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Thread: All LUA functions/variables/modules exposed by Empire

  1. #1

    Default All LUA functions/variables/modules exposed by Empire

    Time for a new thread, because Alpaca and me were discussing this in a thread that might not get everyone's notice.

    The list was generated from scripting.lua inside the OnFactionTurnStart function, so it's only the Campaign stuff, Battle has the same local variables (at least for battles occuring during a campaign), modules are different, info follows soon, MultiPlay info comes when I figure out how to load a script during a MP game.

    Now ordered alphabetically and spoilered per table for usability.
    Global Variables:
    Spoiler Alert, click show to read: 

    vfs: table
    Spoiler Alert, click show to read: 

    exists
    gcinfo
    RoundToInt
    NamespaceFile
    RequireRegister
    system: table
    Spoiler Alert, click show to read: 

    ClearRequiredFiles
    udata_lookup: table
    Spoiler Alert, click show to read: 

    userdata: 13E1E648: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58960: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 36C8F658: userdata
    type: string = Pointer<Component>
    userdata: 13E57568: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E56170: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E59968: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193EC6C8: userdata
    type: string = Pointer<Component>
    userdata: 13E1E258: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58570: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 3645F330: userdata
    type: string = Pointer<Component>
    userdata: 13E57178: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 0DFD7BD8: userdata
    type: string = Pointer<CAMPAIGN_THEATRE>
    userdata: 4317E1F0: userdata
    type: string = Pointer<REGION>
    userdata: 13E59578: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1DE68: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 4317F1F0: userdata
    type: string = Pointer<REGION>
    userdata: 19400E88: userdata
    type: string = Pointer<Component>
    userdata: 13E56D88: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 431811F0: userdata
    type: string = Pointer<REGION>
    userdata: 341D5590: userdata
    type: string = Pointer<Component>
    userdata: 2D5DA9E8: userdata
    type: string = Pointer<REGION>
    userdata: 13E1EE70: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E59188: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E57D90: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 431831F0: userdata
    type: string = Pointer<REGION>
    userdata: 2D5DC9E8: userdata
    type: string = Pointer<REGION>
    userdata: 44AAA140: userdata
    type: string = Pointer<Component>
    userdata: 321A1290: userdata
    type: string = Pointer<CHARACTER>
    userdata: 13E1EA80: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58D98: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1D688: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E579A0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2DCF4990: userdata
    type: string = Pointer<Component>
    userdata: 193E9308: userdata
    type: string = Pointer<Component>
    userdata: 2E3B2298: userdata
    type: string = Pointer<REGION>
    userdata: 13E1E690: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E589A8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1D298: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E575B0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 1F8B0F90: userdata
    type: string = Pointer<REGION>
    userdata: 13E561B8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E599B0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1E2A0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E585B8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193F52F0: userdata
    type: string = Pointer<Component>
    userdata: 13E571C0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193ECB18: userdata
    type: string = Pointer<Component>
    userdata: 3645F780: userdata
    type: string = Pointer<Component>
    userdata: 13E595C0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1DEB0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E56DD0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E591D0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193E5F48: userdata
    type: string = Pointer<Component>
    userdata: 35C38438: userdata
    type: string = Pointer<FACTION>
    userdata: 341D59E0: userdata
    type: string = Pointer<Component>
    userdata: 2C0B4EE8: userdata
    type: string = Pointer<Component>
    userdata: 2FC84370: userdata
    type: string = Pointer<REGION>
    userdata: 321A16D8: userdata
    type: string = Pointer<CHARACTER>
    userdata: 13E1EAC8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58DE0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193E7B50: userdata
    type: string = Pointer<Component>
    userdata: 13E1D6D0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E579E8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E565F0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 21F0F230: userdata
    type: string = Pointer<Component>
    userdata: 13E1E6D8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2DCF4DE0: userdata
    type: string = Pointer<Component>
    userdata: 193E9758: userdata
    type: string = Pointer<Component>
    userdata: 13E1D2E0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E575F8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 36C8E2F0: userdata
    type: string = Pointer<Component>
    userdata: 13E56200: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E599F8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1E2E8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58600: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E57208: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 43182E68: userdata
    type: string = Pointer<REGION>
    userdata: 193F5740: userdata
    type: string = Pointer<Component>
    userdata: 13E59608: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 194082F8: userdata
    type: string = Pointer<Component>
    userdata: 13E1DEF8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E56E18: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2D5DF660: userdata
    type: string = Pointer<REGION>
    userdata: 2DCEFE18: userdata
    type: string = Pointer<Component>
    userdata: 193E4790: userdata
    type: string = Pointer<Component>
    userdata: 13E59218: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2E3B1F10: userdata
    type: string = Pointer<REGION>
    userdata: 3363A4A0: userdata
    type: string = Pointer<REGION>
    userdata: 1F8B0C08: userdata
    type: string = Pointer<REGION>
    userdata: 0DFD7C88: userdata
    type: string = Pointer<CAMPAIGN_THEATRE>
    userdata: 13E1EB10: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 341D5E30: userdata
    type: string = Pointer<Component>
    userdata: 13E1D718: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E57A30: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E56638: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 44B47B68: userdata
    type: string = Pointer<Component>
    userdata: 13E1E720: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58A38: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1D328: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E57640: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193F2380: userdata
    type: string = Pointer<Component>
    userdata: 13E56248: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 44B49770: userdata
    type: string = Pointer<Component>
    userdata: 193E9BA8: userdata
    type: string = Pointer<Component>
    userdata: 13E59A40: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 36C8E740: userdata
    type: string = Pointer<Component>
    userdata: 13E58648: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E57250: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2C0B8B48: userdata
    type: string = Pointer<Component>
    userdata: 43184AA8: userdata
    type: string = Pointer<REGION>
    userdata: 44A88A80: userdata
    type: string = Pointer<Component>
    userdata: 44A9B638: userdata
    type: string = Pointer<Component>
    userdata: 3221E558: userdata
    type: string = Pointer<REGION>
    userdata: 13E1DF40: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58258: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E56E60: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193F5B90: userdata
    type: string = Pointer<Component>
    userdata: 13897D64: userdata
    type: string = Pointer<EVENT_RECORD>
    userdata: 13E59260: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 3776EFD0: userdata
    type: string = Pointer<REGION>
    userdata: 36C91F50: userdata
    type: string = Pointer<Component>
    userdata: 2DCF0268: userdata
    type: string = Pointer<Component>
    userdata: 36457848: userdata
    type: string = Pointer<Component>
    userdata: 193EEFC0: userdata
    type: string = Pointer<Component>
    userdata: 13E1EB58: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58E70: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 19401B78: userdata
    type: string = Pointer<Component>
    userdata: 13E1D760: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193E67E8: userdata
    type: string = Pointer<Component>
    userdata: 13E56680: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 341D6280: userdata
    type: string = Pointer<Component>
    userdata: 197C7468: userdata
    type: string = Pointer<REGION>
    userdata: 2D5DC2D8: userdata
    type: string = Pointer<REGION>
    userdata: 13E1E768: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58A80: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193D5838: userdata
    type: string = Pointer<Component>
    userdata: 13E1D370: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2DCF3A78: userdata
    type: string = Pointer<Component>
    userdata: 193E83F0: userdata
    type: string = Pointer<Component>
    userdata: 13E56290: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E59A88: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1E378: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58690: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 1F8AE880: userdata
    type: string = Pointer<REGION>
    userdata: 193E9FF8: userdata
    type: string = Pointer<Component>
    userdata: 3363A118: userdata
    type: string = Pointer<REGION>
    userdata: 36C8EB90: userdata
    type: string = Pointer<Component>
    userdata: 13E59698: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1DF88: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E582A0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 46F51F88: userdata
    type: string = Pointer<CHARACTER>
    userdata: 13E56EA8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E592A8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 19408B98: userdata
    type: string = Pointer<Component>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 321A23B0: userdata
    type: string = Pointer<CHARACTER>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E57AC0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E566C8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 43184720: userdata
    type: string = Pointer<REGION>
    userdata: 2DCF22C0: userdata
    type: string = Pointer<Component>
    userdata: 13E1E7B0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58AC8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E1D3B8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
    userdata: 2DCF3EC8: userdata
    type: string = Pointer<Component>
    userdata: 193E8840: userdata
    type: string = Pointer<Component>
    userdata: 13E1E3C0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<Component>
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    type: string = Pointer<Component>
    userdata: 193DB0A0: userdata
    type: string = Pointer<Component>
    userdata: 2E3AF800: userdata
    type: string = Pointer<REGION>
    userdata: 13E1D7F0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<REGION>
    userdata: 13E1E7F8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58B10: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2D5DBB90: userdata
    type: string = Pointer<REGION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<REGION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<REGION>
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    type: string = Pointer<Component>
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    type: string = Pointer<REGION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<CHARACTER>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<REGION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    type: string = Pointer<Component>
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    type: string = Pointer<Component>
    userdata: 2E3AF478: userdata
    type: string = Pointer<REGION>
    userdata: 13E56F80: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 21F18F98: userdata
    type: string = Pointer<Component>
    userdata: 1F8AE170: userdata
    type: string = Pointer<REGION>
    userdata: 13E59380: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E576D0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 0DFD7DE8: userdata
    type: string = Pointer<CAMPAIGN_THEATRE>
    userdata: 3645D950: userdata
    type: string = Pointer<Component>
    userdata: 3645C3C0: userdata
    type: string = Pointer<Component>
    userdata: 4AADEE08: userdata
    type: string = Pointer<UNIT>
    userdata: 44AAC198: userdata
    type: string = Pointer<Component>
    userdata: 13E1EC78: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
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    userdata: 13E57130: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E588D0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2E3B2620: userdata
    type: string = Pointer<REGION>
    userdata: 13E59AD0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 36C92A18: userdata
    type: string = Pointer<Component>
    userdata: 13E584E0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 33E08C70: userdata
    type: string = Pointer<REGION>
    userdata: 33E08560: userdata
    type: string = Pointer<REGION>
    userdata: 13E59530: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58F00: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2DCEDDC0: userdata
    type: string = Pointer<Component>
    userdata: 3363A828: userdata
    type: string = Pointer<REGION>
    userdata: 2E3B1B88: userdata
    type: string = Pointer<REGION>
    userdata: 13E56D40: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 193EFA88: userdata
    type: string = Pointer<Component>
    userdata: 2E3B0D30: userdata
    type: string = Pointer<REGION>
    userdata: 2E3B09A8: userdata
    type: string = Pointer<REGION>
    userdata: 19402640: userdata
    type: string = Pointer<Component>
    userdata: 4AADEBB8: userdata
    type: string = Pointer<UNIT>
    userdata: 44B46E78: userdata
    type: string = Pointer<Component>
    userdata: 197C6D58: userdata
    type: string = Pointer<REGION>
    userdata: 13E1EE28: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E59140: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 36459F18: userdata
    type: string = Pointer<Component>
    userdata: 13E57D48: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 2DCEFBF0: userdata
    type: string = Pointer<Component>
    userdata: 197C5F38: userdata
    type: string = Pointer<REGION>
    userdata: 193F1F30: userdata
    type: string = Pointer<Component>
    userdata: 4AADEA90: userdata
    type: string = Pointer<UNIT>
    userdata: 19404248: userdata
    type: string = Pointer<Component>
    userdata: 321A0E48: userdata
    type: string = Pointer<CHARACTER>
    userdata: 2DCF4540: userdata
    type: string = Pointer<Component>
    userdata: 193E8EB8: userdata
    type: string = Pointer<Component>
    userdata: 13E1EA38: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E58D50: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 0012E738: userdata
    type: string = Pointer<EVENT>
    userdata: 13E1D640: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E57958: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E587B0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E56560: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 0DFD7D38: userdata
    type: string = Pointer<CAMPAIGN_THEATRE>
    userdata: 44A87D90: userdata
    type: string = Pointer<Component>
    userdata: 2D5DA660: userdata
    type: string = Pointer<REGION>
    userdata: 13E57DD8: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 13E589F0: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>
    userdata: 431851B8: userdata
    type: string = Pointer<REGION>
    userdata: 13E58E28: userdata
    type: string = Pointer<KEYBOARD_SHORTCUT_DESCRIPTION>

