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		<id>https://docs.larian.game/index.php?title=Character_and_Item_Script_Triggers,_Calls,_and_Queries&amp;diff=3281</id>
		<title>Character and Item Script Triggers, Calls, and Queries</title>
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		<updated>2017-09-26T21:34:45Z</updated>

		<summary type="html">&lt;p&gt;Dahras: Added bold to a lot of functions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of almost every character and item script event trigger, call, and query. An event is what triggers the script, and always begin with ''On''. Queries provide information and are always inside an ''IF'' or ''CHECK.'' Calls are actions that always after THEN.&lt;br /&gt;
&lt;br /&gt;
CharScript/ItemScript Functions&lt;br /&gt;
&lt;br /&gt;
== CALLS ==&lt;br /&gt;
&lt;br /&gt;
'''Set(OUT OBJECT:variable, OBJECT:value)'''&lt;br /&gt;
&lt;br /&gt;
Set the value of a variable&lt;br /&gt;
&lt;br /&gt;
'''SetVar(CHARACTER|ITEM:object, FIXEDSTRING:variableName, OBJECT:value)'''&lt;br /&gt;
&lt;br /&gt;
Set the value of a global variable&lt;br /&gt;
&lt;br /&gt;
'''Cast(OUT OBJECT variable, OBJECT value)'''&lt;br /&gt;
&lt;br /&gt;
Casts the value to the variable&lt;br /&gt;
&lt;br /&gt;
'''Print(OUT STRING:output, STRING:text)'''&lt;br /&gt;
&lt;br /&gt;
Prints the text to the output with possible parameters: [1], [2], ...&lt;br /&gt;
&lt;br /&gt;
'''Add(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT|FLOAT3:value)'''&lt;br /&gt;
&lt;br /&gt;
Adds both values and stores it in the first variable&lt;br /&gt;
&lt;br /&gt;
'''Subtract(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT|FLOAT3:value)'''&lt;br /&gt;
&lt;br /&gt;
Subtracts both values and stores it in the first variable&lt;br /&gt;
&lt;br /&gt;
'''Multiply(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT:value)'''&lt;br /&gt;
&lt;br /&gt;
Multiplies both values and stores it in the first variable&lt;br /&gt;
&lt;br /&gt;
'''Divide(INOUT INT|FLOAT|FLOAT3:variable, INT|FLOAT:value)'''&lt;br /&gt;
&lt;br /&gt;
Divides both values and stores it in the first variable&lt;br /&gt;
&lt;br /&gt;
'''Abs(INOUT INT|FLOAT:variable)'''&lt;br /&gt;
&lt;br /&gt;
Takes the absolute value of a variable&lt;br /&gt;
&lt;br /&gt;
'''Clamp(INOUT INT|FLOAT:variable, INT|FLOAT:min, INT|FLOAT:max)'''&lt;br /&gt;
&lt;br /&gt;
Clamps a variable between min and max&lt;br /&gt;
&lt;br /&gt;
'''GetRandom(OUT OBJECT:variable, OBJECT:value, OBJECT:value, OBJECT:value)'''&lt;br /&gt;
&lt;br /&gt;
Fills in the variable with random one of the values.&lt;br /&gt;
&lt;br /&gt;
'''GetWeightedRandom(OUT OBJECT:variable, OBJECT:value, INT|FLOAT:weight, ...)'''&lt;br /&gt;
&lt;br /&gt;
Gets a weighted random of the given values!&lt;br /&gt;
&lt;br /&gt;
'''GetRandomBetween(OUT INT|FLOAT:variable, INT|FLOAT:min, INT|FLOAT:max)'''&lt;br /&gt;
&lt;br /&gt;
Gets a random value between min and max (both included)&lt;br /&gt;
&lt;br /&gt;
'''GetRandomPositionInTrigger(OUT FLOAT3:variable, TRIGGER:areaTrigger)'''&lt;br /&gt;
&lt;br /&gt;
Get a random position in a trigger area&lt;br /&gt;
&lt;br /&gt;
'''GetElement(OUT OBJECT:variable, INT:index, OBJECT:value, OBJECT:value, OBJECT:value)'''&lt;br /&gt;
&lt;br /&gt;
Fills in the variable with the index one of the values (starting from 0)&lt;br /&gt;
&lt;br /&gt;
'''SetPriority(FIXEDSTRING:reactionName, INT:priority)'''&lt;br /&gt;
&lt;br /&gt;
Changes the priority of a reaction. Priority 0 and below are not executed!&lt;br /&gt;
&lt;br /&gt;
'''DelayReaction(FIXEDSTRING:reactionName, FLOAT:timeInSeconds)'''&lt;br /&gt;
&lt;br /&gt;
The reaction will not be chosen for the specified time&lt;br /&gt;
&lt;br /&gt;
'''SetScriptFrame(CHARACTER:character, FIXEDSTRING:frame)'''&lt;br /&gt;
&lt;br /&gt;
Sets the scriptframe on the character.&lt;br /&gt;
&lt;br /&gt;
'''ClearScriptFrame(CHARACTER:character)'''&lt;br /&gt;
&lt;br /&gt;
Clears the scriptframe on the character.&lt;br /&gt;
&lt;br /&gt;
'''Goto(FIXEDSTRING:labelName)'''&lt;br /&gt;
&lt;br /&gt;
Jumps to the label&lt;br /&gt;
&lt;br /&gt;
'''GotoIfEqual(OBJECT:variable, OBJECT:value, FIXEDSTRING:labelName)'''&lt;br /&gt;
&lt;br /&gt;
Jumps to the label if the 2 objects are equal&lt;br /&gt;
&lt;br /&gt;
'''GotoRand(FIXEDSTRING:labelName, FIXEDSTRING:labelName, FIXEDSTRING:labelName, FIXEDSTRING:labelName, FIXEDSTRING:labelName)'''&lt;br /&gt;
&lt;br /&gt;
Jumps to a random label in the list&lt;br /&gt;
&lt;br /&gt;
'''CreatePuddleAt(GAMEOBJECT|FLOAT3:target, SURFACE:type, INT:cellAmountMin, INT:cellAmountMax, INT:growAmountMin, INT:growAmountMax, )'''&lt;br /&gt;
&lt;br /&gt;
Spawn a puddle at the target's position for a certain lifetime (in turns)&lt;br /&gt;
&lt;br /&gt;
'''CreateSurfaceAt(GAMEOBJECT|FLOAT3:target, SURFACE:type, FLOAT:radius, INT:lifeTime[, GAMEOBJECT:owner])'''&lt;br /&gt;
&lt;br /&gt;
Spawn a surface at the target's position for a certain lifetime (in turns)&lt;br /&gt;
&lt;br /&gt;
'''CreateSurfaceInPolygon(GAMEOBJECT:owner, SURFACE:type, FLOAT:duration, FLOAT:growTimer, INT:growStep, GAMEOBJECT|FLOAT3:point1, GAMEOBJECT|FLOAT3:point2, GAMEOBJECT|FLOAT3:point3, ...)'''&lt;br /&gt;
&lt;br /&gt;
Spawn a polygon surface at the target's position. Grows &amp;lt;growStep&amp;gt; every &amp;lt;growTimer&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''CreateSurfaceInAreaTrigger(GAMEOBJECT:owner, SURFACE:type, FLOAT:duration, FLOAT:growTimer, INT:growStep, TRIGGER:areaTrigger)'''&lt;br /&gt;
&lt;br /&gt;
Spawn a surface within &amp;lt;areaTrigger&amp;gt;. Grows &amp;lt;growStep&amp;gt; every &amp;lt;growTimer&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''CreateConeSurfaceAt(GAMEOBJECT|FLOAT3:start, GAMEOBJECT|FLOAT3:target, SURFACE:type, FLOAT:radius, FLOAT:angle, FLOAT:duration)'''&lt;br /&gt;
&lt;br /&gt;
Spawn a Cone surface at the target's position&lt;br /&gt;
&lt;br /&gt;
'''PlayEffectAt(GAMEOBJECT|FLOAT3:target, STRING:effectName)'''&lt;br /&gt;
&lt;br /&gt;
Plays an effect at the target's position&lt;br /&gt;
&lt;br /&gt;
'''PlayLoopEffectAt(OUT INT64:effectHandle, GAMEOBJECT|FLOAT3:target, STRING:effectName)'''&lt;br /&gt;
&lt;br /&gt;
Plays an effect at the target's position&lt;br /&gt;
&lt;br /&gt;
'''ExplodeAt(GAMEOBJECT|FLOAT3:target, SKILL:projectileSkill, [INT:casterLevel=-1, CHARACTER|ITEM:cause])'''&lt;br /&gt;
&lt;br /&gt;
Trigger an explosion of a projectile skill at the target's position. The cause will trigger NPC behavior as if the cause casted the projectile&lt;br /&gt;
&lt;br /&gt;
'''DisplayText(CHARACTER|ITEM:target, FIXEDSTRING:text, FLOAT:timeInSeconds)'''&lt;br /&gt;
&lt;br /&gt;
Displays text above the character/item for a certain amount of time. It will replace the current text, including dialogtext&lt;br /&gt;
&lt;br /&gt;
'''DisplayCombatInfoText(CHARACTER|ITEM:target, FIXEDSTRING:text, FLOAT:timeInSeconds)'''&lt;br /&gt;
&lt;br /&gt;
Displays text above the character/item for a certain amount of time. It will replace the current text, including dialogtext&lt;br /&gt;
&lt;br /&gt;
'''StatusText(CHARACTER|ITEM:target, FIXEDSTRING:text)'''&lt;br /&gt;
&lt;br /&gt;
