowed | function CalculateInputAllowed(optional H7Player thePlayer = none) |
CanQueueCommand | function bool CanQueueCommand() |
CarryOutNegotiationAI | function CarryOutNegotiationAI(H7AdventureArmy heroArmy, H7AdventureArmy creatureArmy, bool join, optional array<H7ResourceQuantity> Cost, optional bool Force, optional bool forceFlee = false) |
ChangeGameSpeed | event ChangeGameSpeed(H7EditorArmy Army) |
CheckVictoryCondition | native function CheckVictoryCondition() |
CheckYourPrivilege | native function CheckYourPrivilege(H7Player Player) |
CleanCombatMapForGC | native function CleanCombatMapForGC(string CombatMapName) |
CleanCurrentRetreatTimer | function CleanCurrentRetreatTimer() |
ClearAllArmyNegotiationData | native function ClearAllArmyNegotiationData() |
ClearRetreatTimer | function ClearRetreatTimer() |
CreateNeutralPlayer | protected function H7Player CreateNeutralPlayer() |
CreateQuickCombatHero | function CreateQuickCombatHero(H7EditorHero Hero, out H7QuickCombatHero quickCombatHero, float armyRelation) |
CreateQuickCombatStacks | function CreateQuickCombatStacks(array<H7BaseCreatureStack> baseStacks, H7QuickCombatHero Hero, out array<H7QuickCombatStack> quickCombatStacks, bool IsAttacker, bool moralePenalty, float healthMultiplier) |
CreateQuickCombatTowers | function CreateQuickCombatTowers(H7TowerUnit towerTemplate, out array<H7QuickCombatStack> towers) |
CreateQuickCombatWarfareUnits | function CreateQuickCombatWarfareUnits(array<H7EditorWarUnit> Templates, out array<H7QuickCombatStack> warfareUnits, bool IsAttacker) |
Defeat | native function Defeat() |
DehighlightAdventureObjects | native function DehighlightAdventureObjects() |
DeleteCaravan | function DeleteCaravan(int caravanID) |
DoBackToAdventureFade | protected function DoBackToAdventureFade() |
DoBackToAdventureFromCombat | function DoBackToAdventureFromCombat(H7AdventureArmy victoriousArmy, H7AdventureArmy defeatArmy) |
DoQuickCombatCreatureAction | function int DoQuickCombatCreatureAction(out H7QuickCombatStack Stack, out array<H7QuickCombatStack> enemyStacks, bool CanMove) |
DoQuickCombatHeroAction | function array DoQuickCombatHeroAction(out H7QuickCombatHero Hero, out array<H7QuickCombatStack> enemyStacks, out array<H7QuickCombatStack> myStacks, float armyRelation, out H7HeroAbility usedSpell) |
DoQuickCombatTowerAction | function int DoQuickCombatTowerAction(out H7QuickCombatStack Stack, out array<H7QuickCombatStack> enemyStacks) |
DoQuickCombatWarfareUnitAction | function int DoQuickCombatWarfareUnitAction(out H7QuickCombatStack Stack, out array<H7QuickCombatStack> myStacks, out array<H7QuickCombatStack> enemyStacks, out int wasFriendly, H7QuickCombatHero Hero) |
DumpCurrentState | function DumpCurrentState(H7Player pl) |
EnableMapView | event EnableMapView() |
EndAITurn | function EndAITurn() |
EndMyTurn | function EndMyTurn() |
EndMyTurnComplete | function EndMyTurnComplete() |
EndPlayerTurn | function EndPlayerTurn(int currentPlayerIndex, optional bool UpdateTurnCounter = true, optional bool isGameStart = false) |
FinalizeAfterCombat | function FinalizeAfterCombat(out H7AdventureArmy attackingArmy, out H7AdventureArmy defendingArmy, H7CombatArmy attackingArmyCombat, H7CombatArmy defendingArmyCombat, optional bool QuickCombat = false, optional bool addLocalGuard = true, optional bool updateLocalGuard = false) |
FinalizeSerialize | event FinalizeSerialize() |
FindLocalPlayer | native function H7Player FindLocalPlayer() |