    PrintTable
    TruncToInt
    Max
    decoda_name: string = Parent State
    bit: table
    Spoiler Alert, click show to read: 

    band
    rshift
    bor
    bnot
    bxor
    bits: number = 32
    lshift
    cast
    arshift
    outputbitfield
    defined: table
    Spoiler Alert, click show to read: 

    shane: boolean = false
    debug: boolean = false
    tom: boolean = false
    demo: boolean = false
    intel: boolean = false
    kostas: boolean = false
    demo2: boolean = false
    final_release: boolean = true
    dylan: boolean = false
    Min
    UnRequire
    collectgarbage
    UnRequireAll
    t: table
    Spoiler Alert, click show to read: 

    SetMode
    ShowRegion
    SetInitialZoom
    ToggleZoom
    ResizeMapClip
    RegisterComponents
    SelectTheatre
    theatre: string = 2
    SetTheatre
    SelectPrevTheatre
    SetMapMaxBounds
    ZoomOut
    ZoomIn
    SetGovernorship
    ZoomToFit
    SetUI
    FindMeaningfulNameFromKey
    ShowRegions
    SetMapMinBounds
    SetFaction
    ForceResize
    SelectPrevGovernorship
    FindNextTheatre
    SelectTheatreByMeaningfulId
    InitialiseMap
    SelectNextGovernorship
    SelectNextTheatre
    FindPrevTheatre
    CopyIntoTable
    CliExecute
    newproxy
    CompareByValue
    PickFGColour
    Clamp
    CopyTable
    Require
    RupToInt
    lookup: table
    Spoiler Alert, click show to read: 

    userdata: 042FD3C8: userdata



    Local Variables:
    Spoiler Alert, click show to read: 

    UIPaletisedImage: table
    Spoiler Alert, click show to read: 

    Dimensions
    Query
    Release
    SetComponentTexture
    SetPaletteEntry
    new

    UIDiplomacyNegotiation: table
    Spoiler Alert, click show to read: 

    AcceptOffer
    BuildOfferAndDemandStrings
    BuildPossibleActions
    CanPropose
    CanThreaten
    Cancel
    DeclineOffer
    End
    Finished
    MaxPlayerPaymentAllowed
    PrepareCounterOffer
    Propose
    ProposeDeal
    ProposerId
    RemoveAction
    TradeableRegions
    TradeableTechnologies
    new

    message_handler: table
    Spoiler Alert, click show to read: 

    ClearMessagesFromEnv
    ClearOverrides
    DismissAllMessages
    HasMessagesStored
    HideAllMessages
    HideMessage
    HidingMessage
    OverrideAutoShow
    ReInitialiseStackbase
    RegisterRootAddress
    RestoreMessages
    ShowMessage
    ShowingMessage
    StoreMessages
    Update
    _M: table
    _NAME: string
    _PACKAGE: string

    out: table
    Spoiler Alert, click show to read: 

    design
    dylan
    kostas
    shane
    ting
    tom

    UIPrefsInterface: table
    Spoiler Alert, click show to read: 

    AvailableGfxOptions
    AvailableGfxQualities
    ClosestScreenModeToCurrent
    CurrentOptions
    EnumerateScreenModes
    EnumerateSoundProviders
    GetKeyboardDefinitions
    IsModifier
    LocalisationString
    LocalisedKeyString
    ModifierHeld
    SelectGraphicQualityPreset
    SetAudioOptions
    SetAudioVolume
    SetControlOptions
    SetGameOptions
    SetGammaOptions
    SetGraphicsOptions
    SetScreenMode
    SetUIOptions
    new

    UICardManager: table
    Spoiler Alert, click show to read: 

    AddCard
    AddToGroup
    Cards
    DeselectAll
    DeselectCard
    DragSelected
    FindContainingGroupID
    IsCtrlHeld
    IsShiftHeld
    ManageGroupSelection
    ManageSelection
    PositionCards
    RemoveAll
    RemoveCard
    RemoveFromGroup
    SelectCardList
    Selected
    SetAsActive
    SetInactive
    ToggleGrouping
    new

    Component: table
    Spoiler Alert, click show to read: 

    CollectGarbage
    CreateComponentFromTemplate
    CreateFromComponent
    CreateFromLayout
    Destroy
    LockPriority
    Messages: table
    Spoiler Alert, click show to read: 

    LClickDown: number
    LClickUp: number
    Move: number
    RClickDown: number
    RClickUp: number
    StateChange: number
    __newindex


    GAME: table
    Spoiler Alert, click show to read: 

    add_attack_of_opportunity_overrides
    add_building_model_override
    add_custom_battlefield
    add_exclusion_zone
    add_location_trigger
    add_restricted_building_level_record
    add_restricted_unit_record
    add_settlement_model_override
    add_time_trigger
    add_unit_model_overrides
    add_visibility_trigger
    advance_to_next_campaign
    award_experience_level
    cancel_actions_for
    compare_localised_string
    declare_episode_one_victory
    declare_episode_three_victory
    declare_episode_two_victory
    disable_elections
    disable_movement_for_ai_under_shroud
    disable_movement_for_character
    disable_movement_for_faction
    disable_shopping_for_ai_under_shroud
    disable_town_spawning
    display_turns
    enable_auto_generated_missions
    enable_ui
    episodic_attack
    episodic_defend
    force_diplomacy
    get_string_label
    grant_faction_handover
    is_new_game
    load_value
    new
    optional_extras_for_episodics
    register_instant_movie
    register_movies
    remove_attack_of_opportunity_overrides
    remove_barrier
    remove_building_model_override
    remove_custom_battlefield
    remove_location_trigger
    remove_restricted_building_level_record
    remove_restricted_unit_record
    remove_settlement_model_override
    remove_time_trigger
    remove_visibility_trigger
    save_value
    set_campaign_ai_force_all_factions_boardering_human_protectorates_to_have_invasion_behaviour
    set_campaign_ai_force_all_factions_boardering_humans_to_have_invasion_behaviour
    set_map_bounds
    set_zoom_limit
    show_shroud
    spawn_town_level
    stop_user_input
    technology_osmosis_for_playables_enable_all
    technology_osmosis_for_playables_enable_culture
    trigger_custom_mission
    unveil_black_shroud

    CampaignSettlement: table
    Spoiler Alert, click show to read: 

    LabelDetails
    ListDetails
    Release
    Settlement
    new

    huds: table
    Spoiler Alert, click show to read: 

    Dimensions
    HudDockOriginAndOffset
    MoveRelativeToHUD
    RegisterHud
    _M: table
    _NAME: string
    _PACKAGE: string
    g_bottom: number
    g_centre: number
    g_left: number
    g_right: number
    g_top: number
    h_height: number
    h_width: number
    s_height: number
    s_width: number

    DebugMessage
    CoreUtils: table
    Spoiler Alert, click show to read: 

    Clamp
    CompareByValue
    CopyIntoTable
    CopyTable
    Max
    Min
    NamespaceFile
    PickFGColour
    PrintTable
    Require
    RoundToInt
    RupToInt
    TruncToInt
    UnRequire
    UnRequireAll
    _M: table
    _NAME: string
    _PACKAGE: string
    outputbitfield
    t: table
    Spoiler Alert, click show to read: 