Adds statustext above the character/item for a short amount of time. Will not replace texts or dialogtexts&lt;br /&gt;
&lt;br /&gt;
'''DebugText(CHARACTER|ITEM:target, STRING:text)'''&lt;br /&gt;
&lt;br /&gt;
Adds debugtext above the character/item for a short amount of time.&lt;br /&gt;
&lt;br /&gt;
'''CombatLogText(CHARACTER|ITEM:target, FIXEDSTRING:text, INT:filterID, INT:broadcastID)'''&lt;br /&gt;
&lt;br /&gt;
Adds combatlog text inside the combat log window. Color-/SizeFormatting should already be applied, if not color and size of the string will be NORMAL. filterID determines what filter shows/hides the text. broadcastID determines who will be able to see the message (0 hearingrange. 1 party. 2 all)&lt;br /&gt;
&lt;br /&gt;
'''Log(STRING:text, ...)'''&lt;br /&gt;
&lt;br /&gt;
Log's the the scriptlog. (for debugging purposes)&lt;br /&gt;
&lt;br /&gt;
'''Output(STRING:text, ...)'''&lt;br /&gt;
&lt;br /&gt;
Pass text with optional parameters to the output panel (e.g. Output(&amp;quot;An int [1]&amp;quot;, INT:10))&lt;br /&gt;
&lt;br /&gt;
'''Assert(STRING:text, ...)'''&lt;br /&gt;
&lt;br /&gt;
Pass text with optional parameters to display as an assert message (e.g. Assert(&amp;quot;This number is wrong: [1]&amp;quot;, INT:666))&lt;br /&gt;
&lt;br /&gt;
'''Label(FIXEDSTRING:name)'''&lt;br /&gt;
&lt;br /&gt;
Marks this line as a label where Goto actions can jump to&lt;br /&gt;
&lt;br /&gt;
'''StartTimer(FIXEDSTRING:timerName, FLOAT:timeInSeconds, INT:repeatCount)'''&lt;br /&gt;
&lt;br /&gt;
Start a timer which will throw the timer event. Set repeatcount &amp;lt; 0 for a permanent timer.&lt;br /&gt;
&lt;br /&gt;
'''StopTimer(FIXEDSTRING:timerName)'''&lt;br /&gt;
&lt;br /&gt;
Stop a timer which will throw the timer event&lt;br /&gt;
&lt;br /&gt;
'''DialogStart(OUT INT:instanceId, STRING:dialog, CHARACTER|ITEM:target, CHARACTER|ITEM:target, CHARACTER|ITEM:target, CHARACTER|ITEM:target)'''&lt;br /&gt;
&lt;br /&gt;
Start a dialog between the targets&lt;br /&gt;
&lt;br /&gt;
'''DialogRequestStop(CHARACTER|ITEM:speaker, STRING:dialog)'''&lt;br /&gt;
&lt;br /&gt;
Stops a certain dialog on a certain speaker&lt;br /&gt;
&lt;br /&gt;
'''Check(-)'''&lt;br /&gt;
&lt;br /&gt;
Reevaluate the conditions in the CHECK section of this reaction&lt;br /&gt;
&lt;br /&gt;
'''Reset(-)'''&lt;br /&gt;
&lt;br /&gt;
Resets the current reaction. It will start from the beginning again&lt;br /&gt;
&lt;br /&gt;
'''Interrupt(FIXEDSTRING:reactionName)'''&lt;br /&gt;
&lt;br /&gt;
Interrupt the reaction.&lt;br /&gt;
&lt;br /&gt;
'''GlobalSetEvent(FIXEDSTRING:eventName)'''&lt;br /&gt;
&lt;br /&gt;
Sets a global event. Scripts and Story can catch it.&lt;br /&gt;
&lt;br /&gt;
'''GlobalClearEvent(FIXEDSTRING:eventName)'''&lt;br /&gt;
&lt;br /&gt;
Clears a global event. Scripts and Story can catch it.&lt;br /&gt;
&lt;br /&gt;
'''StopLoopEffect(INT64:fxHandle)'''&lt;br /&gt;
&lt;br /&gt;
Stops a looping effect&lt;br /&gt;
&lt;br /&gt;
'''IterateItems(FIXEDSTRING:eventname[, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each item. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateItemsNear(GAMEOBJECT:source, FLOAT:radius, FIXEDSTRING:eventname[, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each item in range. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateItemsOnObject(CHARACTER|ITEM:source, FIXEDSTRING:eventname[, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each item standing on the source. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateParty(FIXEDSTRING:eventname, [COMPARE:howTo, COMPAREFUNC:compareFunc, CHARACTER:partyMember, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each member of all parties. If you pass a party member only members of that party will be considered. If you pass compare parameters, it will iterate over them in the requested order. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateCharacters(FIXEDSTRING:eventname, [COMPARE:howTo, COMPAREFUNC:compareFunc, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each character. If you pass compare parameters, it will iterate over them in the requested order. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateCharactersNear(GAMEOBJECT:source, FLOAT:radius, FIXEDSTRING:eventname, [COMPARE:howTo, COMPAREFUNC:compareFunc, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each character in range. If you pass compare parameters, it will iterate over them in the requested order. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateCharactersOnObject(CHARACTER|ITEM:source, FIXEDSTRING:eventname, [COMPARE:howTo, COMPAREFUNC:compareFunc, FIXEDSTRING:tag])'''&lt;br /&gt;
Launch iterate event for each character standing on the source. If you pass compare parameters, it will iterate over them in the requested order. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateCharactersInCombat(CHARACTER|ITEM:source, FIXEDSTRING:eventname, [COMPARE:howTo, COMPAREFUNC:compareFunc, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each character in combat with the source. If you pass compare parameters, it will iterate over them in the requested order. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''IterateHostilesFor(CHARACTER:source, FIXEDSTRING:eventname, [COMPARE:howTo, COMPAREFUNC:compareFunc, FIXEDSTRING:tag])'''&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each character who is targetting the source. If you pass compare parameters, it will iterate over them in the requested order. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
'''SpawnCharacter(OUT CHARACTER:result, CHARACTERTEMPLATE:rootTemplate, GAMEOBJECT|FLOAT3:position, INT:playSpawn, [INT:isSummon=0, CHARACTER:summonOwner=null, INT:overrideLevel=-1])'''&lt;br /&gt;
&lt;br /&gt;
Spawns a character&lt;br /&gt;
&lt;br /&gt;
'''SpawnItem(ITEMTEMPLATE:rootTemplate,GAMEOBJECT|FLOAT3:position, OUT ITEM:result)'''&lt;br /&gt;
&lt;br /&gt;
Spawns an item&lt;br /&gt;
&lt;br /&gt;
'''ShootLocalProjectile(SKILL:projectileSkill,CHARACTER|ITEM:source,FLOAT3:localOffset,FLOAT3:direction,[INT:casterLevel, CHARACTER|ITEM:caster])'''&lt;br /&gt;
&lt;br /&gt;
Spawns a projectile at the source (with offset, can be null) shooting at the target&lt;br /&gt;
&lt;br /&gt;
'''ShootLocalProjectileAt(SKILL:projectileSkill,CHARACTER|ITEM:source,FLOAT3:localOffset,GAMEOBJECT|FLOAT3:target,[INT:casterLevel, CHARACTER|ITEM:caster])'''&lt;br /&gt;
&lt;br /&gt;
Spawns a projectile at the source (with offset, can be null) shooting at the target&lt;br /&gt;
&lt;br /&gt;
'''ShootWorldProjectile(SKILL:projectileSkill,CHARACTER|ITEM:source,FLOAT3:worldPos,FLOAT3:direction,[INT:casterLevel])'''&lt;br /&gt;
&lt;br /&gt;
Spawns a projectile at worldPos shooting at the target. Source can be null.&lt;br /&gt;
&lt;br /&gt;
'''ShootWorldProjectileAt(SKILL:projectileSkill,CHARACTER|ITEM:source,FLOAT3:worldPos,GAMEOBJECT|FLOAT3:target,[INT:casterLevel])'''&lt;br /&gt;
&lt;br /&gt;
Spawns a projectile at worldPos shooting at the target. Source can be null.&lt;br /&gt;
&lt;br /&gt;
'''ShootLocalCone(SKILL:coneSkill,CHARACTER|ITEM:source,FLOAT3:localOffset,FLOAT3:direction,[INT:casterLevel, CHARACTER|ITEM:caster])'''&lt;br /&gt;
&lt;br /&gt;