FinishCombat | function FinishCombat(H7AdventureArmy victoriousArmy, H7AdventureArmy defeatArmy, bool attackerWon, H7BattleSite battleSite, H7RunicBox runicBox, H7AreaOfControlSite aocSite) |
FinishHeroTurn | function FinishHeroTurn() |
GetAbilityTrackingData | function array<H7AbilityTrackingData> GetAbilityTrackingData() |
GetActivePlayers | function array<H7Player> GetActivePlayers(bool ignoreNeutral) |
GetAdvArmyOnCombatByPlayer | function H7AdventureArmy GetAdvArmyOnCombatByPlayer(H7Player fromPlayer) |
GetAdvObjectList | function array<H7AdventureObject> GetAdvObjectList() |
GetAI | function H7AiAdventureMap GetAI() |
GetAIAggressivenessFromDifficulty | function H7StructsAndEnumsNative.EHeroAiAggressiveness GetAIAggressivenessFromDifficulty(H7StructsAndEnumsNative.EAIDifficulty diff) |
GetAIAllowQuickCombat | function bool GetAIAllowQuickCombat() |
GetAllTargetable | native function GetAllTargetable(out array<H7IEffectTargetable> Targets) |
GetAmountOfObelisks | function int GetAmountOfObelisks() |
GetAnyActivePlayer | function H7Player GetAnyActivePlayer(bool ignoreNeutral) |
GetAoCOwnerByWorldLocation | function H7Town GetAoCOwnerByWorldLocation(Vector Point) |
GetAPRLevel | function H7StructsAndEnumsNative.EAPRLevel GetAPRLevel(H7AdventureArmy attackingArmy, H7AdventureArmy defendingArmy, optional array<H7BaseCreatureStack> additionalStacks) |
GetArmies | function array<H7AdventureArmy> GetArmies() |
GetArmiesCurrentlyOnMap | native function GetArmiesCurrentlyOnMap(out array<H7AdventureArmy> armies) |
GetArmyAttacker | function H7AdventureArmy GetArmyAttacker() |
GetArmyAttackerCombat | function H7CombatArmy GetArmyAttackerCombat() |
GetArmyByHeroID | function H7AdventureArmy GetArmyByHeroID(int heroId) |
GetArmyDefender | function H7AdventureArmy GetArmyDefender() |
GetArmyDefenderCombat | function H7CombatArmy GetArmyDefenderCombat() |
GetArmyToSelect | native function H7AdventureArmy GetArmyToSelect(array<H7AdventureHero> Heroes) |
GetBaseNegotiationChance | function float GetBaseNegotiationChance(H7StructsAndEnumsNative.EAPRLevel threatLevel) |
GetBeforeBattleArea | function H7AreaOfControlSite GetBeforeBattleArea() |
GetBeforeCombatUAC | function int GetBeforeCombatUAC() |
GetCalendar | function H7Calendar GetCalendar() |
GetCampaign | native function H7CampaignDefinition GetCampaign() |
GetCastableSpellsForQuickCombatHero | function GetCastableSpellsForQuickCombatHero(H7QuickCombatHero Hero, out array<H7HeroAbility> Spells) |
GetCombatMapName | function string GetCombatMapName(H7AdventureArmy defendingArmy) |
GetConfig | function H7AdventureConfiguration GetConfig() |
GetCouncilMapManager | function H7CouncilMapManager GetCouncilMapManager() |
GetCurrentBattleSite | function H7BattleSite GetCurrentBattleSite() |
GetCurrentCaravanArmies | function array<H7CaravanArmy> GetCurrentCaravanArmies() |
GetCurrentGameMode | function H7StructsAndEnums.EGameMode GetCurrentGameMode() |
GetCurrentPlayer | native function H7Player GetCurrentPlayer() |
GetCurrentPlayerHeroes | function array<H7AdventureHero> GetCurrentPlayerHeroes(optional bool withoutGarrison = false) |
GetCurrentRetreatTimeLeft | function int GetCurrentRetreatTimeLeft() |
GetCurrentRunicBoxSite | function H7RunicBox GetCurrentRunicBoxSite() |
GetCurrentTimeLeft | function float GetCurrentTimeLeft() |
GetCursor | function H7AdventureCursor GetCursor() |
GetDenOfThievesList | function array<H7DenOfThieves> GetDenOfThievesList() |
GetDestructionManipulators | function array<H7DestructibleObjectManipulator> GetDestructionManipulators() |