    FindMeaningfulNameFromKey
    FindNextTheatre
    FindPrevTheatre
    ForceResize
    InitialiseMap
    RegisterComponents
    ResizeMapClip
    SelectNextGovernorship
    SelectNextTheatre
    SelectPrevGovernorship
    SelectPrevTheatre
    SelectTheatre
    SelectTheatreByMeaningfulId
    SetFaction
    SetGovernorship
    SetInitialZoom
    SetMapMaxBounds
    SetMapMinBounds
    SetMode
    SetTheatre
    SetUI
    ShowRegion
    ShowRegions
    ToggleZoom
    ZoomIn
    ZoomOut
    ZoomToFit
    theatre: string


    UniChar: table
    Spoiler Alert, click show to read: 

    is_09
    is_AZ

    MPAvatar: table
    Spoiler Alert, click show to read: 

    Free
    SetComponentTexture
    new

    UIComponent: table
    Spoiler Alert, click show to read: 

    Address
    Adopt
    AttachCustomControl
    Bounds
    ChildCount
    CurrentState
    DestroyChildren
    Dimensions
    Divorce
    DockingPoint
    Find
    GetProperty
    GetStateText
    GetStateTextDetails
    GetTooltipText
    GlobalExists
    Height
    Highlight
    Id
    ImageMetrics
    IsCharPrintable
    IsDragged
    IsInteractive
    IsMouseOverChildren
    Layout
    LuaCall
    MoveTo
    Parent
    PopulateTextures
    Position
    Priority
    PropagateVisibility
    ReorderChildren
    Resize
    RestoreUIHeirarchy
    RunScript
    SaveUIHeirarchy
    SetDisabled
    SetDragged
    SetEventCallback
    SetGlobal
    SetImageColour
    SetImageMetrics
    SetImageRotation
    SetInteractive
    SetMoveable
    SetProperty
    SetState
    SetStateText
    SetStateTextDetails
    SetTooltipText
    SetVisible
    ShaderTechniqueSet
    ShaderVarsGet
    ShaderVarsSet
    StealInputFocus
    StealShortcutKey
    Visible
    Width
    WidthOfTextLine
    new

    DirectoryUtils: table
    Spoiler Alert, click show to read: 

    EnumerateDirectory

    Cursor: table
    Spoiler Alert, click show to read: 

    DistanceToBL
    Mode
    ModeString
    Modes
    SetMode
    new

    CampaignCharacter: table
    Spoiler Alert, click show to read: 

    ActionPointsRatio
    Release
    new

    UIImage: table
    Spoiler Alert, click show to read: 

    Dimensions
    Release
    SetComponentTexture
    SetComponentTextureDetails
    UnManage
    new

    Localisation: table
    Spoiler Alert, click show to read: 

    Get

    decoda_name: string
    CampaignUI: table
    Spoiler Alert, click show to read: 

    AgentCardSelectionChanged
    AgentEmbarkOrDisembark
    AgentGentlemanDuel
    AgentRakeAssassinate
    AgentRakeSubterfuge
    AttachMovieToComponent
    AttachRadarView
    AutoManage
    BattleResultsRefresh
    BattleSetupShip
    BattleSetupShipFromRecord
    BattleSetupUnit
    BattleSetupUnitFromRecord
    BeginConstruction
    BeginResearch
    BeginStealing
    BeginUpgrade
    BuildFort
    BuildingBrowserDetails
    BuildingDetails
    BuildingEffects
    BuildingPointer
    BuildingRecordDetails
    CameraManager
    CameraPosition
    CameraTarget
    CameraView
    CampaignIsEpisodic
    CampaignModel
    CanAgentEmbarkOrDisembark
    CanArmyEmbarkOrDisembark
    CanDemolishBuilding
    CanDisbandUnit
    CanEndTurn
    CanPromoteUnit
    CanResearch
    CanSackMinister
    CanSave
    CanSteal
    CanUnitsMerge
    CancelConstruction
    CancelOrderForSelectedCharacter
    CancelRecruitment
    CancelResearch
    CancelSiegeEquipment
    CancelStealing
    CancelUpgradeFort
    ChanceToSteal
    ChangeAdviceMode
    ChangeIngameOptions
    CharacterInEnemyResidence
    CharacterInValidEnemyUniversity
    CharacterPointer
    CharacterResidence
    CharactersRelationshipToPlayersFaction
    ClosestRegionToCamera
    ClosestSlotToCamera
    ConstructBuildingTree
    CurrentGameOptions
    CurrentSeasonString
    CurrentTurn
    CurrentYear
    DebugMessage
    DeclareWarInstant
    DeclineSidingWithAlly
    DemolishBuilding
    DemolishFort
    DemoteAdmiral
    DisbandUnit
    DismissCurrentAdvice
    DisplayingTurns
    EnableShortcutHandler
    EndTurn
    EnqueueSiegeEquipment
    EnterRevolutionaryRegion
    EntityTypeSelected
    EnumerateCampaignSaves
    ExitPreBattleContinuingSiege
    FactionDetails
    FactionsUniversities
    FileExtenstionAndPathForWriteClass
    Finalise
    FinaliseDuel
    FinaliseExchange
    FinaliseMoveTransition
    FinalisePendingAction
    FinalisePendingDuel
    FormatString
    FortDetails
    FortEffects
    GentlemanStealing
    GetCurrentGameInfo
    GetExtendedSaveGameInfo
    GovernorshipList
    HighlightConstructionItem
    HighlightRecruitmentItem
    HoldElections
    HomeTheatre
    InformAdviceReachedRender
    InitialiseCharacterDetails
    InitialiseGovernmentDetails
    InitialiseRecruitableUnitDetails
    InitialiseRegionInfoDetails
    InitialiseTechDetails
    InitialiseUnitDetails
    InstigateAssassination
    InstigateDuel
    InstigateSabotage
    InviteAlliesIntoWar
    IsCharacterInPortResidence
    IsCharacterPlayerControlled
    IsConstructionItemHighlighted
    IsPlayersTurn
    IsRecruitmentItemHighlighted
    IsUnitMergePossible
    KickMinister
    LastReviewPanelSelectionMethod
    LoadCampaign
    LocalisationString
    MergeUnits
    MergeUnitsWithFirst
    MinisterPortraitPath
    MissionsDetails
    MonarchyInfo
    MoveIntoTarget
    MovieDismissed
    NavalUnitLimit
    NextAutoEntitySelection
    NextAutoSettlementSelection
    OptimizeShip
    PauseCampaign
    PlayerChoosesRevolutionSide
    PlayerFactionId
    PlayerHasFunds
    PlayerIgnoresBankruptcy
    PlayerOwnedUnit
    PlayerPlayingAsRevolutionaries
    PlayerSelected
    PlayerSidesWithRevolutionaries
    PlayersCulture
    PlayersFaction
    PlayersFactionKey
    PostNavalBattleRefresh
    PostNavalBattleSetupValid
    PreBattleAttack
    PreBattleAutoResolve
    PreBattleDemandSurrender
    PreBattleNightAttack
    PreBattlePlayerSurrenderDecision
    PreBattleRetreat
    PreBattleSiegeAttack
    PreBattleSiegeHold
    PreBattleSiegeNightAttack
    PreBattleSiegeResolve
    PrestigeDetails
    PreviousAutoEntitySelection
    PreviousAutoSettlementSelection
    PromoteUnits
    QuickLoad
    QuickSave
    QuitToMainScreen
    QuitToWindowsFromEscapeMenu
    RecruitUnit
    RegimentName
    RegionFromSelection
    RegionKeyFromAddress
    RegionKeyFromSlot
    RegionTaxDetails
    RegionsGovernorship
    RegionsInTheatre
    RegionsOwnedByFaction
    RegionsPublicOrders
    RepairBuilding
    RepairFort
    RepeatAdvice
    RequestAssassinationTargets
    RequestDuelTargets
    RequestSabotageTargets
    RetrieveContainedEntitiesFromCharacter
    RetrieveContainedEntitiesFromGarrison
    RetrieveDiplomacyDetails
    RetrieveDiplomaticOpinions
    RetrieveDiplomaticStanceString
    RetrieveExistingTreaties
    RetrieveFactionAgentsList
    RetrieveFactionListForDiplomacy
    RetrieveFactionMilitaryForceLists
    RetrieveFactionRegionList
    RetrieveGameCore
    RetrieveGovernorshipDetails
    RetrieveRemainingMilitaryAccessTurns
    RetrieveVisibleEnitityDetails
    ReturnToCampaignFromEscapeMenu
    RevertShipToPrize
    ReviewPanelInfo
    ReviewPanelTabSelectionSet_1_Indexed
    SaveCampaign
    ScreenSize
    ScrollCamera
    ScupperToggleShip
    SelectAndZoomToCharacter
    SelectAndZoomToRegion
    SelectAndZoomToSlot
    SetAutomanageConstruction
    SetAutomanageTaxes
    SetCameraTarget
    SetCameraZoom
    SetGovernorshipTaxRate
    SetMyUnitName
    SetRegionTaxed
    SetReinforcementsOrder
    SetSuccessor
    SettlementsRegion
    ShouldShowLabelBottomRow
    ShowBuildingInfoOnDblClick
    ShowExchangeScreenForDockedNavy
    SideWithAlly
    SlotKeyFromAddress
    SplitFromForce
    StateGiftValues
    StopCamera
    StopMovieInComponent
    SwapMinisters
    TakePrizeShip
    TechEffects
    TechnologyPlayerDetails
    TechnologyResearchingDetails
    TechnologyStealingDetails
    TheatreList
    TheatreMapDimensions
    TheatreMapPaths
    Time
    ToggleFlagDisplay
    ToggleLabels
    ToggleMoveSpeed
    ToggleReplenishUnit
    TradeInfo
    TriggerAdviceForPanel
    TriggerBuildingCardSelectedEvent
    TriggerBuildingInfoPanelOpenEvent
    TriggerCharacterInfoPanelOpenedEvent
    TriggerMessageDropEvent
    TriggerMessageOpenedEvent
    TriggerPanelClosedEvent
    TriggerPanelOpenEvent
    TriggerTechnologyInfoPanelOpenEvent
    TriggerTooltipAdvice
    TriggerUnitSelectedEvent
    TurnsToCompleteResearchingTechnology
    TurnsToResearch
    UILocalisationString
    UnitPointer
    UnitScaleFactor
    UnitSelectionChanged
    UniversityResearching
    UpdateRadarView
    UpgradeFort
    Valid
    ValidAsassinationTargetsInResidence
    ValidDuelTargetsInResidence
    ValidSabotageTarget
    WindowsTime
    ZoomToAdviceLocation
    ZoomToCapital
    ZoomToCharacter
    ZoomToRegion