Shoots a cone from source (with offset, can be null) in a direction&lt;br /&gt;
&lt;br /&gt;
'''ShootLocalConeAt(SKILL:coneSkill,CHARACTER|ITEM:source,FLOAT3:localOffset,GAMEOBJECT|FLOAT3:target,[INT:casterLevel, CHARACTER|ITEM:caster])'''&lt;br /&gt;
&lt;br /&gt;
Shoots a cone from source (with offset, can be null) at the target&lt;br /&gt;
&lt;br /&gt;
'''ShootWorldCone(SKILL:coneSkill,CHARACTER|ITEM:source,FLOAT3:worldPos,FLOAT3:direction,[INT:casterLevel])'''&lt;br /&gt;
&lt;br /&gt;
Shoots a cone from worldPos in a direction. Source can be null.&lt;br /&gt;
&lt;br /&gt;
'''ShootWorldConeAt(SKILL:coneSkill,CHARACTER|ITEM:source,FLOAT3:worldPos,GAMEOBJECT|FLOAT3:target,[INT:casterLevel])'''&lt;br /&gt;
&lt;br /&gt;
Shoots a cone from worldPos at the target. Source can be null.&lt;br /&gt;
&lt;br /&gt;
'''SetVisible(CHARACTER|ITEM:object, INT:visible)'''&lt;br /&gt;
&lt;br /&gt;
Sets a character or item visible or not.&lt;br /&gt;
&lt;br /&gt;
'''RotateY(INOUT FLOAT3:vector, FLOAT:degrees)'''&lt;br /&gt;
&lt;br /&gt;
Rotate the vector around the Y-axis for a certain angle (in degrees)&lt;br /&gt;
&lt;br /&gt;
'''SetHealth(CHARACTER|ITEM:target, FLOAT:percent)'''&lt;br /&gt;
&lt;br /&gt;
Set a characters or items health on the given percentage. (percentage between 0 and 1)&lt;br /&gt;
&lt;br /&gt;
'''PlaySound(CHARACTER|ITEM:target, STRING:soundEvent)'''&lt;br /&gt;
&lt;br /&gt;
Plays a sound event at the target&lt;br /&gt;
&lt;br /&gt;
'''PlayMusicForEveryone(STRING:musicEvent)'''&lt;br /&gt;
&lt;br /&gt;
Plays a music event on all the clients&lt;br /&gt;
&lt;br /&gt;
'''PlayMusicOnCharacter(CHARACTER:target, STRING:musicEvent)'''&lt;br /&gt;
&lt;br /&gt;
Plays a music event on a character for all peers (3D)&lt;br /&gt;
&lt;br /&gt;
'''PlayMusicForPeer(CHARACTER:target, STRING:musicEvent)'''&lt;br /&gt;
&lt;br /&gt;
Plays a music event on the peer of the character&lt;br /&gt;
&lt;br /&gt;
'''PlayMusicForPeerWithInstrument(CHARACTER:target, CHARACTER:charInstrument, STRING:musicEvent)'''&lt;br /&gt;
&lt;br /&gt;
Plays a music event on the peer of the character concated with _INSTRUMENT&lt;br /&gt;
&lt;br /&gt;
'''SetX(INOUT FLOAT3:vector, FLOAT|INT:value)'''&lt;br /&gt;
&lt;br /&gt;
Sets the X component of the FLOAT3&lt;br /&gt;
&lt;br /&gt;
'''SetY(INOUT FLOAT3:vector, FLOAT|INT:value)'''&lt;br /&gt;
&lt;br /&gt;
Sets the Y component of the FLOAT3&lt;br /&gt;
&lt;br /&gt;
'''SetZ(INOUT FLOAT3:vector, FLOAT|INT:value)'''&lt;br /&gt;
&lt;br /&gt;
Sets the Z component of the FLOAT3&lt;br /&gt;
&lt;br /&gt;
'''SetAtmosphere(FIXEDSTRING:atmosphereTriggerUUID, FIXEDSTRING:atmosphere)'''&lt;br /&gt;
&lt;br /&gt;
Changes the atmosphere of the trigger&lt;br /&gt;
&lt;br /&gt;
'''ResetAtmosphere(FIXEDSTRING:atmosphereTriggerUUID)'''&lt;br /&gt;
&lt;br /&gt;
Resets the atmosphere of the trigger&lt;br /&gt;
&lt;br /&gt;
'''AddStatusInfluence(CHARACTER|ITEM:object, STATUS:statusId, FLOAT:strength, [FIXEDSTRING:extraData=&amp;quot;&amp;quot;], [INT:isWeather=1], [INT:force=1])'''&lt;br /&gt;
&lt;br /&gt;
Adds the status influence strength on the object.&lt;br /&gt;
&lt;br /&gt;
'''RemoveStatusInfluence(CHARACTER|ITEM:object, STATUS:statusId, FLOAT:strength, [FIXEDSTRING:extraData=&amp;quot;&amp;quot;], [INT:isWeather=1])'''&lt;br /&gt;
&lt;br /&gt;
Removes the status influence strength on the object.&lt;br /&gt;
&lt;br /&gt;
'''AddTemporaryStatusInfluence(CHARACTER|ITEM:source, CHARACTER|ITEM:object, STATUS:statusId, FLOAT:strength, [FIXEDSTRING:extraData=&amp;quot;&amp;quot;], [INT:isWeather=1])'''&lt;br /&gt;
&lt;br /&gt;
Adds a temporary status influence strength on the object.. It will be gone in a few seconds if it's not set again&lt;br /&gt;
&lt;br /&gt;
'''CallFunction(FIXEDSTRING:functionName)'''&lt;br /&gt;
&lt;br /&gt;
Calls a function with the ID&lt;br /&gt;
&lt;br /&gt;
'''SetMaterial(CHARACTER|ITEM:object, FIXEDSTRING:materialUUID, INT:duration, INT:applyOnBody, INT:applyOnArmor, INT:applyOnWeapon[)'''&lt;br /&gt;
&lt;br /&gt;
Changes the material of the object for a set time (in turns), -1 is infinite. applyNormalMap: Copy the original materials normal map&lt;br /&gt;
&lt;br /&gt;
'''TeleportTo(CHARACTER|ITEM:object, GAMEOBJECT|FLOAT3:target, [INT:Force=0])'''&lt;br /&gt;
&lt;br /&gt;
Teleport object to or near the target&lt;br /&gt;
&lt;br /&gt;
'''Transform(CHARACTER|ITEM:object, CHARACTERTEMPLATE|ITEMTEMPLATE:root [, FIXEDSTRING:fx, INT:replaceScripts=1, OUT FLOAT:currentHP])'''&lt;br /&gt;
&lt;br /&gt;
Transforms &amp;lt;object&amp;gt; using &amp;lt;root&amp;gt;, returns &amp;lt;currentHP&amp;gt;, plays &amp;lt;fx&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''SaveGame(FIXEDSTRING:saveGameName)'''&lt;br /&gt;
&lt;br /&gt;
Save the savegame with name &amp;lt;saveGameName&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''LoadGame(FIXEDSTRING:saveGameName)'''&lt;br /&gt;
&lt;br /&gt;
Load the savegame with name &amp;lt;saveGameName&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''LoadLevel(FIXEDSTRING:levelName)'''&lt;br /&gt;
&lt;br /&gt;
Load the level with name &amp;lt;levelName&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''KillCombat(CHARACTER:character)'''&lt;br /&gt;
&lt;br /&gt;
Kill all the enemies in the combat which contains &amp;lt;character&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''SetTag(CHARACTER|ITEM:object, FIXEDSTRING:tag)'''&lt;br /&gt;
&lt;br /&gt;
Sets the Tag on the Object&lt;br /&gt;
&lt;br /&gt;
'''ClearTag(CHARACTER|ITEM:object, FIXEDSTRING:tag)'''&lt;br /&gt;
&lt;br /&gt;
Clears the Tag on the Object&lt;br /&gt;
&lt;br /&gt;
'''SetGlobalFlag(FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Sets the Global Flag&lt;br /&gt;
&lt;br /&gt;
'''ClearGlobalFlag(FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Clears the Global Flag&lt;br /&gt;
&lt;br /&gt;
'''SetFlag(CHARACTER|ITEM:object, FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Sets the Flag on the Object&lt;br /&gt;
&lt;br /&gt;
'''ClearFlag(CHARACTER|ITEM:object, FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Clears the Flag on the Object&lt;br /&gt;
&lt;br /&gt;
'''SetUserFlag(CHARACTER:object, FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Sets the Flag on the user's characters&lt;br /&gt;
&lt;br /&gt;
'''ClearUserFlag(CHARACTER|ITEM:object, FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Clears the Flag on the user's characters&lt;br /&gt;
&lt;br /&gt;
'''SetPartyFlag(CHARACTER|ITEM:object, FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Sets the Flag on the party's characters&lt;br /&gt;
&lt;br /&gt;
'''ClearPartyFlag(CHARACTER|ITEM:object, FIXEDSTRING:flagname)'''&lt;br /&gt;
&lt;br /&gt;
Clears the Flag on the party's characters&lt;br /&gt;
&lt;br /&gt;
'''StartVoiceBark(STRING:barkName, CHARACTER:character)'''&lt;br /&gt;
&lt;br /&gt;
Start a voicebark on character&lt;br /&gt;
&lt;br /&gt;
'''ConfrontationDone(INT: CrimeID, CHARACTER:lead, CHARACTER:criminal, ...)'''&lt;br /&gt;
&lt;br /&gt;
Resolve the crime with id CrimeID for the specified criminals&lt;br /&gt;
&lt;br /&gt;
'''CrimesceneInvestigationDone(CHARACTER:investigator)'''&lt;br /&gt;