GetForceQuickCombat | function H7StructsAndEnumsNative.EForceQuickCombat GetForceQuickCombat() |
GetFortList | function array<H7Fort> GetFortList() |
GetGameSettings | function H7LobbyDataGameSettings GetGameSettings() |
GetGlobalTradeModifier | function float GetGlobalTradeModifier() |
GetGridController | function H7AdventureGridManager GetGridController() |
GetHallOfHeroesManager | function H7HallOfHeroesManager GetHallOfHeroesManager() |
GetHumanPlayerIndex | function int GetHumanPlayerIndex() |
GetInstance | static function H7AdventureController GetInstance() |
GetLandscapes | function array<Landscape> GetLandscapes() |
GetLastCombatEndReason | function H7StructsAndEnums.H7CombatEndReason GetLastCombatEndReason() |
GetLastDetectedOOSUAC | function int GetLastDetectedOOSUAC() |
GetLocalPlayer | native function H7Player GetLocalPlayer(optional bool allowNone = false) |
GetLocalPlayerHeroes | function array<H7AdventureHero> GetLocalPlayerHeroes(optional bool withoutGarrison = false) |
GetMapFileName | function string GetMapFileName() |
GetMapInfo | function H7MapInfo GetMapInfo() |
GetMapSettings | function H7LobbyDataMapSettings GetMapSettings() |
GetMerchantList | function array<H7Merchant> GetMerchantList() |
GetMines | function array<H7Mine> GetMines() |
GetNegotiationImpressionModifier | function float GetNegotiationImpressionModifier(H7StructsAndEnumsNative.EAPRLevel threatLevel) |
GetNeutralGrowthMultiplier | function float GetNeutralGrowthMultiplier() |
GetNeutralPlayer | event H7Player GetNeutralPlayer() |
GetNumOfPlayers | function int GetNumOfPlayers() |
GetPlayerArmies | native function array<H7AdventureArmy> GetPlayerArmies(H7Player fromPlayer, optional bool checkHasHero = false) |
GetPlayerArmyToSelect | native function GetPlayerArmyToSelect() |
GetPlayerByID | function H7Player GetPlayerByID(int PlayerID) |
GetPlayerByIndex | function H7Player GetPlayerByIndex(int Index) |
GetPlayerByNumber | native function H7Player GetPlayerByNumber(H7StructsAndEnumsNative.EPlayerNumber PlayerNumber) |
GetPlayers | function array<H7Player> GetPlayers() |
GetPlayerSettings | function array<PlayerLobbySelectedSettings> GetPlayerSettings() |
GetPlayerSettingsFromPlayerNumber | function PlayerLobbySelectedSettings GetPlayerSettingsFromPlayerNumber(H7StructsAndEnumsNative.EPlayerNumber PlayerNumber) |
GetPreparedCastingStage | function H7TownCastingStage GetPreparedCastingStage() |
GetQuickCombatHeroActionDamage | function int GetQuickCombatHeroActionDamage(H7QuickCombatHero Hero, H7QuickCombatStack Target) |
GetQuickCombatUnitActionDamage | function int GetQuickCombatUnitActionDamage(H7QuickCombatStack Stack, H7QuickCombatStack Target) |
GetRandomSkilling | function bool GetRandomSkilling() |
GetRemainingActivePlayerCount | function int GetRemainingActivePlayerCount() |
GetSelectedArmy | function H7AdventureArmy GetSelectedArmy() |
GetTeamManager | function H7TeamManager GetTeamManager() |
GetTeamTrade | function bool GetTeamTrade() |
GetTearOfAshaCell | function H7AdventureMapCell GetTearOfAshaCell() |
GetTearOfAshaCoordinates | function IntPoint GetTearOfAshaCoordinates() |
GetTearOfAshaGridIndex | function int GetTearOfAshaGridIndex() |
GetTeleporterList | function array<H7Teleporter> GetTeleporterList() |
GetTotalResCount | function int GetTotalResCount() |
GetTotalUnitsCount | function int GetTotalUnitsCount() |
GetTownList | function array<H7Town> GetTownList() |
GetTurns | function int GetTurns() |
GetUpgradeCostWeekEffect | function float GetUpgradeCostWeekEffect() |
GetWorldInfo | static function WorldInfo GetWorldInfo() |