    And a list of functions for all modules loaded by Empire during campaign play (excluding the default Lua ones)
    Spoiler Alert, click show to read: 

    data.export_historic_characters: table
    Spoiler Alert, click show to read: 

    events: table

    message_handler: table
    Spoiler Alert, click show to read: 

    ClearMessagesFromEnv
    ClearOverrides
    DismissAllMessages
    HasMessagesStored
    HideAllMessages
    HideMessage
    HidingMessage
    OverrideAutoShow
    ReInitialiseStackbase
    RegisterRootAddress
    RestoreMessages
    ShowMessage
    ShowingMessage
    StoreMessages
    Update

    bit: table
    Spoiler Alert, click show to read: 

    arshift
    band
    bits: number = 32
    bnot
    bor
    bxor
    cast
    lshift
    rshift

    huds: table
    Spoiler Alert, click show to read: 

    Dimensions
    HudDockOriginAndOffset
    MoveRelativeToHUD
    RegisterHud
    g_bottom: number = 5
    g_centre: number = 3
    g_left: number = 1
    g_right: number = 2
    g_top: number = 4
    h_height: number = 232
    h_width: number = 1280
    s_height: number = 960
    s_width: number = 1280

    file_requesters: table
    Spoiler Alert, click show to read: 

    CreateRequester
    LoadRequesterEnded
    OverwriteConfirmationAccept
    OverwriteConfirmationDecline
    RequesterEnded

    export_advice: table
    Spoiler Alert, click show to read: 

    events: table

    data.export_ancillaries: table
    Spoiler Alert, click show to read: 

    events: table

    data.export_triggers: table
    Spoiler Alert, click show to read: 

    events: table

    EpisodicScripting: table
    Spoiler Alert, click show to read: 

    AddEventCallBack
    ClearEventCallbacks
    ClearMessageAutoShowOverrides
    EnableFeature
    HighlightComponent
    HighlightConstructionItem
    HighlightRecruitmentItem
    InitFeature
    OnUICreated
    OverrideMessageAutoShow
    SetCampaign
    ShowHUD
    game_interface: userdata
    Spoiler Alert, click show to read: 

    add_attack_of_opportunity_overrides
    add_building_model_override
    add_custom_battlefield
    add_exclusion_zone
    add_location_trigger
    add_restricted_building_level_record
    add_restricted_unit_record
    add_settlement_model_override
    add_time_trigger
    add_unit_model_overrides
    add_visibility_trigger
    advance_to_next_campaign
    award_experience_level
    cancel_actions_for
    compare_localised_string
    declare_episode_one_victory
    declare_episode_three_victory
    declare_episode_two_victory
    disable_elections
    disable_movement_for_ai_under_shroud
    disable_movement_for_character
    disable_movement_for_faction
    disable_shopping_for_ai_under_shroud
    disable_town_spawning
    display_turns
    enable_auto_generated_missions
    enable_ui
    episodic_attack
    episodic_defend
    force_diplomacy
    get_string_label
    grant_faction_handover
    is_new_game
    load_value
    new
    optional_extras_for_episodics
    register_instant_movie
    register_movies
    remove_attack_of_opportunity_overrides
    remove_barrier
    remove_building_model_override
    remove_custom_battlefield
    remove_location_trigger
    remove_restricted_building_level_record
    remove_restricted_unit_record
    remove_settlement_model_override
    remove_time_trigger
    remove_visibility_trigger
    save_value
    set_campaign_ai_force_all_factions_boardering_human_protectorates_to_have_invasion_behaviour
    set_campaign_ai_force_all_factions_boardering_humans_to_have_invasion_behaviour
    set_map_bounds
    set_zoom_limit
    show_shroud
    spawn_town_level
    stop_user_input
    technology_osmosis_for_playables_enable_all
    technology_osmosis_for_playables_enable_culture
    trigger_custom_mission
    unveil_black_shroud


    data.events: table
    Spoiler Alert, click show to read: 

    AdviceDismissed: table
    AdviceIssued: table
    AdviceSuperseded: table
    AssassinationAttemptSuccess: table
    BattleCommandingShipRouts: table
    BattleCommandingUnitRouts: table
    BattleConflictPhaseCommenced: table
    BattleDeploymentPhaseCommenced: table
    BattleShipAttacksEnemyShip: table
    BattleShipCaughtFire: table
    BattleShipMagazineExplosion: table
    BattleShipRouts: table
    BattleShipRunAground: table
    BattleShipSailingIntoWind: table
    BattleShipSurrendered: table
    BattleUnitAttacksBuilding: table
    BattleUnitAttacksEnemyUnit: table
    BattleUnitAttacksWalls: table
    BattleUnitCapturesBuilding: table
    BattleUnitDestroysBuilding: table
    BattleUnitRouts: table
    BattleUnitUsingBuilding: table
    BattleUnitUsingWall: table
    BuildingCardSelected: table
    BuildingCompleted: table
    BuildingConstructionIssuedByPlayer: table
    BuildingInfoPanelOpenedCampaign: table
    CameraMoverFinished: table
    CampaignArmiesMerge: table
    CampaignBuildingDamaged: table
    CampaignSettlementAttacked: table
    CampaignSlotAttacked: table
    CharacterAttacksAlly: table
    CharacterCompletedBattle: table
    CharacterCreated: table
    CharacterDamagedByDisaster: table
    CharacterInfoPanelOpened: table
    CharacterPromoted: table
    CharacterSelected: table
    CharacterTurnEnd: table
    CharacterTurnStart: table
    ComponentLClickUp: table
    DuelDemanded: table
    DuelFought: table
    DummyEvent: table
    EspionageAgentApprehended: table
    EventMessageOpenedBattle: table
    EventMessageOpenedCampaign: table
    FactionGovernmentTypeChanged: table
    FactionRoundStart: table
    FactionTurnEnd: table
    FactionTurnStart: table
    FortSelected: table
    GarrisonResidenceCaptured: table
    HistoricalCharacters: table
    HistoricalEvents: table
    HudRefresh: table
    IncomingMessage: table
    LandTradeRouteRaided: table
    LoadingGame: table
    LocationEntered: table
    LocationUnveiled: table
    MissionCancelled: table
    MissionCheckAssassination: table
    MissionCheckBlockadePort: table
    MissionCheckBuild: table
    MissionCheckCaptureCity: table
    MissionCheckDuel: table
    MissionCheckEngageCharacter: table
    MissionCheckEngageFaction: table
    MissionCheckGainMilitaryAccess: table
    MissionCheckMakeAlliance: table
    MissionCheckMakeTradeAgreement: table
    MissionCheckRecruit: table
    MissionCheckResearch: table
    MissionCheckSpyOnCity: table
    MissionEvaluateAssassination: table
    MissionEvaluateBlockadePort: table
    MissionEvaluateBuild: table
    MissionEvaluateCaptureCity: table
    MissionEvaluateDuel: table
    MissionEvaluateEngageCharacter: table
    MissionEvaluateEngageFaction: table
    MissionEvaluateGainMilitaryAccess: table
    MissionEvaluateMakeAlliance: table
    MissionEvaluateMakeTradeAgreement: table
    MissionEvaluateRecruit: table
    MissionEvaluateResearch: table
    MissionEvaluateSpyOnCity: table
    MissionFailed: table
    MissionIssued: table
    MissionNearingExpiry: table
    MissionSucceeded: table
    MovementPointsExhausted: table
    MultiTurnMove: table
    NewSession: table
    PanelAdviceRequestedBattle: table
    PanelAdviceRequestedCampaign: table
    PanelClosedBattle: table
    PanelClosedCampaign: table
    PanelOpenedBattle: table
    PanelOpenedCampaign: table
    PreBattle: table
    RecruitmentItemIssuedByPlayer: table
    RegionIssuesDemands: table
    RegionRebels: table
    RegionRiots: table
    RegionTurnEnd: table
    RegionTurnStart: table
    ResearchCompleted: table
    SabotageAttemptSuccess: table
    SavingGame: table
    SeaTradeRouteRaided: table
    SettlementOccupied: table
    SettlementSelected: table
    SiegeLifted: table
    SlotOccupied: table
    SlotOpens: table
    SlotRoundStart: table
    SlotSelected: table
    SlotTurnStart: table
    SpyingAttemptSuccess: table
    SufferAssassinationAttempt: table
    SufferSpyingAttempt: table
    TechnologyInfoPanelOpenedCampaign: table
    TimeTrigger: table
    TooltipAdvice: table
    TradeLinkEstablished: table
    TradeRouteEstablished: table
    UICreated: table
    UIDestroyed: table
    UngarrisonedFort: table
    UnitCompletedBattle: table
    UnitCreated: table
    UnitSelectedCampaign: table
    UnitTrained: table
    UnitTurnEnd: table
    VictoryConditionFailed: table
    VictoryConditionMet: table
    WorldCreated: table
    evaluate_mission: table
    historical_events: table
    n: table

    recruitment: table
    Spoiler Alert, click show to read: 