&lt;br /&gt;
Crimescene is considered investigated by this NPC, start looking for culprits&lt;br /&gt;
&lt;br /&gt;
'''ListAdd(LIST&amp;lt;OBJECT&amp;gt;:list, OBJECT:entry)'''&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;entry&amp;gt; at the back of &amp;lt;list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ListRemove(LIST&amp;lt;OBJECT&amp;gt;:list, INT:index)'''&lt;br /&gt;
&lt;br /&gt;
Remove the entry at &amp;lt;index&amp;gt; of &amp;lt;list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ListSet(LIST&amp;lt;OBJECT&amp;gt;:list, INT:index, OBJECT:entry)'''&lt;br /&gt;
&lt;br /&gt;
Set the entry at &amp;lt;index&amp;gt; of &amp;lt;list&amp;gt; to &amp;lt;entry&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ListClear(LIST&amp;lt;OBJECT&amp;gt;:list)'''&lt;br /&gt;
&lt;br /&gt;
Remove all entries of &amp;lt;list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''EndTurn(CHARACTER|ITEM:Target)'''&lt;br /&gt;
&lt;br /&gt;
Ends the object's current turn&lt;br /&gt;
&lt;br /&gt;
'''SetCanFight(CHARACTER|ITEM:entity, INT:enabled[, INT:wholeGroup=0])'''&lt;br /&gt;
&lt;br /&gt;
Enables/Disables the fact if the entity can fight. Optional for the whole group&lt;br /&gt;
&lt;br /&gt;
'''SetCanJoinCombat(CHARACTER|ITEM:entity, INT:enabled[, INT:wholeGroup=0])'''&lt;br /&gt;
&lt;br /&gt;
Enables/Disables the fact if the entity can join combats. Optional for the whole group&lt;br /&gt;
&lt;br /&gt;
'''SetIsBoss(CHARACTER|ITEM:entity, INT:enabled)'''&lt;br /&gt;
&lt;br /&gt;
Enables/Disables the fact if the entity is a boss.&lt;br /&gt;
&lt;br /&gt;
'''GetAIHintTriggers(OUT LIST&amp;lt;TRIGGER&amp;gt;:triggers[, [LIST]FIXEDSTRING:tags, INT:needsAllTags = -1)'''&lt;br /&gt;
&lt;br /&gt;
Returns all AIHintAreaTriggers in &amp;lt;triggers&amp;gt;. Uses contraints if set.&lt;br /&gt;
&lt;br /&gt;
'''SetCombatTimeout(CHARACTER|ITEM:entity, FLOAT:timer)'''&lt;br /&gt;
&lt;br /&gt;
Overwrites the entity's combat timeout check.&lt;br /&gt;
&lt;br /&gt;
'''ResetCombatTimeout(CHARACTER|ITEM:entity)'''&lt;br /&gt;
&lt;br /&gt;
Resets the entity's combat timeout check.&lt;br /&gt;
&lt;br /&gt;
'''EnterCombat(CHARACTER|ITEM:source, CHARACTER|ITEM:target)'''&lt;br /&gt;
&lt;br /&gt;
Enters combat with target&lt;br /&gt;
&lt;br /&gt;
'''LeaveCombat(CHARACTER|ITEM:source)'''&lt;br /&gt;
&lt;br /&gt;
Leaves the combat&lt;br /&gt;
&lt;br /&gt;
'''SetFaction(CHARACTER|ITEM:target, FIXEDSTRING:faction)'''&lt;br /&gt;
&lt;br /&gt;
Changes the faction of a character or item&lt;br /&gt;
&lt;br /&gt;
'''SetInvulnerable(CHARACTER|ITEM:target, INT:bool)'''&lt;br /&gt;
&lt;br /&gt;
Makes the character or item invulnerable or not. (Allow damage)&lt;br /&gt;
&lt;br /&gt;
'''JumpToTurn(CHARACTER|ITEM:Target)'''&lt;br /&gt;
&lt;br /&gt;
Jumps to targets turn (ends the current turn)&lt;br /&gt;
&lt;br /&gt;
'''Sleep(FLOAT:timeInSeconds)'''&lt;br /&gt;
&lt;br /&gt;
Sleeps for a certain amount of time&lt;br /&gt;
&lt;br /&gt;
'''CharacterAttack(CHARACTER|ITEM|FLOAT3:target [,INT:alwaysHit])'''&lt;br /&gt;
&lt;br /&gt;
Moves in weapon range and attacks the target&lt;br /&gt;
&lt;br /&gt;
'''CharacterAttackWithoutMove(CHARACTER|ITEM|FLOAT3:target [,INT:alwaysHit])'''&lt;br /&gt;
&lt;br /&gt;
Attacks the target without checking weaponranges and without moving&lt;br /&gt;
&lt;br /&gt;
'''CharacterMoveTo(GAMEOBJECT|FLOAT3:target, [INT:running=0, INT:shouldArrive=0, INT:longPath=0, FLOAT:minDistance=1.5, FLOAT:maxDistance=minDistance+2.5])'''&lt;br /&gt;
&lt;br /&gt;
Move to the target. Set shouldArrive to 1 if you want a guaranteed move. (teleports on fail) &lt;br /&gt;
&lt;br /&gt;
'''CharacterAiMove(FLOAT3:target, CHARACTER:targetCharacter, ITEM:targetItem)'''&lt;br /&gt;
&lt;br /&gt;
Moves to the target, calculated by the AI. Should only be used with results from the AI!&lt;br /&gt;
&lt;br /&gt;
'''CharacterMoveInRange(GAMEOBJECT|FLOAT3:target, FLOAT:rangeMin, FLOAT:rangeMax, INT:running, [LIST&amp;lt;TRIGGER&amp;gt;:hintTriggers=null, INT:mustBeInTrigger=0])'''&lt;br /&gt;
&lt;br /&gt;
Move within a certain range of target. Optionally pass hinttriggers in which the result is preferred/necessary.&lt;br /&gt;
&lt;br /&gt;
'''CharacterMoveInWeaponRange(GAMEOBJECT|FLOAT3:target, INT:running, [LIST&amp;lt;TRIGGER&amp;gt;:hintTriggers=null, INT:mustBeInTrigger=0])'''&lt;br /&gt;
&lt;br /&gt;
Move within weapon range of target. Optionally pass hinttriggers in which the result is preferred/necessary.&lt;br /&gt;
&lt;br /&gt;
'''CharacterMoveInSkillRange(GAMEOBJECT|FLOAT3:target, SKILL:skill, INT:running, [LIST&amp;lt;TRIGGER&amp;gt;:hintTriggers=null, INT:mustBeInTrigger=0])'''&lt;br /&gt;
&lt;br /&gt;
Move within skill range of target. Optionally pass hinttriggers in which the result is preferred/necessary.&lt;br /&gt;
&lt;br /&gt;
'''CharacterMoveOutOfSight(FLOAT:angle)'''&lt;br /&gt;
&lt;br /&gt;
Move out of screen&lt;br /&gt;
&lt;br /&gt;
'''CharacterPlayAnimation(FIXEDSTRING:animation [, INT:exitOnFinish=1, INT:waitForCompletion=1])'''&lt;br /&gt;
&lt;br /&gt;
Plays a certain animation ExitOnFinish means if the exit will kill itself after it was played (revert back to still) &lt;br /&gt;
&lt;br /&gt;
'''CharacterStopAnimation(-)'''&lt;br /&gt;
&lt;br /&gt;
Stops all animations.&lt;br /&gt;
&lt;br /&gt;
'''CharacterPickUpItem(ITEM:item)'''&lt;br /&gt;
&lt;br /&gt;
Moves close enough to the item if necessary and picks it up&lt;br /&gt;
&lt;br /&gt;
'''CharacterUseItem(ITEM:item [, INTEGER:LongPath])'''&lt;br /&gt;
&lt;br /&gt;
Moves close enough to the item if necessary and uses it&lt;br /&gt;
&lt;br /&gt;
'''CharacterMoveItem(ITEM:item, INTEGER:ignoreWeight, INTEGER:ignoreAPCost [, INTEGER:ignoreDangerousSurfaces=1, INT:amount=-1, GAMEOBJECT|FLOAT3:destination])'''&lt;br /&gt;
&lt;br /&gt;
Moves close enough to the item if necessary and moves it to the destination. Will try to find a destination if not supplied.&lt;br /&gt;
&lt;br /&gt;
'''CharacterAddSkill(CHARACTER:character, SKILL:skill[, INT:ShowNotification=0])'''&lt;br /&gt;
&lt;br /&gt;
Adds &amp;lt;skill&amp;gt; to &amp;lt;character&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CharacterRemoveSkill(CHARACTER:character, SKILL:skill)'''&lt;br /&gt;
&lt;br /&gt;
Removes &amp;lt;skill&amp;gt; from &amp;lt;character&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CharacterUseSkill(SKILL:skill, GAMEOBJECT|FLOAT3:target [, GAMEOBJECT|FLOAT3:target2, ITEM:skillItem, INT:ignoreHasSkill=0])'''&lt;br /&gt;
&lt;br /&gt;
Cast a skill&lt;br /&gt;
&lt;br /&gt;
'''CharacterAppearAt(GAMEOBJECT|FLOAT3:target, INT:playspawn)'''&lt;br /&gt;
&lt;br /&gt;
Appear at the target&lt;br /&gt;
&lt;br /&gt;
'''CharacterAppearOutOfSightTo(GAMEOBJECT:target, FLOAT:angle, INT:playspawn)'''&lt;br /&gt;
&lt;br /&gt;
Appears out of sight to the players from a certain angle while being able to reach target&lt;br /&gt;
&lt;br /&gt;
'''CharacterAppearOnTrailOutOfSightTo(CHARACTER:target, FLOAT:angle, INT:playspawn)'''&lt;br /&gt;
&lt;br /&gt;
Appears out of sight to the players, on its previous locations, from a certain angle while being able to reach target&lt;br /&gt;
&lt;br /&gt;