GotoNextMap | function GotoNextMap() |
HandleLoadSaveMatinees | function HandleLoadSaveMatinees() |
HandleStartOfTurnMessages | function HandleStartOfTurnMessages(H7Player CurrentPlayer) |
HasPlayerReplication | protected function bool HasPlayerReplication(H7StructsAndEnumsNative.EPlayerNumber PlayerNumber) |
HasUpradeCostWeekEffect | function bool HasUpradeCostWeekEffect() |
HideAllHeroFX | function HideAllHeroFX() |
HideAllSiteFlags | function HideAllSiteFlags() |
HunsAreComing | native function HunsAreComing() |
IncrementObeliskCount | function IncrementObeliskCount() |
IncrementTrackingRoundCounter | function IncrementTrackingRoundCounter() |
IncrementTrackingRoundCounterAutoCombat | function IncrementTrackingRoundCounterAutoCombat() |
InitAdvCntl | function InitAdvCntl() |
InitAdventureAI | protected function InitAdventureAI() |
InitAdventureMapMusic | protected function InitAdventureMapMusic() |
InitAIFog | function InitAIFog() |
InitCameraActionController | function InitCameraActionController() |
InitEventManageables | native function InitEventManageables() |
InitFCT | function InitFCT() |
InitPathfinder | native function InitPathfinder() |
InitPersistentObjects | protected function InitPersistentObjects() |
InitPersistentObjectsNative | native function InitPersistentObjectsNative(bool isLoaded) |
InitTeamManager | private final function InitTeamManager() |
InitTemplateArmies | native function InitTemplateArmies() |
InitTemplatePlayersAndArmies | protected function InitTemplatePlayersAndArmies() |
InitTradeModifier | native function InitTradeModifier() |
InitTransitionSaveGame | private final function InitTransitionSaveGame() |
IsAllHeroFXHidden | function bool IsAllHeroFXHidden() |
IsAnyArmyBeingRemoved | function bool IsAnyArmyBeingRemoved() |
IsArmyOnMap | native function bool IsArmyOnMap(H7AdventureArmy Army) |
IsAutomatedTestingAIEnabled | function bool IsAutomatedTestingAIEnabled() |
IsCouncilMapActive | function bool IsCouncilMapActive() |
IsCouncilMapTransition | function bool IsCouncilMapTransition() |
IsHotSeat | native function bool IsHotSeat() |
IsInitialized | function bool IsInitialized() |
IsMarkedForDeletion | function bool IsMarkedForDeletion() |
IsSimTurnOfAI | function bool IsSimTurnOfAI() |
IsSkirmish | function bool IsSkirmish() |
IsSpectatorMode | function bool IsSpectatorMode() |
IsTearOfAshaRetrieved | function bool IsTearOfAshaRetrieved() |
KismetAllowsFlee | function bool KismetAllowsFlee() |
KismetAllowsSurrender | function bool KismetAllowsSurrender() |
LogQuickCombatHeroData | function LogQuickCombatHeroData(H7QuickCombatHero Hero) |
MarkForDeletion | function MarkForDeletion(bool val) |
Negotiate | function Negotiate(H7AdventureArmy attackingArmy, H7AdventureArmy defendingArmy) |
NegotiateAI | function NegotiateAI(H7AdventureArmy attackingArmy, H7AdventureArmy defendingArmy) |
NewTurnInitAdventureMapMusic | protected function NewTurnInitAdventureMapMusic() |
OnScreenshotComplete | delegate OnScreenshotComplete() |
OutlineAdventureObject | native function OutlineAdventureObject(H7AdventureObject advObject, optional Color OutlineColor, optional bool showOutline = true) |
PerformCombatMapSwitch_NotReplay | protected function PerformCombatMapSwitch_NotReplay() |
PlayerCompare | protected function int PlayerCompare(H7Player A, H7Player B) |
PostBeginPlay | function PostBeginPlay() |
PostSerialize | event PostSerialize() |
PreCompileShaders | native function PreCompileShaders() |
PrepareAdventureMapForCombat | native function PrepareAdventureMapForCombat() |