    ClearOldCards
    GenerateEnemyRecruitmentCard
    GenerateRecruitmentCard
    GenerateRecruitmentCards
    GenerateRecruitmentPanel
    HighlightRecruitmentItem
    RecruitableCardPosition
    RecruitmentCardSelected
    RecrutmentCardPositions_OSX
    SelectRecruitmentCard
    SetEnqueuedRecruitmentCards
    SetupRecruitmentSlots
    SoftRefresh
    StatusTooltip

    siegeequipment: table
    Spoiler Alert, click show to read: 

    GenerateSiegeEquipmentCard
    GenerateSiegeEquipmentCards
    GenerateSiegeEquipmentPanel
    HasTargetStateCompleted
    OnTransitionComplete
    SelectSiegeEquipmentCard
    SetEnqueuedSiegeEquipmentCards
    SetStateShaders
    SiegeCardPositions_OSX
    SiegeEquipmentCardPosition
    SiegeEquipmentCardSelected
    SiegeEquipmentOptionsUnchanged
    TargetStateCompleted
    UpdateSiegeEquipmentCardTables

    export_historic_events: table
    Spoiler Alert, click show to read: 

    events: table

    CoreUtils: table
    Spoiler Alert, click show to read: 

    Clamp
    CompareByValue
    CopyIntoTable
    CopyTable
    Max
    Min
    NamespaceFile
    PickFGColour
    PrintTable
    Require
    RoundToInt
    RupToInt
    TruncToInt
    UnRequire
    UnRequireAll
    outputbitfield
    t: table
    Spoiler Alert, click show to read: 

    FindMeaningfulNameFromKey
    FindNextTheatre
    FindPrevTheatre
    ForceResize
    InitialiseMap
    RegisterComponents
    ResizeMapClip
    SelectNextGovernorship
    SelectNextTheatre
    SelectPrevGovernorship
    SelectPrevTheatre
    SelectTheatre
    SelectTheatreByMeaningfulId
    SetFaction
    SetGovernorship
    SetInitialZoom
    SetMapMaxBounds
    SetMapMinBounds
    SetMode
    SetTheatre
    SetUI
    ShowRegion
    ShowRegions
    ToggleZoom
    ZoomIn
    ZoomOut
    ZoomToFit
    theatre: string = 2


    utilities: table ** copy of Utilities
    data.export_missions: table
    Spoiler Alert, click show to read: 

    events: table

    panelmanager: table
    Spoiler Alert, click show to read: 

    ClearCachedComponent
    CloseAllPanels
    ClosePanel
    ClosePanelWithShowData
    IsPanelOpen
    OpenPanel
    OpenPanels
    SetRootAndEnvironment
    at_top: boolean = true
    c: userdata
    Spoiler Alert, click show to read: 

    Address
    Adopt
    AttachCustomControl
    Bounds
    ChildCount
    CurrentState
    DestroyChildren
    Dimensions
    Divorce
    DockingPoint
    Find
    GetProperty
    GetStateText
    GetStateTextDetails
    GetTooltipText
    GlobalExists
    Height
    Highlight
    Id
    ImageMetrics
    IsCharPrintable
    IsDragged
    IsInteractive
    IsMouseOverChildren
    Layout
    LuaCall
    MoveTo
    Parent
    PopulateTextures
    Position
    Priority
    PropagateVisibility
    ReorderChildren
    Resize
    RestoreUIHeirarchy
    RunScript
    SaveUIHeirarchy
    SetDisabled
    SetDragged
    SetEventCallback
    SetGlobal
    SetImageColour
    SetImageMetrics
    SetImageRotation
    SetInteractive
    SetMoveable
    SetProperty
    SetState
    SetStateText
    SetStateTextDetails
    SetTooltipText
    SetVisible
    ShaderTechniqueSet
    ShaderVarsGet
    ShaderVarsSet
    StealInputFocus
    StealShortcutKey
    Visible
    Width
    WidthOfTextLine
    new


    Utilities: table
    Spoiler Alert, click show to read: 

    AddLine
    CreateArmedCitizenryCard
    CreateCharacterCard
    CreateDiplomacyFlags
    CreateUnitCard
    FitTextToComponent
    LoadTable
    MouseOver
    OffsetFrom
    PositionTooltip
    PropagateShader
    SaveTable
    SortCardsByRank
    TableEquality
    CAMERA_TARGET_POS_CENTRE: number = 0
    CAMERA_TARGET_POS_LEFT: number = 1
    CAMERA_TARGET_POS_RIGHT: number = -1
    CT_BRIGADIER: number = 5
    CT_COMMODORE: number = 4
    CT_LAND_UNIT: number = 7
    CT_NAVAL_UNIT: number = 6
    CT_PRIMARY_ADMIRAL: number = 2
    CT_PRIMARY_GENERAL: number = 0
    CT_SECONDARY_ADMIRAL: number = 3
    CT_SECONDARY_GENERAL: number = 1
    NUM_RPT_STATES: number = 4
    RPTS_GREYED: number = 0
    RPTS_HIGHLIGHTED: number = 3
    RPTS_NORMAL: number = 1
    RPTS_SELECTED: number = 2
    SPYING_DATA_LEVEL_ADVANCED: number = 3
    SPYING_DATA_LEVEL_BASIC: number = 2
    SPYING_DATA_LEVEL_INVALID: number = -1
    SPYING_DATA_LEVEL_OWNED: number = 4
    SPYING_DATA_LEVEL_PASSIVE: number = 0
    SPYING_UNIT_DATA_GUNS_KNOWN: number = 4
    SPYING_UNIT_DATA_ICON_KNOWN: number = 1
    SPYING_UNIT_DATA_MEN_KNOWN: number = 2
    SPYING_UNIT_DATA_OWNED: number = 15
    SPYING_UNIT_DATA_UNKNOWN: number = 0
    SPYING_UNIT_DATA_XP_KNOWN: number = 8
    TECHNOLOGY_STATUS_AVAILABLE: number = 2
    TECHNOLOGY_STATUS_AVAILABLE_TO_STEAL_OR_TRADE: number = 3
    TECHNOLOGY_STATUS_BEING_RESEARCHED: number = 1
    TECHNOLOGY_STATUS_BEING_RESEARCHED_OR_STOLEN: number = 1
    TECHNOLOGY_STATUS_BEING_STOLEN: number = 1
    TECHNOLOGY_STATUS_NOT_PRESENT: number = 5
    TECHNOLOGY_STATUS_RESEARCHED: number = 0
    TECHNOLOGY_STATUS_UNAVAILABLE: number = 4
    images: table
    Spoiler Alert, click show to read: 

    1: string = {flag:1}datauiflagsgeorge_washington/small.tga

    battle_timeout_limits: table
    Spoiler Alert, click show to read: 

    1: number = -1
    2: number = 20
    3: number = 40
    4: number = 60

    commander_typenames: table
    Spoiler Alert, click show to read: 

    1: string = CT_PRIMARY_GENERAL
    2: string = CT_SECONDARY_GENERAL
    3: string = CT_PRIMARY_ADMIRAL
    4: string = CT_SECONDARY_ADMIRAL
    5: string = CT_COMMODORE
    6: string = CT_BRIGADIER
    7: string = CT_NAVAL_UNIT
    8: string = CT_LAND_UNIT

    flag: userdata
    Spoiler Alert, click show to read: 

    Address
    Adopt
    AttachCustomControl
    Bounds
    ChildCount
    CurrentState
    DestroyChildren
    Dimensions
    Divorce
    DockingPoint
    Find
    GetProperty
    GetStateText
    GetStateTextDetails
    GetTooltipText
    GlobalExists
    Height
    Highlight
    Id
    ImageMetrics
    IsCharPrintable
    IsDragged
    IsInteractive
    IsMouseOverChildren
    Layout
    LuaCall
    MoveTo
    Parent
    PopulateTextures
    Position
    Priority
    PropagateVisibility
    ReorderChildren
    Resize
    RestoreUIHeirarchy
    RunScript
    SaveUIHeirarchy
    SetDisabled
    SetDragged
    SetEventCallback
    SetGlobal
    SetImageColour
    SetImageMetrics
    SetImageRotation
    SetInteractive
    SetMoveable
    SetProperty
    SetState
    SetStateText
    SetStateTextDetails
    SetTooltipText
    SetVisible
    ShaderTechniqueSet
    ShaderVarsGet
    ShaderVarsSet
    StealInputFocus
    StealShortcutKey
    Visible
    Width
    WidthOfTextLine
    new

    tech_status_strings: table
    Spoiler Alert, click show to read: 

    1: string = TECHNOLOGY_STATUS_RESEARCHED
    2: string = TECHNOLOGY_STATUS_BEING_RESEARCHED_OR_STOLEN
    3: string = TECHNOLOGY_STATUS_AVAILABLE
    4: string = TECHNOLOGY_STATUS_AVAILABLE_TO_STEAL_OR_TRADE
    5: string = TECHNOLOGY_STATUS_UNAVAILABLE
    6: string = TECHNOLOGY_STATUS_NOT_PRESENT


    army: table
    Spoiler Alert, click show to read: 