'''CharacterDisappear(FLOAT:angle[, INTEGER:isRunning=0])'''&lt;br /&gt;
&lt;br /&gt;
Move out of screen and go of stage, will run if &amp;lt;isRunning&amp;gt; is not 0&lt;br /&gt;
&lt;br /&gt;
'''CharacterSetOffStage(-)'''&lt;br /&gt;
&lt;br /&gt;
Set Off Stage&lt;br /&gt;
&lt;br /&gt;
'''CharacterSetOnStage(-)'''&lt;br /&gt;
&lt;br /&gt;
Set On Stage&lt;br /&gt;
&lt;br /&gt;
'''CharacterLookAt(GAMEOBJECT|FLOAT3|SPLINE:target[, INT:snapToTarget=0, INT:angleTolerance=0])'''&lt;br /&gt;
&lt;br /&gt;
Rotates the character to look at the target (Closest spline point in case of a spline).&lt;br /&gt;
&lt;br /&gt;
'''CharacterLookFrom(GAMEOBJECT|SPLINE:target[, INT:snapToTarget=0])'''&lt;br /&gt;
&lt;br /&gt;
Rotates to the character so it has the same rotation as the target (Closest spline point in case of a spline).&lt;br /&gt;
&lt;br /&gt;
'''CharacterFollow(CHARACTER:target, FLOAT:durationInSeconds, INT:run)'''&lt;br /&gt;
&lt;br /&gt;
Follow the target for a certain time&lt;br /&gt;
&lt;br /&gt;
'''CharacterFollowOwnerOrLeader(FLOAT:durationInSeconds, INT:run)'''&lt;br /&gt;
&lt;br /&gt;
Follow the leader or owner for a certain time&lt;br /&gt;
&lt;br /&gt;
'''CharacterWander(FLOAT|TRIGGER:range, FLOAT:durationInSeconds [, INT:run, GAMEOBJECT:anchor])'''&lt;br /&gt;
&lt;br /&gt;
Wander around for a certain time&lt;br /&gt;
&lt;br /&gt;
CharacterSwitchWeaponType(WEAPON:type)&lt;br /&gt;
&lt;br /&gt;
If necessary switch to the new weapon type&lt;br /&gt;
&lt;br /&gt;
CharacterFleeFrom(RELATION:relation, FLOAT:range)&lt;br /&gt;
&lt;br /&gt;
Run away from certain characters if necessary&lt;br /&gt;
&lt;br /&gt;
CharacterFleeFromSurface(SURFACE:surface)&lt;br /&gt;
&lt;br /&gt;
Run away from a certain surface if necessary&lt;br /&gt;
&lt;br /&gt;
CharacterFleeFromDangerousSurface(-)&lt;br /&gt;
&lt;br /&gt;
Run away from a dangerous surfaces if necessary&lt;br /&gt;
&lt;br /&gt;
CharacterAddSourcePoints(CHARACTER:character, INT:amount)&lt;br /&gt;
&lt;br /&gt;
Adds x source points (x can be negative to substract)&lt;br /&gt;
&lt;br /&gt;
CharacterDie(CHARACTER:character[, DEATH:type=DoT])&lt;br /&gt;
&lt;br /&gt;
Kills the character&lt;br /&gt;
&lt;br /&gt;
CharacterHeal(CHARACTER:character, FLOAT:percentage)&lt;br /&gt;
&lt;br /&gt;
Heals the character&lt;br /&gt;
&lt;br /&gt;
CharacterConsume(CHARACTER:character, POTION:potion)&lt;br /&gt;
&lt;br /&gt;
Makes the character consume a potion. Doesn't cost any AP and will just execute the result of the potion.&lt;br /&gt;
&lt;br /&gt;
CharacterDisableAllCrimes(CHARACTER:target)&lt;br /&gt;
&lt;br /&gt;
Disables all generic behaviours for &amp;lt;target&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterEnableAllCrimes(CHARACTER:target)&lt;br /&gt;
&lt;br /&gt;
Enables all generic behaviours for &amp;lt;target&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterEnableCrime(CHARACTER:target, STRING:crime, ...)&lt;br /&gt;
&lt;br /&gt;
Enables the specified generic behaviours for &amp;lt;target&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterDisableCrime(CHARACTER:target, STRING:crime, ...)&lt;br /&gt;
&lt;br /&gt;
Disables the specified generic behaviours for &amp;lt;target&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterSetLongInvestigationDuration(CHARACTER:target)&lt;br /&gt;
&lt;br /&gt;
Doubles the time it takes for the investigation to time out. Use this when the character needs to move a long path before investigating.&lt;br /&gt;
&lt;br /&gt;
CharacterAiCalculate(-)&lt;br /&gt;
&lt;br /&gt;
Calculate the AI of the character&lt;br /&gt;
&lt;br /&gt;
CharacterAiStopCalculate(-)&lt;br /&gt;
&lt;br /&gt;
Stop the calculation of the AI of the character&lt;br /&gt;
&lt;br /&gt;
CharacterAiFinishMoveSkill(-)&lt;br /&gt;
&lt;br /&gt;
Finish the current MoveSkill.&lt;br /&gt;
&lt;br /&gt;
CharacterAiAddInterestingItem(CHARACTER:character, ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Make it interesting for the AI to destroy that Item&lt;br /&gt;
&lt;br /&gt;
CharacterAiRemoveInterestingItem(CHARACTER:character, ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Make it no longer interesting for the AI to destroy that Item&lt;br /&gt;
&lt;br /&gt;
CharacterSetArchetype(CHARACTER:character, ARCHETYPE:archetype)&lt;br /&gt;
&lt;br /&gt;
Sets the archetype of the character, used in AI calculations&lt;br /&gt;
&lt;br /&gt;
CharacterSetStoryNPC(CHARACTER:character, INT:bool)&lt;br /&gt;
&lt;br /&gt;
Makes the character storyNPC or not.&lt;br /&gt;
&lt;br /&gt;
CharacterAddActionPoints(CHARACTER:character, INT:amount)&lt;br /&gt;
&lt;br /&gt;
Give character some action points&lt;br /&gt;
&lt;br /&gt;
CharacterSetImmortal(CHARACTER:character, INT:bool)&lt;br /&gt;
&lt;br /&gt;
Makes the character immortal or not. (Allow dying)&lt;br /&gt;
&lt;br /&gt;
CharacterPlayEffect(CHARACTER:character, STRING:effect [,FIXEDSTRING:boneName])&lt;br /&gt;
&lt;br /&gt;
Plays an effect on the character and it follows the character&lt;br /&gt;
&lt;br /&gt;
CharacterPlayLoopEffect(OUT INT64:effectHandle, CHARACTER:character, STRING:effect [,FIXEDSTRING:boneName])&lt;br /&gt;
&lt;br /&gt;
Plays a looping effect on the character and it follows the character&lt;br /&gt;
&lt;br /&gt;
CharacterEvent(CHARACTER:character, STRING:eventName)&lt;br /&gt;
&lt;br /&gt;
Throw a character event which you can catch in scripts and story&lt;br /&gt;
&lt;br /&gt;
CharacterItemEvent(CHARACTER:character, ITEM:item, STRING:eventName)&lt;br /&gt;
&lt;br /&gt;
Throw a character/item event which you can catch in scripts and story&lt;br /&gt;
&lt;br /&gt;
CharacterCharacterEvent(CHARACTER:character1, CHARACTER:character2, STRING:eventName)&lt;br /&gt;
&lt;br /&gt;
Throw a character/character event which you can catch in scripts and story&lt;br /&gt;
&lt;br /&gt;
CharacterSetRelationIndivToIndiv(CHARACTER:source, CHARACTER:target, INT:relation)&lt;br /&gt;
&lt;br /&gt;
Changes the relationship between 2 characters.&lt;br /&gt;
&lt;br /&gt;
CharacterForceUpdate(INT:forceUpdate)&lt;br /&gt;
&lt;br /&gt;
Makes sure the attached character is always being update or not. &lt;br /&gt;
&lt;br /&gt;
CharacterSetEnemy(CHARACTER:character, CHARACTER:enemy)&lt;br /&gt;
&lt;br /&gt;
Sets the current enemy of character&lt;br /&gt;
&lt;br /&gt;
CharacterApplyStatus(CHARACTER:character, STATUS:statusId [, INT:turns=null, INT:force=0])&lt;br /&gt;
&lt;br /&gt;
Applies the status to the character When turns is -1 it's a permanent status When turns is -2 it's a keep alive status (which means it will die if it's not applied again within 1 second) &lt;br /&gt;
&lt;br /&gt;
CharacterRemoveStatus(CHARACTER:character, STATUS:statusId [, STATUS:reasonStatusID=null])&lt;br /&gt;
&lt;br /&gt;
Removes the status from the character&lt;br /&gt;
&lt;br /&gt;
CharacterDestroy(CHARACTER:character)&lt;br /&gt;
&lt;br /&gt;
Destroys the character&lt;br /&gt;
&lt;br /&gt;
CharacterSetCanSpotSneakers(CHARACTER:character, INT:enabled)&lt;br /&gt;
&lt;br /&gt;
Enables/Disables the fact if the character can spot sneaking characters.&lt;br /&gt;
&lt;br /&gt;
CharacterSetAttackOfOpportunity(CHARACTER:character, INT:enabled)&lt;br /&gt;
&lt;br /&gt;