PrepareAdventureMapForCombatReturn | native function PrepareAdventureMapForCombatReturn() |
PreQuickCombatWithCombatArmies | function bool PreQuickCombatWithCombatArmies(H7AdventureArmy defendingArmy, out H7CombatArmy defendingArmyCombat, out array<H7BaseCreatureStack> localGuardStacks, out H7SiegeTownData siegeTownData) |
ProduceDayUnits | event ProduceDayUnits() |
ProduceUnitsForSites | event ProduceUnitsForSites() |
QuickCombatWithAdventureArmies | function bool QuickCombatWithAdventureArmies(H7AdventureArmy attackingArmy, H7AdventureArmy defendingArmy) |
QuickCombatWithCombatArmies | function bool QuickCombatWithCombatArmies(out H7CombatArmy attackingArmy, out H7CombatArmy defendingArmy, optional bool isSiege, optional H7SiegeTownData siegeData) |
RecalculateTownCaravanChainAI | function RecalculateTownCaravanChainAI(H7Player dasPlayer) |
ReleaseCombatMap | function ReleaseCombatMap(bool isReplayCombat) |
RemoveAdvObject | function RemoveAdvObject(H7AdventureObject objectissimo) |
RemoveArmiesOfPlayer | function RemoveArmiesOfPlayer(H7Player pl) |
RemoveArmy | event RemoveArmy(H7AdventureArmy Army) |
RemoveArmyOnlyFromList | function RemoveArmyOnlyFromList(H7AdventureArmy Army) |
RemoveCaravan | function RemoveCaravan(H7CaravanArmy caravan) |
ReopenMatinees | function ReopenMatinees() |
ReopenSequences | function ReopenSequences() |
RequestCancelEndTurn | function RequestCancelEndTurn() |
ResetAdventurePostProcess | native function ResetAdventurePostProcess() |
ResetBuildingStateWeekly | function ResetBuildingStateWeekly() |
ResetCurrentRetreatTimer | function ResetCurrentRetreatTimer() |
ResetCurrentTurnTimer | function ResetCurrentTurnTimer() |
ResetQuickCombatRound | function ResetQuickCombatRound(out array<H7QuickCombatStack> queue, out H7QuickCombatHero attackerHero, out H7QuickCombatHero defenderHero) |
RestoreCellFOW | native function RestoreCellFOW() |
RestoreCellLayer | native function RestoreCellLayer() |
RestoreCellPassability | native function RestoreCellPassability() |
RestoreCellState | function RestoreCellState() |
RestoreSFX | function RestoreSFX() |
SelectArmy | function SelectArmy(H7AdventureArmy Army, optional bool doFocus = false) |
SelectArmyByHeroID | function SelectArmyByHeroID(int heroId) |
SendTrackingCombatData | function SendTrackingCombatData() |
SendTrackingSpellUsed | function SendTrackingSpellUsed() |
SendTrackingTreasureHunt | function SendTrackingTreasureHunt() |
SetActiveUnitCommand_Move | function SetActiveUnitCommand_Move(array<H7BaseCell> Path) |
SetActiveUnitCommand_MoveMeet | function SetActiveUnitCommand_MoveMeet(array<H7AdventureMapCell> Path, H7IEffectTargetable Target) |
SetActiveUnitCommand_MovePatrol | function SetActiveUnitCommand_MovePatrol(array<H7BaseCell> Path) |
SetActiveUnitCommand_MoveVisit | function SetActiveUnitCommand_MoveVisit(array<H7AdventureMapCell> Path, H7VisitableSite targetSite) |
SetActiveUnitCommand_MoveVisitAndGarrison | function SetActiveUnitCommand_MoveVisitAndGarrison(array<H7AdventureMapCell> Path, H7VisitableSite targetSite) |
SetActiveUnitCommand_MoveVisitAndRecruit | function SetActiveUnitCommand_MoveVisitAndRecruit(array<H7AdventureMapCell> Path, H7VisitableSite targetSite) |
SetActiveUnitCommand_MoveVisitAndUpgrade | function SetActiveUnitCommand_MoveVisitAndUpgrade(array<H7AdventureMapCell> Path, H7VisitableSite targetSite) |
SetActiveUnitCommand_PrepareAbility | function SetActiveUnitCommand_PrepareAbility(H7BaseAbility Ability) |