    AbleToBuildFort
    AllSelectedUnitsHaveBeenReplenished
    ArmyPanelActive
    BuildFort
    CanArmyEmbarkOrDisembark
    CanDisbandSomeSelectedUnits
    CanDisbandUnit
    CanPromoteSomeSelectedUnits
    CanPromoteUnit
    CanSomeSelectedUnitsDisembark
    ClearButtons
    CorrectSelectionAfterDisbanding
    DemoteAdmirals
    DestroyTransportedDecision
    DisbandUnits
    GenerateArmyPanel
    GenerateLandCards
    GenerateNavalCards
    GenerateNavyPanel
    HasGeneralOrAdmiral
    HasGeneralOrAdmiralSelected
    HasOnlyGeneralOrAdmiralSelected
    InitialiseDynamicVars
    IsGeneralOrAdmiral
    MergeSelection
    NothingSelected
    PromoteUnits
    RepairButtonTooltip
    ReplenishUnits
    SelectUnitCard
    SelectedUnitsPromotionCost
    SelectionChanged
    ShowArmyButtons
    ShowExchangePanel
    ShowNavyButtons
    SomeSelectedUnitsNeedReplenish
    UnitsEmbark

    data.all_scripted: boolean = true
    agents: table
    Spoiler Alert, click show to read: 

    AgentCardPosition
    AgentsPanelActive
    BuildAgentTooltip
    GenerateAgentCards
    GenerateAgentsPanel
    GentlemanDuel
    RakeAssassinate
    RakeSubterfuge
    ResearcherSteal
    SelectAgentCard
    SelectionChanged
    ShowAgentButtons
    ShowButton
    ShowExchangePanel

    construction: table
    Spoiler Alert, click show to read: 

    BuildingCardPosition
    ClearConstructionSlotSelection
    ConstructionAvailable
    ConstructionItemPosition
    ConstructionSlotSelection
    DemolishCurrentSelection
    GenerateConstructionPanel
    GenerateFortConstructionPanel
    HideBuildingHealth
    HighlightConstructionItem
    InitConstructionButtons
    InitConstructionPanel
    InitialiseConstructionItem
    RegisterRoot
    RemoveTechIcons
    ReorderOptions
    RepairCurrentSelection
    SelectExplicitConstructionSlotExclusive
    SelectPassiveConstructionSlotExclusive
    SetConstructionUnavailable
    ShowBuildingHealth
    ShowConstructionButtons
    ShowTechnologies

    optionsmanager: table
    Spoiler Alert, click show to read: 

    CancelChanges
    CreateManager
    InitialisePrefsSetter
    SetOptions

    data.export_advice: table
    Spoiler Alert, click show to read: 

    events: table

    labels: table
    Spoiler Alert, click show to read: 

    ForceUpdate
    RemoveUnupdatedEntities
    SetBottomRowStatus
    UpdateEntityLabels
    child_sorter



    Hookable events
    Spoiler Alert, click show to read: 

    AdviceDismissed
    AdviceIssued
    AdviceSuperseded
    AssassinationAttemptSuccess
    BattleCommandingShipRouts
    BattleCommandingUnitRouts
    BattleConflictPhaseCommenced
    BattleDeploymentPhaseCommenced
    BattleShipAttacksEnemyShip
    BattleShipCaughtFire
    BattleShipMagazineExplosion
    BattleShipRouts
    BattleShipRunAground
    BattleShipSailingIntoWind
    BattleShipSurrendered
    BattleUnitAttacksBuilding
    BattleUnitAttacksEnemyUnit
    BattleUnitAttacksWalls
    BattleUnitCapturesBuilding
    BattleUnitDestroysBuilding
    BattleUnitRouts
    BattleUnitUsingBuilding
    BattleUnitUsingWall
    BuildingCardSelected
    BuildingCompleted
    BuildingConstructionIssuedByPlayer
    BuildingInfoPanelOpenedCampaign
    CameraMoverFinished
    CampaignArmiesMerge
    CampaignBuildingDamaged
    CampaignSettlementAttacked
    CampaignSlotAttacked
    CharacterAttacksAlly
    CharacterCompletedBattle
    CharacterCreated
    CharacterDamagedByDisaster
    CharacterInfoPanelOpened
    CharacterPromoted
    CharacterSelected
    CharacterTurnEnd
    CharacterTurnStart
    ComponentLClickUp
    DuelDemanded
    DuelFought
    DummyEvent
    EspionageAgentApprehended
    EventMessageOpenedBattle
    EventMessageOpenedCampaign
    FactionGovernmentTypeChanged
    FactionRoundStart
    FactionTurnEnd
    FactionTurnStart
    FortSelected
    GarrisonResidenceCaptured
    HistoricalCharacters
    HistoricalEvents
    HudRefresh
    IncomingMessage
    LandTradeRouteRaided
    LoadingGame
    LocationEntered
    LocationUnveiled
    MissionCancelled
    MissionCheckAssassination
    MissionCheckBlockadePort
    MissionCheckBuild
    MissionCheckCaptureCity
    MissionCheckDuel
    MissionCheckEngageCharacter
    MissionCheckEngageFaction
    MissionCheckGainMilitaryAccess
    MissionCheckMakeAlliance
    MissionCheckMakeTradeAgreement
    MissionCheckRecruit
    MissionCheckResearch
    MissionCheckSpyOnCity
    MissionEvaluateAssassination
    MissionEvaluateBlockadePort
    MissionEvaluateBuild
    MissionEvaluateCaptureCity
    MissionEvaluateDuel
    MissionEvaluateEngageCharacter
    MissionEvaluateEngageFaction
    MissionEvaluateGainMilitaryAccess
    MissionEvaluateMakeAlliance
    MissionEvaluateMakeTradeAgreement
    MissionEvaluateRecruit
    MissionEvaluateResearch
    MissionEvaluateSpyOnCity
    MissionFailed
    MissionIssued
    MissionNearingExpiry
    MissionSucceeded
    MovementPointsExhausted
    MultiTurnMove
    NewSession
    PanelAdviceRequestedBattle
    PanelAdviceRequestedCampaign
    PanelClosedBattle
    PanelClosedCampaign
    PanelOpenedBattle
    PanelOpenedCampaign
    PreBattle
    RecruitmentItemIssuedByPlayer
    RegionIssuesDemands
    RegionRebels
    RegionRiots
    RegionTurnEnd
    RegionTurnStart
    ResearchCompleted
    SabotageAttemptSuccess
    SavingGame
    SeaTradeRouteRaided
    SettlementOccupied
    SettlementSelected
    SiegeLifted
    SlotOccupied
    SlotOpens
    SlotRoundStart
    SlotSelected
    SlotTurnStart
    SpyingAttemptSuccess
    SufferAssassinationAttempt
    SufferSpyingAttempt
    TechnologyInfoPanelOpenedCampaign
    TimeTrigger
    TooltipAdvice
    TradeLinkEstablished
    TradeRouteEstablished
    UICreated
    UIDestroyed
    UngarrisonedFort
    UnitCompletedBattle
    UnitCreated
    UnitSelectedCampaign
    UnitTrained
    UnitTurnEnd
    VictoryConditionFailed
    VictoryConditionMet
    WorldCreated
    evaluate_mission
    historical_events
    n


    Local Variables, these are accesible from a thread that doesn't have the default environment, for example through loadfile
    Spoiler Alert, click show to read: 

    LocalFaction: string = britain
    CommandQueue: userdata
    type: string = Pointer<CAMPAIGN_COMMAND_QUEUE>
    events: table
    effect: table
    Spoiler Alert, click show to read: 

    adjust_treasury
    advance_contextual_advice_thread
    advance_scripted_advice_thread
    advice
    ancillary
    historical_character
    historical_event
    remove_ancillary
    remove_trait
    rewind_scripted_advice
    suspend_contextual_advice
    trait

    CampaignName: string = main
    conditions: table
    Spoiler Alert, click show to read: 