Enables/Disables the fact if the character can do attack of opportunities.&lt;br /&gt;
&lt;br /&gt;
CharacterResurrect(CHARACTER:character [, INT:Percentage = 100])&lt;br /&gt;
&lt;br /&gt;
Resurrects the character at [2]% health.&lt;br /&gt;
&lt;br /&gt;
CharacterAddToInventory(CHARACTER:character, FIXEDSTRING:itemStatsObject[, INT:amount, INT:showInTrade=1])&lt;br /&gt;
&lt;br /&gt;
Add the item to the character&lt;br /&gt;
&lt;br /&gt;
CharacterRemoveFromInventory(CHARACTER:character, FIXEDSTRING:itemStatsObject[, INT:amount])&lt;br /&gt;
&lt;br /&gt;
Remove the item from the character. If Amount is -1, then all are removed&lt;br /&gt;
&lt;br /&gt;
CharacterDrinkPotion(FIXEDSTRING:statID)&lt;br /&gt;
&lt;br /&gt;
Makes the character drink a potion from the inventory.&lt;br /&gt;
&lt;br /&gt;
CharacterSetAnimationOverride(CHARACTER:character, FIXEDSTRING:animation)&lt;br /&gt;
&lt;br /&gt;
Sets an animation override, only walk/run/die animations can override it.&lt;br /&gt;
&lt;br /&gt;
CharacterUseActionPoints(CHARACTER:character, INT:amount [, OUT INT:succeeded])&lt;br /&gt;
&lt;br /&gt;
Uses x action points&lt;br /&gt;
&lt;br /&gt;
CharacterAddTreasureTable(CHARACTER:character, FIXEDSTRING:treasureTable)&lt;br /&gt;
&lt;br /&gt;
Adds &amp;lt;treasureTable&amp;gt; to the treasure list of &amp;lt;character&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharacterRemoveTreasureTable(CHARACTER:character, FIXEDSTRING:treasureTable)&lt;br /&gt;
&lt;br /&gt;
Removes &amp;lt;treasureTable&amp;gt; from the treasure list of &amp;lt;character&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharacterClearTreasureTables(CHARACTER:character)&lt;br /&gt;
&lt;br /&gt;
Removes all treasure tables from &amp;lt;character&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharacterSetTemporaryHostileRelation(CHARACTER:character, CHARACTER:otherCharacter)&lt;br /&gt;
&lt;br /&gt;
Creates a temporary hostile relation between the 2 characters!&lt;br /&gt;
&lt;br /&gt;
CharacterSetFightMode(CHARACTER:character, INT:fight [, INT:force=0])&lt;br /&gt;
&lt;br /&gt;
Set the character in sheath/unsheated mode.&lt;br /&gt;
&lt;br /&gt;
CharacterSetStats(CHARACTER:character, FIXEDSTRING:statsEntry [, INT:keepVitality=0, INT:keepAP=0, INT:keepLevel=0, OUT FLOAT:currentHP])&lt;br /&gt;
&lt;br /&gt;
Applies &amp;lt;statsEntry&amp;gt; from character.xlsm to &amp;lt;character&amp;gt;, returns &amp;lt;currentHP&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterSetWalkSpeedOverride(CHARACTER:character, INTEGER:override [, FLOAT:walkSpeed])&lt;br /&gt;
&lt;br /&gt;
Sets walk speed override of &amp;lt;character&amp;gt;, removes it if &amp;lt;override&amp;gt; is 0&lt;br /&gt;
&lt;br /&gt;
CharacterSetRunSpeedOverride(CHARACTER:character, INTEGER:override [, FLOAT:runSpeed])&lt;br /&gt;
&lt;br /&gt;
Sets run speed override of &amp;lt;character&amp;gt;, removes it if &amp;lt;override&amp;gt; is 0&lt;br /&gt;
&lt;br /&gt;
CharacterSetHasDialog(CHARACTER:character, INTEGER:bool)&lt;br /&gt;
&lt;br /&gt;
Enables/Disables the dialog of the character&lt;br /&gt;
&lt;br /&gt;
CharacterInitPatrol(SPLINE:spline, INT:splineIndex, INT:reversed, INT:running)&lt;br /&gt;
&lt;br /&gt;
Start patroling from the given index along the given spline with the given character.&lt;br /&gt;
&lt;br /&gt;
CharacterStartPatrol(SPLINE:spline, INT:splineIndex, INT:reversed, INT:running)&lt;br /&gt;
&lt;br /&gt;
Start patroling from the given index along the given spline with the given character.&lt;br /&gt;
&lt;br /&gt;
CharacterStopPatrol(-)&lt;br /&gt;
&lt;br /&gt;
Let the character stop patrolling whatever spline he's on!&lt;br /&gt;
&lt;br /&gt;
CharacterInterruptPatrol(-)&lt;br /&gt;
&lt;br /&gt;
Call when the patrol should interrupt so the guard stops moving to the next spline. If this is called when the character is deactivated, a caret will take his place.&lt;br /&gt;
&lt;br /&gt;
CharacterSetAnimationSetOverride(CHARACTER:source, FIXEDSTRING:override)&lt;br /&gt;
&lt;br /&gt;
Sets an animation set override for a character. Empty fixedstring clears the override.&lt;br /&gt;
&lt;br /&gt;
CharacterSetFloating(CHARACTER:target, INTEGER:isFloating)&lt;br /&gt;
&lt;br /&gt;
Sets &amp;lt;target&amp;gt; floating if &amp;lt;isFloating&amp;gt; is not 0&lt;br /&gt;
&lt;br /&gt;
CharacterResetCooldowns(CHARACTER:target)&lt;br /&gt;
&lt;br /&gt;
Resets the skill cooldowns for &amp;lt;target&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ItemEvent(ITEM:item, STRING:eventName)&lt;br /&gt;
&lt;br /&gt;
Throw an item event which you can catch in scripts and story&lt;br /&gt;
&lt;br /&gt;
ItemPlayAnimation(FIXEDSTRING:animation)&lt;br /&gt;
&lt;br /&gt;
Plays an animation on the item&lt;br /&gt;
&lt;br /&gt;
ItemPlayAnimationTo(FIXEDSTRING:animation, FLOAT:targetPercentage, [FLOAT:speed])&lt;br /&gt;
&lt;br /&gt;
Plays an animation on the item to the target time (percentage of the total duration)&lt;br /&gt;
&lt;br /&gt;
ItemPlayEffect(ITEM:item, STRING:effect [,FIXEDSTRING:boneName])&lt;br /&gt;
&lt;br /&gt;
Plays an effect on the item and it follows the item&lt;br /&gt;
&lt;br /&gt;
ItemPlayLoopEffect(OUT INT:effectHandle, ITEM:item, STRING:effect [,FIXEDSTRING:boneName])&lt;br /&gt;
&lt;br /&gt;
Plays a looping effect on the item and it follows the item&lt;br /&gt;
&lt;br /&gt;
ItemSetOnStage(ITEM:item, INTEGER:bool)&lt;br /&gt;
&lt;br /&gt;
Sets an item on or offstage&lt;br /&gt;
&lt;br /&gt;
ItemSetCanInteract(ITEM:item, INTEGER:bool)&lt;br /&gt;
&lt;br /&gt;
Sets an item (not) interactible&lt;br /&gt;
&lt;br /&gt;
ItemClose(ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Close an item&lt;br /&gt;
&lt;br /&gt;
ItemOpen(ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Open an item&lt;br /&gt;
&lt;br /&gt;
ItemDrop(ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Drop an item&lt;br /&gt;
&lt;br /&gt;
ItemLock(ITEM:item, FIXEDSTRING:key)&lt;br /&gt;
&lt;br /&gt;
Lock an item&lt;br /&gt;
&lt;br /&gt;
ItemUnlock(ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Unlock an item&lt;br /&gt;
&lt;br /&gt;
ItemApplyStatus(ITEM:item, STATUS:statusId [, INT:turns=null, INT:force=0])&lt;br /&gt;
&lt;br /&gt;
Applies the status to the item When turns is -1 it's a permanent status When turns is -2 it's a keep alive status (which means it will die if it's not applied again within 1 second) &lt;br /&gt;
&lt;br /&gt;
ItemRemoveStatus(ITEM:item, STATUS:statusId)&lt;br /&gt;
&lt;br /&gt;
Removes the status from the item&lt;br /&gt;
&lt;br /&gt;
ItemDie(ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Kills the item&lt;br /&gt;
&lt;br /&gt;
ItemMoveTo(GAMEOBJECT|FLOAT3:target, FLOAT:velocity, FLOAT:acceleration, INTEGER:matchTargetRotation)&lt;br /&gt;
&lt;br /&gt;
Moves the item to the target&lt;br /&gt;
&lt;br /&gt;
ItemToInventory(ITEM:item, CHARACTER|ITEM:target [,INT:amount=-1])&lt;br /&gt;
&lt;br /&gt;
Moves the item to the target's inventory&lt;br /&gt;
&lt;br /&gt;
ItemLookAt(GAMEOBJECT:target, FLOAT:degreesPerSecond)&lt;br /&gt;
&lt;br /&gt;
Rotates the item to look at the target&lt;br /&gt;
&lt;br /&gt;
ItemDestroy(ITEM:item)&lt;br /&gt;
&lt;br /&gt;
Destroys the item&lt;br /&gt;