SetActiveUnitCommand_UsePreparedAbility | function SetActiveUnitCommand_UsePreparedAbility(H7IEffectTargetable Targetable) |
SetActiveUnitCommand_VisitAndRecruit | function SetActiveUnitCommand_VisitAndRecruit(H7VisitableSite targetSite) |
SetAIAllowQuickCombat | function SetAIAllowQuickCombat(bool canQuickCombat) |
SetAllAOCSitesOfPlayerToNeutral | function SetAllAOCSitesOfPlayerToNeutral(H7Player pl) |
SetArmyAttacker | function SetArmyAttacker(H7AdventureArmy Army) |
SetArmyAttackerCombat | function SetArmyAttackerCombat(H7CombatArmy Army) |
SetArmyDefender | function SetArmyDefender(H7AdventureArmy Army) |
SetArmyDefenderCombat | function SetArmyDefenderCombat(H7CombatArmy Army) |
SetAutomatedTestingAI | function SetAutomatedTestingAI(bool IsEnabled) |
SetBeforeBattleArea | function SetBeforeBattleArea(H7AreaOfControlSite Site) |
SetBeforeCombatCell | function SetBeforeCombatCell(H7AdventureMapCell cell) |
SetCombatEndReason | function SetCombatEndReason(H7StructsAndEnums.H7CombatEndReason Reason) |
SetCouncilMapManager | function SetCouncilMapManager(H7CouncilMapManager NewValue) |
SetCurrentBattleSite | function SetCurrentBattleSite(H7BattleSite Site) |
SetCurrentPlayerIndex | protected function SetCurrentPlayerIndex(int newCurrentPlayerIndex) |
SetCurrentRunicBoxSite | function SetCurrentRunicBoxSite(H7RunicBox Site) |
SetGameSettingsSpeedAdv | function SetGameSettingsSpeedAdv(float S) |
SetGameSettingsSpeedAi | function SetGameSettingsSpeedAi(float S) |
SetGameSettingsSpeedCmb | function SetGameSettingsSpeedCmb(float S) |
SetGameSpeed | function SetGameSpeed() |
SetGlobalTradeModifier | function SetGlobalTradeModifier(float F) |
SetHasUpgradeCostWeekEffect | function SetHasUpgradeCostWeekEffect(bool bValue) |
SetHoverArmy | function SetHoverArmy(H7AdventureArmy Army) |
SetKismetAllowsFlee | function SetKismetAllowsFlee(bool canFlee) |
SetKismetAllowsSurrender | function SetKismetAllowsSurrender(bool canSurrender) |
SetLastDetectedOOSUAC | function SetLastDetectedOOSUAC(int uac) |
SetNeutralGrowthMultiplier | function SetNeutralGrowthMultiplier(float F) |
SetNewQuickCombatSeed | function SetNewQuickCombatSeed(int Seed) |
SetNextAIPlayerInSimTurns | function bool SetNextAIPlayerInSimTurns(int currentPlayerIdx) |
SetNextPlayer | function int SetNextPlayer(int CurrentPlayer, bool isGameStart) |
SetPreparedCastingStage | function SetPreparedCastingStage(H7TownCastingStage stage) |
SetPreparedFinishCombatCommand | function SetPreparedFinishCombatCommand(H7InstantCommandFinishCombat Command) |
SetRandomSkilling | function SetRandomSkilling(bool val) |
SetSelectedArmy | function SetSelectedArmy(H7AdventureArmy Army) |
SetSkipMove | function SetSkipMove(bool IsEnabled) |
SetTearOfAshaRetrieved | function SetTearOfAshaRetrieved(bool val) |
SetTurnTimerPaused | function SetTurnTimerPaused(bool Paused) |
SetUpgradeCostWeekEffect | function SetUpgradeCostWeekEffect(float Mult) |
ShouldSkipMove | function bool ShouldSkipMove() |
ShowAllHeroFX | function ShowAllHeroFX() |
ShowAllSiteFlags | function ShowAllSiteFlags() |
ShowCombatLoadingScreen | protected event ShowCombatLoadingScreen() |
ShowCombatLoadingScreenNative | native function ShowCombatLoadingScreenNative() |
ShuffleQuickCombatQueue | function int ShuffleQuickCombatQueue(H7QuickCombatStack A, H7QuickCombatStack B) |
SoftSelectArmy | function SoftSelectArmy(H7AdventureArmy Army) |
SortMatineesByLoadPriority | native function SortMatineesByLoadPriority(out array<SequenceObject> matineesToSort) |
SortQuickCombatQueue | function int SortQuickCombatQueue(H7QuickCombatStack A, H7QuickCombatStack B) |