    AdjacentRegionRebelling
    AdviceDisplayed
    AdviceJustDisplayed
    AdviceThreadProgress
    ArmyIsAlliedCampaign
    ArmyIsLocalCampaign
    BattleAllianceIsAttacker
    BattleAllianceIsPlayers
    BattleAllianceNumberOfShips
    BattleAllianceNumberOfUnits
    BattleEnemyAlliancePercentageCanHide
    BattleEnemyAlliancePercentageOfClassAndCategory
    BattleEnemyAlliancePercentageOfMountType
    BattleEnemyAlliancePercentageOfSpecialAbility
    BattleEnemyAlliancePercentageOfUnitCategory
    BattleEnemyAlliancePercentageOfUnitClass
    BattleEnemyDirectionOfMeleeAttack
    BattleEnemyHasMissileSuperiority
    BattleEnemyShipActionStatus
    BattleEnemyShipOnFire
    BattleEnemyUnitActionStatus
    BattleEnemyUnitCategory
    BattleEnemyUnitClass
    BattleEnemyUnitCurrentFormation
    BattleEnemyUnitOnLeftFlank
    BattleEnemyUnitOnRightFlank
    BattleEnemyUnitSpecialAbilitySupported
    BattleEnemyUnitTechnologySupported
    BattleHasCoverBuildings
    BattleHasCoverWalls
    BattleIsLandConflict
    BattleIsNavalConflict
    BattleIsSiegeConflict
    BattlePlayerAllianceDefendingHill
    BattlePlayerAlliancePercentageCanHide
    BattlePlayerAlliancePercentageOfAmmoType
    BattlePlayerAlliancePercentageOfClassAndCategory
    BattlePlayerAlliancePercentageOfMountType
    BattlePlayerAlliancePercentageOfSpecialAbility
    BattlePlayerAlliancePercentageOfTechnology
    BattlePlayerAlliancePercentageOfUnitCategory
    BattlePlayerAlliancePercentageOfUnitClass
    BattlePlayerAllianceToEnemyAllianceRatio
    BattlePlayerDefendingFort
    BattlePlayerDirectionOfMeleeAttack
    BattlePlayerDirectionOfMissileAttack
    BattlePlayerSailsPercentageDamaged
    BattlePlayerShipActionStatus
    BattlePlayerShipClass
    BattlePlayerUnitActionStatus
    BattlePlayerUnitAmmoType
    BattlePlayerUnitCategory
    BattlePlayerUnitClass
    BattlePlayerUnitCurrentFormation
    BattlePlayerUnitDefendingHill
    BattlePlayerUnitEngaged
    BattlePlayerUnitEngagedInMelee
    BattlePlayerUnitMountType
    BattlePlayerUnitMovingFast
    BattlePlayerUnitSpecialAbilityActive
    BattlePlayerUnitSpecialAbilitySupported
    BattlePlayerUnitTechnologySupported
    BattleResult
    BattleShipIsPlayers
    BattleShipSailsPercentageDamage
    BattleType
    BattleUnitIsAllied
    BattleUnitIsPlayers
    BattlesFought
    BuildingLevelName
    BuildingTypeExistsAtSettlement
    BuildingTypeExistsAtSlot
    CampaignBattleType
    CampaignName
    CampaignPercentageOfOwnCaptured
    CampaignPercentageOfOwnKilled
    CampaignPercentageOfOwnRouted
    CampaignPercentageOfThemCaptured
    CampaignPercentageOfThemKilled
    CampaignPercentageOfThemRouted
    CampaignPercentageOfUnitCategory
    CanGenerateHistoricalCharacter
    CharacterAbility
    CharacterAttribute
    CharacterBuildingConstructed
    CharacterCapturedEnemyShip
    CharacterCultureType
    CharacterDuelWeapon
    CharacterEndedInAmbushPosition
    CharacterFactionAdmiralCount
    CharacterFactionGeneralCount
    CharacterFactionHasTechType
    CharacterFactionName
    CharacterFactionSubcultureType
    CharacterForename
    CharacterFoughtCulture
    CharacterHasTrait
    CharacterHoldsPost
    CharacterInBuildingOfChain
    CharacterInBuildingType
    CharacterInEnemyLands
    CharacterInHomeRegion
    CharacterInOwnFactionLands
    CharacterInRegion
    CharacterInTheatre
    CharacterIsAlliedCampaign
    CharacterIsEnemyCampaign
    CharacterIsLocalCampaign
    CharacterMPPercentageRemaining
    CharacterMinisterialPosition
    CharacterNumberOfChildren
    CharacterRouted
    CharacterSurname
    CharacterTrait
    CharacterTurnsAtHome
    CharacterTurnsAtSea
    CharacterTurnsInEnemyLands
    CharacterType
    CharacterWasAttacker
    CharacterWonBattle
    CharacterWonDuel
    CommanderAncillary
    CommanderFoughtInBattle
    CommanderFoughtInMelee
    CommanderTrait
    DateInRange
    DefensiveSiegesFought
    DefensiveSiegesWon
    EnemyArmyGreaterCombatStrength
    FactionAllyCount
    FactionBuildingExists
    FactionCanBuildBuilding
    FactionCashFlow
    FactionDestroyedByCharacterFaction
    FactionExists
    FactionGovernmentType
    FactionHasAllies
    FactionIsAlliedCampaign
    FactionIsHuman
    FactionIsLocal
    FactionLeadersAttribute
    FactionLeadersTrait
    FactionName
    FactionPatrioticFervour
    FactionSupportCostsPercentage
    FactionTaxLevel
    FactionTechExists
    FactionTradeCommodityExists
    FactionTradeValue
    FactionTradeValuePercentage
    FactionTreasury
    FactionTreasuryWorldPercentage
    FactionWarWeariness
    FactionwideAncillaryTypeExists
    FortBuildingQueueIdleDespiteCash
    FortIsLocal
    FortName
    GovernorTaxLevel
    GovernorshipTaxLevel
    HasUnspecialisedPort
    InPort
    InSettlement
    InsurrectionCrushed
    IsBesieging
    IsBlockading
    IsBuildingInChain
    IsBuildingOfType
    IsCarryingTroops
    IsChildOf
    IsColony
    IsComponentType
    IsFactionLeader
    IsFactionLeaderFemale
    IsGarrisoned
    IsHomeRegion
    IsMessageType
    IsPlayerTurn
    IsPortGarrisoned
    IsTheatreGovernor
    IsTriggerableHistoricalEvent
    IsUnderBlockade
    IsUnderSiege
    LandTradeRouteRaided
    LosingMoney
    MapPosition
    MissionName
    NoActionThisTurn
    OffensiveSiegesFought
    OffensiveSiegesWon
    OnAWarFooting
    ParentId
    PercentageUnspentIncome
    PlayerFactionIsAttacker
    PortBlockaded
    PortBlockadedLocal
    RandomPercentCampaign
    RegionBuildableSlotEmpty
    RegionBuildingFinished
    RegionClamoursReform
    RegionCultureIsFactionCulture
    RegionDemands
    RegionEconomicGrowthLow
    RegionFoodShortageEmigration
    RegionGovernorAttribute
    RegionHasFoodShortages
    RegionHasUnexportedTrade
    RegionIsLocal
    RegionPopulationGrowthLow
    RegionPopulationLow
    RegionPopulationMaxReached
    RegionRebels
    RegionReligionIsStateReligion
    RegionReligiousEmigration
    RegionResourceExists
    RegionResourceExploited
    RegionRiots
    RegionSlotBuildingCount
    RegionSlotBuildingCultureExists
    RegionSlotBuildingTypeCount
    RegionSlotBuildingTypeExists
    RegionSlotCount
    RegionSlotEmptyCount
    RegionSlotTypeExists
    RegionTaxLevel
    RegionTaxTownWealthGrowthReduction
    RegionTownWealthGrowth
    RegionWealthDecrease
    RegionWealthIncrease
    ResearchCategory
    ResearchQueueIdle
    ResearchType
    ResearchTypeUniqueToFaction
    RoadsAtMaxLevel
    SeaTradeRouteRaided
    SettlementBuildingQueueIdleDespiteCash
    SettlementFortificationsBuildingQueueIdleDespiteCash
    SettlementIsLocal
    SettlementName
    SettlementRoadBuildingQueueIdleDespiteCash
    SlotBuildingQueueIdleDespiteCash
    SlotIsAlliedCampaign
    SlotIsLocal
    SlotName
    SlotType
    SupportCostsPercentage
    TargetArmyGreaterCombatStrength
    TargetCharacterIsAlliedCampaign
    TargetCharacterIsEnemyCampaign
    TargetInStrikingRangeOfEnemy
    TaxCollectionLimited
    TaxLevel
    TradePortsAtMaxLevel
    TradeRouteIsEnemy
    TradeRouteIsLocal
    TradeRouteLimitReached
    TurnNumber
    TurnsSinceThreadLastAdvanced
    UnitCategory
    UnitClass
    UnitCrushedInsurrection
    UnitCultureType
    UnitFoughtInBattle
    UnitFoughtInMelee
    UnitInTheatre
    UnitOnContinent
    UnitRouted
    UnitSufferedCasualties
    UnitTrait
    UnitType
    UnitWonBattle
    UnusedInternationalTradeRoute
    WarEndedCharacterFaction
    WarStartedCharacterFaction
    WorldResourceExists
    WorldResourceExploited
    WorldwideAncillaryTypeExists
    WouldRebellionInRegionBeRevolution

    data: table
    Spoiler Alert, click show to read: 

    export_historic_characters: table
    Spoiler Alert, click show to read: 

    events: table

    events: table
    export_ancillaries: table
    Spoiler Alert, click show to read: 

    events: table

    export_missions: table
    Spoiler Alert, click show to read: 

    events: table

    export_triggers: table
    Spoiler Alert, click show to read: 

    events: table

    decoda_name: string = EmpireLuaEnv


    Local variables available for use in battle_script files in scenarios, the tables have a new function, when using that you'll get an object you can call the functions on, e.g.:
    battle = empire_battle:new()
    battle:register_input_handler("UserPressedKey")

    Check out the scripts in main.pack folders tutorialbattles and scenarios for lots more samples.

    Spoiler Alert, click show to read: 

    battle.armies: table
    Spoiler Alert, click show to read: 

    count: function
    item: function
    new: function

    battle.camera: table
    Spoiler Alert, click show to read: 

    disable_functionality: function
    move_to: function
    enable_functionality: function
    look_at: function
    new: function

    battle.commandevent: table
    Spoiler Alert, click show to read: 

    get_ship: function
    get_building: function
    get_name: function
    get_unit: function
    get_bool1: function
    get_position: function
    get_string1: function
    new: function

    battle.alliance: table
    Spoiler Alert, click show to read: 

    armies: function
    new: function

    battle.ships: table
    Spoiler Alert, click show to read: 

    count: function
    item: function
    new: function

    ui_component: table
    Spoiler Alert, click show to read: 

    set_highlight: function
    set_visible: function
    new: function

    battle.unit: table
    Spoiler Alert, click show to read: 

    is_leaving_battle: function
    type: function
    missile_range: function
    is_routing: function
    number_of_men_alive: function
    initial_number_of_men: function
    name: function
    position: function
    unit_in_range: function
    is_moving: function
    bearing: function
    new: function

    battle.army: table
    Spoiler Alert, click show to read: 

    create_ship_controller: function
    create_unit_controller: function
    ships: function
    units: function
    new: function

    battle.buildings: table
    Spoiler Alert, click show to read: 

    count: function
    item: function
    new: function

    battle.units: table
    Spoiler Alert, click show to read: 

    count: function
    item: function
    new: function

    battle.ship: table
    Spoiler Alert, click show to read: 

    hull_damage: function
    type: function
    name: function
    position: function
    sail_damage: function
    ship_in_range: function
    bearing: function
    new: function

    battle.weather: table
    Spoiler Alert, click show to read: 

    add_rain: function
    add_dust: function
    add_snow: function
    clear_weather: function
    new: function

    battle_marker: table
    Spoiler Alert, click show to read: 

    show: function
    set_position: function
    set_scale: function
    set_rotation: function
    hide: function
    new: function