&lt;br /&gt;
ItemSetAmount(ITEM:item, INT:amount)&lt;br /&gt;
&lt;br /&gt;
Change the amount of the item&lt;br /&gt;
&lt;br /&gt;
IterateItemsInInventory(CHARACTER|ITEM:source, FIXEDSTRING:eventname[, FIXEDSTRING:tag])&lt;br /&gt;
&lt;br /&gt;
Launch iterate event for each iten in source's inventory. If you pass a tag, it has to have that tag.&lt;br /&gt;
&lt;br /&gt;
ItemAddCharges(ITEM:TargetItem, INT:charges)&lt;br /&gt;
&lt;br /&gt;
Add/subtract charges from an item&lt;br /&gt;
&lt;br /&gt;
ItemResetChargesToInitial(ITEM:TargetItem)&lt;br /&gt;
&lt;br /&gt;
Resets charges from item to initial state&lt;br /&gt;
&lt;br /&gt;
MakePeace(CHARACTER:Source, CHARACTER:Target[, INT:IgnoreVote = 1])&lt;br /&gt;
&lt;br /&gt;
Make peace between users of the characters&lt;br /&gt;
&lt;br /&gt;
MakeWar(CHARACTER:Source, CHARACTER:Target[, INT:IgnoreVote = 1])&lt;br /&gt;
&lt;br /&gt;
Make war between users of the characters&lt;br /&gt;
&lt;br /&gt;
FindSurface(OUT FLOAT3:result, GAMEOBJECT|FLOAT3:source, FLOAT:minRange, FLOAT:maxRange, SURFACE:type [,CHARACTER:alignSource, INT:minEnemiesInSurface, INT:maxAlliesInSurface, INT:minimumCellCount])&lt;br /&gt;
&lt;br /&gt;
Finds the closest surface of a specific type.&lt;br /&gt;
&lt;br /&gt;
FindValidPosition(INOUT FLOAT3:position, FLOAT:radius[, CHARACTER|ITEM:object=null])&lt;br /&gt;
&lt;br /&gt;
Finds the closest valid position (where the object can stand.)&lt;br /&gt;
&lt;br /&gt;
FindPosition(INOUT FLOAT3:position, CHARACTER:source, INT:canStand, INT:checkSight, FLOAT:minRadius, FLOAT:maxRadius, FLOAT:rangeCheck, CHARACTER:alignSource, INT:minAllies, INT:maxAllies, INT:minEnemies, INT:maxEnemies [,FIXEDSTRING:AiHintTag=null, INT:forceHint=0, FLOAT3:SourcePosition])&lt;br /&gt;
&lt;br /&gt;
Finds the closest position from the source (within radius) where the conditions are matched. &lt;br /&gt;
&lt;br /&gt;
Cast(OUT OBJECT variable, OBJECT value)&lt;br /&gt;
&lt;br /&gt;
Casts the value to the variable.&lt;br /&gt;
&lt;br /&gt;
StringConcatenate(STRING:stringA, STRING:stringB, OUT STRING:resultingString)&lt;br /&gt;
&lt;br /&gt;
Appends stringB to stringA. Resulting string is stored in the third parameter.&lt;br /&gt;
&lt;br /&gt;
== QUERIES ==&lt;br /&gt;
&lt;br /&gt;
GetPosition(GAMEOBJECT:object,OUT FLOAT3:src)&lt;br /&gt;
Get the current position of an object&lt;br /&gt;
&lt;br /&gt;
GetForwardDirection(GAMEOBJECT:object,OUT FLOAT3:direction)&lt;br /&gt;
Get the current forward direction of an object&lt;br /&gt;
&lt;br /&gt;
GetRightDirection(GAMEOBJECT:object,OUT FLOAT3:direction)&lt;br /&gt;
Get the current right direction of an object&lt;br /&gt;
&lt;br /&gt;
GetUpDirection(GAMEOBJECT:object,OUT FLOAT3:direction)&lt;br /&gt;
Get the current up direction of an object&lt;br /&gt;
&lt;br /&gt;
GetDirection(GAMEOBJECT|FLOAT3:src,GAMEOBJECT|FLOAT3:target,OUT FLOAT3:direction[, OUT FLOAT:distance])&lt;br /&gt;
Get the direction from src to target (optional: returns the distance between the objects as well)&lt;br /&gt;
&lt;br /&gt;
GetRotation(GAMEOBJECT:object, OUT FLOAT3:vector)&lt;br /&gt;
Get the rotation of an object&lt;br /&gt;
&lt;br /&gt;
CharacterGetTargetSpline(INT: SplineIndex)&lt;br /&gt;
Returns the spline index the character is currently walking towards, or -1 if he is not active on a spline.&lt;br /&gt;
&lt;br /&gt;
IsEqual(OBJECT:variable, OBJECT:variable)&lt;br /&gt;
Compares both objects and see if they are equal.&lt;br /&gt;
&lt;br /&gt;
IsLessThen(INT|FLOAT:variable, INT|FLOAT:variable)&lt;br /&gt;
Compares both objects and see if the first one is smaller.&lt;br /&gt;
&lt;br /&gt;
IsGreaterThen(INT|FLOAT:variable, INT|FLOAT:variable)&lt;br /&gt;
Compares both objects and see if the first one is bigger.&lt;br /&gt;
&lt;br /&gt;
IsRandom(FLOAT:percentage)&lt;br /&gt;
Each time this condition is checked, it will succeed with a chance of the percentage (between 0 and 1)&lt;br /&gt;
&lt;br /&gt;
IsRound(INT:roundNumber)&lt;br /&gt;
Checks if we are currently in combat in round x&lt;br /&gt;
&lt;br /&gt;
IsInSurface(OBJECT|FLOAT3:target, SURFACE:type[, FLOAT:radius])&lt;br /&gt;
Check if the character, item, trigger or position is currently within the specific surface.&lt;br /&gt;
&lt;br /&gt;
IsInDangerousSurface(OBJECT|FLOAT3:target[, CHARACTER:character, FLOAT:radius])&lt;br /&gt;
Check if &amp;lt;target&amp;gt; is currently in on a dangerous surface. Uses &amp;lt;character&amp;gt; for path influences if provided (is necessary with non-character targets)&lt;br /&gt;
&lt;br /&gt;
IsInDialog(CHARACTER|ITEM:target[, INT:ignoreAutomatedDialogs=0])&lt;br /&gt;
Check if the character or item is currently in a dialog, optionally ignoring automated dialogs&lt;br /&gt;
&lt;br /&gt;
IsInAutomatedDialog(CHARACTER|ITEM:target)&lt;br /&gt;
Check if the character or item is currently in an automated dialog&lt;br /&gt;
&lt;br /&gt;
GetDistance(OUT FLOAT:distance, GAMEOBJECT|FLOAT3:source, GAMEOBJECT|FLOAT3:target)&lt;br /&gt;
Returns the distance between 2 positions&lt;br /&gt;
&lt;br /&gt;
GetDistance2D(OUT FLOAT:distance, GAMEOBJECT|FLOAT3:source, GAMEOBJECT|FLOAT3:target)&lt;br /&gt;
Returns the 2D distance between 2 positions (ignores height)&lt;br /&gt;
&lt;br /&gt;
GetInnerDistance(OUT FLOAT:distance, GAMEOBJECT:source, GAMEOBJECT:target)&lt;br /&gt;
Returns the distance between 2 gameobjects (character, item, trigger, ...) Their bounds are already subtracted.&lt;br /&gt;
&lt;br /&gt;
GetPosition(GAMEOBJECT:object, OUT FLOAT3:position)&lt;br /&gt;
Returns the position of a gameobject (character, item, trigger, ...)&lt;br /&gt;
&lt;br /&gt;
GetVar(OUT OBJECT:returnValue, CHARACTER|ITEM:target, FIXEDSTRING:varName)&lt;br /&gt;
Gets a global variable from the target&lt;br /&gt;
&lt;br /&gt;
GetClosestPlayer(OUT CHARACTER:player, GAMEOBJECT|FLOAT3:source)&lt;br /&gt;
Gets the closest player near the source, default being being the object itself&lt;br /&gt;
&lt;br /&gt;
GetPlayerCount(OUT INT:playerCount)&lt;br /&gt;
Gets the number of players in the party&lt;br /&gt;
&lt;br /&gt;
GetPlayerByIndex(OUT CHARACTER:returnCharacter, INT:playerIndex)&lt;br /&gt;
Gets a player from the party by index&lt;br /&gt;
&lt;br /&gt;
GetRandomCharacter(OUT CHARACTER:returnCharacter, [INT:canBeSelf=0, INT:canBePlayer=0])&lt;br /&gt;
Gets a random character in the current level&lt;br /&gt;
&lt;br /&gt;
ContainsSurface(GAMEOBJECT|FLOAT3:source, FLOAT:radius, SURFACE:type,)&lt;br /&gt;
Checks if there is any surface of the type within a radius of the source&lt;br /&gt;
&lt;br /&gt;
IsSurface(GAMEOBJECT|FLOAT3:source, FLOAT:radius, SURFACE:type,)&lt;br /&gt;
Checks if the whole radius around the source is the specified surface type&lt;br /&gt;
&lt;br /&gt;
IsObjectOnObject(CHARACTER|ITEM:source,CHARACTER|ITEM:target)&lt;br /&gt;
Checks if the source is standing on the target&lt;br /&gt;
&lt;br /&gt;
GetX(FLOAT3:vector, OUT FLOAT:value)&lt;br /&gt;
Returns the X component of the vector&lt;br /&gt;
&lt;br /&gt;
GetY(FLOAT3:vector, OUT FLOAT:value)&lt;br /&gt;
Returns the Y component of the vector&lt;br /&gt;
&lt;br /&gt;
GetZ(FLOAT3:vector, OUT FLOAT:value)&lt;br /&gt;
Returns the Z component of the vector&lt;br /&gt;