SortTownByThreatDescending | function int SortTownByThreatDescending(H7Town A, H7Town B) |
SortTownList | function SortTownList() |
StartAITurn | function StartAITurn() |
StartCombat | function StartCombat(H7AdventureArmy attackingArmy, H7AdventureArmy defendingArmy, bool isReplayCombat) |
StartCombatDelayed | protected function StartCombatDelayed() |
StartCombatFading | protected function StartCombatFading() |
StartPlayerTurn | function StartPlayerTurn(int currentPlayerIndex, optional bool UpdateTurnCounter = true, optional bool isGameStart = false) |
StartPlayerTurnConfirmed | function StartPlayerTurnConfirmed() |
StartRecruitedCaravans | function StartRecruitedCaravans(optional H7Player playerFilter = none) |
StreamInCouncilMap | function StreamInCouncilMap() |
SwitchToAdventureMap | function SwitchToAdventureMap() |
SwitchToAdventureMapReady | function SwitchToAdventureMapReady() |
SwitchToCouncilMap | function SwitchToCouncilMap() |
SwitchToCouncilMapReady | function SwitchToCouncilMapReady() |
TickSessionGameplayTime | function TickSessionGameplayTime(float DeltaTime) |
TownCompare | function int TownCompare(H7Town A, H7Town B) |
TrackingGameModeEnd | function TrackingGameModeEnd() |
TrackingGameStart | function TrackingGameStart() |
TrackingMapEnd | function TrackingMapEnd(string Reason) |
TrackingMapStart | function TrackingMapStart() |
TrackingRecruitHero | function TrackingRecruitHero() |
TriggerCombatEvent | function TriggerCombatEvent(H7AdventureArmy victoriousArmy, H7AdventureArmy defeatArmy) |
TriggerQuickCombatStartEvent | function TriggerQuickCombatStartEvent(H7AdventureArmy attackingArmy, H7AdventureArmy defendingArmy) |
TriggerStartOfTurnEvents | function TriggerStartOfTurnEvents() |
UnhoverArmy | function UnhoverArmy() |
UpdateBuiltTodayForTowns | function UpdateBuiltTodayForTowns(H7StructsAndEnumsNative.EPlayerNumber currentPlayerNumber) |
UpdateCurrentRetreatTimer | function UpdateCurrentRetreatTimer(float ElapsedTime) |
UpdateCurrentTurnTimer | function UpdateCurrentTurnTimer(float ElapsedTime) |
UpdateEndDayDelayedWeekStart | function UpdateEndDayDelayedWeekStart() |
UpdateEvents | native function UpdateEvents(H7StructsAndEnumsNative.ETrigger eventTrigger, optional H7StructsAndEnumsNative.EPlayerNumber PlayerID = 10, optional H7EventContainerStruct container, optional array<H7EditorHero> excludeHeroes) |
UpdateFogAndAoCVisibilityDelayed | protected function UpdateFogAndAoCVisibilityDelayed() |
UpdateHerosNewTurn | protected function UpdateHerosNewTurn() |
UpdateHUD | function UpdateHUD(optional array<H7AdventureHero> Heroes, optional H7AdventureArmy armyToSelect, optional bool shouldSelectArmy = true, optional bool shouldFocus = false, optional bool isNewTurn = false) |
UpdatePlayerPlunder | function UpdatePlayerPlunder() |
UpdatePlayerProfileStats | function UpdatePlayerProfileStats() |
UpdatePlunderDelayForAoCBuffSites | function UpdatePlunderDelayForAoCBuffSites(H7StructsAndEnumsNative.EPlayerNumber currentPlayerNumber) |
UpdatePlunderDelayForMines | function UpdatePlunderDelayForMines(H7StructsAndEnumsNative.EPlayerNumber currentPlayerNumber) |
UpdateProduction | event UpdateProduction(H7StructsAndEnumsNative.EPlayerNumber PlayerID) |
UpdateProductionPostIncome | function UpdateProductionPostIncome(H7StructsAndEnumsNative.EPlayerNumber PlayerID) |
UpdateSpells | function UpdateSpells(H7StructsAndEnumsNative.EPlayerNumber PlayerID) |
UpdateTownsAI | function UpdateTownsAI(H7Player ply, optional bool calcHeroRecruit = true) |