    battle_sound_effect: table
    Spoiler Alert, click show to read: 

    play3D: function
    is_playing: function
    stop: function
    load: function
    new: function

    battle.unit_controller: table
    Spoiler Alert, click show to read: 

    withdraw_q: function
    decrement_formation_width: function
    halt: function
    morale_behavior_default: function
    morale_behavior_fearless: function
    morale_behavior_rout: function
    add_group: function
    withdraw: function
    attack_unit_q: function
    goto_location_angle_width_q: function
    add_units: function
    clear_all: function
    attack_building_q: function
    release_control: function
    attack_unit: function
    attack_line: function
    rotate: function
    set_invincible: function
    goto_location: function
    goto_location_angle_width: function
    step_forward: function
    attack_line_q: function
    attack_location: function
    defend_building_q: function
    leave_building: function
    attack_building: function
    change_move_speed: function
    new: function
    defend_building: function
    goto_location_q: function
    kill: function
    step_backward: function
    attack_location_q: function
    skirmish: function
    fire_at_will: function
    perform_special_ability_q: function
    increment_formation_width: function
    change_formation_q: function
    take_control: function
    guard_mode: function
    rotate_q: function
    add_all_units: function
    perform_special_ability: function
    change_formation: function

    battle.alliances: table
    Spoiler Alert, click show to read: 

    count: function
    item: function
    new: function

    battle_vector: table
    Spoiler Alert, click show to read: 

    get_x: function
    set: function
    to_screen_position: function
    get_z: function
    length_xz: function
    get_y: function
    set_z: function
    distance: function
    set_y: function
    length: function
    set_x: function
    new: function

    empire_battle: table
    Spoiler Alert, click show to read: 

    register_input_handler: function
    suspend_contextual_advice: function
    marker: function
    register_command_handler: function
    unregister_timer: function
    register_ship_selection_handler: function
    buildings: function
    unregister_input_handler: function
    weather: function
    alliances: function
    new: function
    game_time: function
    unregister_ship_selection_handler: function
    ui_component: function
    unregister_battle_phase_handler: function
    register_singleshot_timer: function
    unregister_command_handler: function
    random_number: function
    show_locatable_advisor_message: function
    camera: function
    show_advisor_message: function
    out: function
    register_repeating_timer: function
    unregister_unit_selection_handler: function
    register_battle_phase_handler: function
    register_unit_selection_handler: function

    battle.ship_controller: table
    Spoiler Alert, click show to read: 

    destroy_mast: function
    halt: function
    morale_behavior_default: function
    morale_behavior_fearless: function
    toggle_boarding_mode: function
    add_group: function
    set_sail: function
    add_all_ships: function
    broadside_attack: function
    change_shot_type: function
    board_ship_q: function
    ignite_deck: function
    release_control: function
    move_forward: function
    rotate: function
    attack_ship: function
    fire_at_ship: function
    force_surrender: function
    sink: function
    ignite_sails: function
    board_ship: function
    new: function
    attack_ship_q: function
    blow_up_ship: function
    fire_at_will: function
    withdraw_q: function
    morale_behavior_rout: function
    change_formation_q: function
    take_control: function
    add_ships: function
    clear_all: function
    rotate_q: function
    withdraw: function
    change_formation: function

    battle_location: table
    Spoiler Alert, click show to read: 

    set_position: function
    get_position: function
    new: function

    battle.building: table
    Spoiler Alert, click show to read: 

    show: function
    name: function
    position: function
    hide: function
    new: function

    Last edited by just; April 12, 2009 at 12:02 AM.

  2. #2
    alpaca's Avatar Harbinger of saliva
    Join Date
    Sep 2005
    Location
    Germany
    Posts
    4,811

    Default Re: All LUA functions/variables exposed by Empire

    Woohoo. I'll start a new script-o-rama thread for all the tidbits of info I find

    Edit: Sorry just, I stole your list for the script-o-rama. I hope you don't mind
    Last edited by alpaca; March 28, 2009 at 07:16 AM.

    No thing is everything. Every thing is nothing.

  3. #3

    Default Re: All LUA functions/variables exposed by Empire

    Updated with module info for the campaign, battle module info is coming.

    To use such modules do something like:
    Code:
    cu = require "CoreUtils"
    alpalog = io.open('alpalogTest.txt','wb')
    alpalog:write(cu.RoundToInt(1.56))
    alpalog:close()

  4. #4

    Default Re: All LUA functions/variables/modules exposed by Empire

    Updated and layout improved

  5. #5

    Default Re: All LUA functions/variables/modules exposed by Empire

    Nice, you are my hero.

  6. #6

    Default Re: All LUA functions/variables/modules exposed by Empire

    So I noticed that I cannot find these in your list, they are conditions.

    UnitInAffectedRegion()
    UnitTurnsAtSea()
    UnitCrushedInsurrection()
    DiseaseType()

    There are a fdew others as well.

    I pulled all these from the trait_trigger table in the condition field, they must be more lua functions out there, because they are more than what I can see there.

    I am also trying to find an event that will reduce the unit strength like when they are sieged, have you had any luck?
    Last edited by harshman_chris; March 31, 2009 at 09:54 AM.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  7. #7

    Default Re: All LUA functions/variables/modules exposed by Empire

    I did find some more as well, I'll update the list at some point.

    Also I found that all event handlers get called with one or more context variables, they can contain relevant information for that event (but often contain userdata that is not that useful at this point).

  8. #8

    Default Re: All LUA functions/variables/modules exposed by Empire

    I am so close to be able to do things like Russia Winter

    I just need to find the right things.

    I really need to be able to toggle unit_attrition and check if a unit is in a region, and check the season and see if they are on snow.

    All of these things should be possible, because the game already factors movement speed for snow, and a unitloses strength when under siege.I assume the game needs a way to find out what season it is and since it can already get turn number and date.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  9. #9

    Default Re: All LUA functions/variables/modules exposed by Empire

    CampaignUI has CurrentSeasonString for the season, simply returns a string, no arguments.

    conditions has the CharacterInRegion function (I think this works on the currently active character), iirc this should be called with a string, returns a boolean.

  10. #10

    Default Re: All LUA functions/variables/modules exposed by Empire

    Quote Originally Posted by just View Post
    CampaignUI has CurrentSeasonString for the season, simply returns a string, no arguments.

    conditions has the CharacterInRegion function (I think this works on the currently active character), iirc this should be called with a string, returns a boolean.
    Nice to know about the Current Season.

    But the CharacterInRegion applies to characters not units, what happens is it returns true if it is in the region, but it checks them whenever the unit moves, it does not have to be the selected unit though.

    UnitInAffectedRegion() I see alot when refering to diseases, but there should be a UnitInRegion("region name") maybe? it would make sense.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  11. #11

    Default Re: All LUA functions/variables/modules exposed by Empire

    Isn't the general of an army a character as well? Perhaps you could work it out from that?

  12. #12

    Default Re: All LUA functions/variables/modules exposed by Empire

    I tried that with events.CharacterCompletedBattle() but it seems that if the general dies during battle the event isnt called.

    Which in my opinion prooves that a general is a character.
    Last edited by Steinig; March 31, 2009 at 10:45 PM.

  13. #13

    Default Re: All LUA functions/variables/modules exposed by Empire

    A General is a character but the other units are not, remember the named generals don't fight in the battles, just a general unit with a general character who if he dies is removed.

    But Units do not have a general and Unit will actually effect a general's unit as well.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  14. #14
    Argent Usher's Avatar [sɪθlɔ:d]
    Join Date
    Jun 2007
    Location
    Berlin/Germany
    Posts
    1,240

    Default Re: All LUA functions/variables/modules exposed by Empire

    Just fine and good job.

    Could you make an additional PDF text please.


    Regards A.U.
    Those who dream by day are cognizant of many things that escape those who dream only at night.” Edgar Allan Poe

  15. #15

    Default Re: All LUA functions/variables/modules exposed by Empire

    Thanks heaps for this. Really looking forward to doing some scripting for Empire. A huge step up from whatever that thing was they had in Rome and Medieval 2 - LUA is so much more powerful and flexible. I already know a fair bit about C based language (I am learning Java and C++) syntax so hopefully it won't be to hard to get into and use.

    +rep

  16. #16

    Default Re: All LUA functions/variables/modules exposed by Empire

    Updated with stuff available in scenarios.

  17. #17

    Default Re: All LUA functions/variables/modules exposed by Empire

    Where i can see all arguments for function, especially the construction table

  18. #18

    Default Re: All LUA functions/variables/modules exposed by Empire

    "The list was generated from scripting.lua inside the OnFactionTurnStart function, so it's only the Campaign stuff, Battle has the same local variables (at least for battles occuring during a campaign),"

    Is there a scripting.lua somewhere for campaign battles? I'm not finding it, or did I misunderstand the quote above?

  19. #19

    Default Re: All LUA functions/variables/modules exposed by Empire

    Unfortunately I haven't managed to extract arguments yet. Some functions give error messages when you give the wrong type, but usually Empire just crashes, so I can't automate it. Check out Alpaca's script-o-rama thread for a couple of functions with arguments.

    There is no specific script file for campaign battles, you can simply hook an event in the regular scripting.lua that gets fired during battles (like BattleDeploymentPhase).

  20. #20

    Default Re: All LUA functions/variables/modules exposed by Empire

    Quote Originally Posted by just View Post
    Unfortunately I haven't managed to extract arguments yet. Some functions give error messages when you give the wrong type, but usually Empire just crashes, so I can't automate it. Check out Alpaca's script-o-rama thread for a couple of functions with arguments.

    There is no specific script file for campaign battles, you can simply hook an event in the regular scripting.lua that gets fired during battles (like BattleDeploymentPhase).
    Can you explain this better, I have a couple of coders that might be able to automate such a process.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

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