&lt;br /&gt;
CanSee(GAMEOBJECT|FLOAT3:source, GAMEOBJECT|FLOAT3:target[, INT:addProjectileTargetGroundOffset=0])&lt;br /&gt;
Check if the sight is blocked between 2 points.&lt;br /&gt;
&lt;br /&gt;
IsVisible(CHARACTER|ITEM:object)&lt;br /&gt;
Check if the object is set invisible or not with SetVisible.&lt;br /&gt;
&lt;br /&gt;
GetTextDuration(CHARACTER|ITEM:object, FIXEDSRTING:key, OUT FLOAT:duration)&lt;br /&gt;
Gets how long a text needs to be displayed&lt;br /&gt;
&lt;br /&gt;
IsCasual(-)&lt;br /&gt;
Returns if the current game mode is Casual&lt;br /&gt;
&lt;br /&gt;
IsHardcore(-)&lt;br /&gt;
Returns if the current game mode is Hardcore&lt;br /&gt;
&lt;br /&gt;
IsTagged(GAMEOBJECT:object, FIXEDSTRING:tag)&lt;br /&gt;
Check if the object is tagged.&lt;br /&gt;
&lt;br /&gt;
TranslatedStringKeyExists(FIXEDSTRING:key)&lt;br /&gt;
Check if the TranslatedString key exists.&lt;br /&gt;
&lt;br /&gt;
IsInCombat(CHARACTER|ITEM:object)&lt;br /&gt;
Returns true if the object is in combat.&lt;br /&gt;
&lt;br /&gt;
IsInCombatWith(CHARACTER|ITEM:object, CHARACTER|ITEM:object)&lt;br /&gt;
Returns true if the objects are in combat with each other.&lt;br /&gt;
&lt;br /&gt;
IsFacing(GAMEOBJECT:source, GAMEOBJECT|FLOAT3:target, [INT:angle=90])&lt;br /&gt;
Returns true if the object is facing the position within the given angle.&lt;br /&gt;
&lt;br /&gt;
GameIsSaving(-)&lt;br /&gt;
Returns true if the game is saving.&lt;br /&gt;
&lt;br /&gt;
GameIsLoading(-)&lt;br /&gt;
Returns true if the game is loading.&lt;br /&gt;
&lt;br /&gt;
GetUserCount(OUT INT:userCount)&lt;br /&gt;
Returns the user count.&lt;br /&gt;
&lt;br /&gt;
GetCurrentCharacter(OUT CHARACTER:character, INT:user)&lt;br /&gt;
Returns the character currently being controlled by the specified user.&lt;br /&gt;
&lt;br /&gt;
GetCurrentLevel(OUT FIXEDSTRING:currentLevel)&lt;br /&gt;
Returns the current levelname&lt;br /&gt;
&lt;br /&gt;
GetAIBounds(CHARACTER|ITEM:source, OUT FLOAT:bounds)&lt;br /&gt;
Returns AI bounds of &amp;lt;source&amp;gt; in &amp;lt;bounds&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HasGlobalFlag(FIXEDSTRING:flagName)&lt;br /&gt;
Returns if the Global Flag is set&lt;br /&gt;
&lt;br /&gt;
HasFlag(CHARACTER|ITEM:object, FIXEDSTRING:flagName)&lt;br /&gt;
Returns if the Flag is set on the Object&lt;br /&gt;
&lt;br /&gt;
HasUserFlag(CHARACTER:object, FIXEDSTRING:flagName)&lt;br /&gt;
Returns if the Flag is set on the user's characters&lt;br /&gt;
&lt;br /&gt;
HasPartyFlag(CHARACTER:object, FIXEDSTRING:flagName)&lt;br /&gt;
Returns if the Flag is set on the party's characters&lt;br /&gt;
&lt;br /&gt;
DialogExists(STRING:dialogue)&lt;br /&gt;
Returns true if the dialogue exists.&lt;br /&gt;
&lt;br /&gt;
IsActive(CHARACTER|ITEM:Object)&lt;br /&gt;
Returns if the character or item is currently active.&lt;br /&gt;
&lt;br /&gt;
ListGetSize(LIST&amp;lt;OBJECT&amp;gt;:list, out INT:size)&lt;br /&gt;
Returns the number of elements in &amp;lt;list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ListGet(LIST&amp;lt;OBJECT&amp;gt;:list, INT:index, out OBJECT:entry)&lt;br /&gt;
Returns &amp;lt;entry&amp;gt; at &amp;lt;index&amp;gt; of &amp;lt;list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ListGetRandom(LIST&amp;lt;OBJECT&amp;gt;:list, out OBJECT:entry)&lt;br /&gt;
Returns a random &amp;lt;entry&amp;gt; of &amp;lt;list&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IsBoss(CHARACTER|ITEM:Object)&lt;br /&gt;
Returns true if the entity is tagged as a boss&lt;br /&gt;
&lt;br /&gt;
IsProjectileSkill(SKILL:skill)&lt;br /&gt;
Returns true if the skill is a ranged skill (uses a projectile)&lt;br /&gt;
&lt;br /&gt;
IsValidSkillTarget(CHARACTER:source, OBJECT|FLOAT3:target, SKILLID:skill[, INTEGER:ignoreRangeCheck=0])&lt;br /&gt;
Checks whether &amp;lt;target&amp;gt; is a valid target for &amp;lt;skill&amp;gt; at &amp;lt;source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GetFaction(OUT FIXEDSTRING:faction, CHARACTER|ITEM:character)&lt;br /&gt;
Returns the faction of the provided character or item&lt;br /&gt;
&lt;br /&gt;
IsInActiveTurn(CHARACTER|ITEM:target)&lt;br /&gt;
Returns true if it's the character's or item's turn in combat.&lt;br /&gt;
&lt;br /&gt;
IsSkillActive(CHARACTER:character, SKILL:skillId)&lt;br /&gt;
Returns true if &amp;lt;character&amp;gt; has &amp;lt;skillId&amp;gt; active (in memory).&lt;br /&gt;
&lt;br /&gt;
HasSkillAi(SKILLID:skillId)&lt;br /&gt;
Returns true if the skill is using the new Ai system&lt;br /&gt;
&lt;br /&gt;
IsInArena(CHARACTER::character)&lt;br /&gt;
Returns true if the character is in an arena fight&lt;br /&gt;
&lt;br /&gt;
CrimeGetType(INTEGER:crimeId, OUT STRING:crimeType)&lt;br /&gt;
Returns the type of the crime with this id.&lt;br /&gt;
&lt;br /&gt;
CrimeGetCriminals(INTEGER:crimeId, OUT CHARACTER:criminal1, OUT CHARACTER:criminal2, OUT CHARACTER:criminal3, OUT CHARACTER:criminal4)&lt;br /&gt;
Returns the criminals of that crime. They might all be null.&lt;br /&gt;
&lt;br /&gt;
IsSourceSkill(SKILL:skill)&lt;br /&gt;
Returns true if the skill is a source skill.&lt;br /&gt;
&lt;br /&gt;
IsInGameMasterMode(-)&lt;br /&gt;
Returns true if the game in game master mode.&lt;br /&gt;
&lt;br /&gt;
CharacterGet(OUT CHARACTER:character, GAMEOBJECT|FLOAT3:src, FLOAT:range, COMPARE:howTo, COMPAREFUNC:compareFunc[, RELATION: relation, SURFACE:surface, STATUS:status, TALENT:talent, CHARACTER:inSightOf, FIXEDSTRING:tag])&lt;br /&gt;
Get a character within a certain range conforming to the filled in restraints. &lt;br /&gt;
&lt;br /&gt;
CharacterCount(OUT INT:count, GAMEOBJECT|FLOAT3:src, FLOAT:range, [RELATION: relation, SURFACE:surface, STATUS:status, TALENT:talent, CHARACTER:inSightOf])&lt;br /&gt;
Counts the characters within a certain range conforming to the filled in restraints.&lt;br /&gt;
&lt;br /&gt;
CharacterGetOwner(OUT CHARACTER:owner, CHARACTER:source)&lt;br /&gt;
Get the character's owner&lt;br /&gt;
&lt;br /&gt;
CharacterGetFollow(OUT CHARACTER:to follow, CHARACTER:source)&lt;br /&gt;
Get the character to follow&lt;br /&gt;
&lt;br /&gt;
CharacterGetEnemy(OUT CHARACTER:current enemy, CHARACTER:source)&lt;br /&gt;
Get current enemy of character&lt;br /&gt;
&lt;br /&gt;
CharacterCanCast(CHARACTER:source, SKILL:skillId, [ITEM:skillItem=null, INT:ignoreActionPoints=0])&lt;br /&gt;
Check if the character source can cast the skill: will check cooldown, actionpoints&lt;br /&gt;
&lt;br /&gt;
CharacterCanSitOnItem(CHARACTER:source, ITEM:item)&lt;br /&gt;
Check if the character source can sit or lie on an item.&lt;br /&gt;
&lt;br /&gt;
CharacterCanDrinkPotion(CHARACTER:source, FIXEDSTRING:potionID[, INT:ignoreActionPoints=0])&lt;br /&gt;
Check if the character source can drink the potion: will check inv and actionpoints&lt;br /&gt;
&lt;br /&gt;
CharacterCanUseItem(CHARACTER:source, ITEM:item[, INT:ignoreActionPoints=0])&lt;br /&gt;
Check if the character source can use the item in the world&lt;br /&gt;
&lt;br /&gt;
CharacterCanUseItemInInventory(CHARACTER:source, ITEM:item[, INT:ignoreActionPoints=0])&lt;br /&gt;
Check if the character source can use the item in his inventory&lt;br /&gt;
&lt;br /&gt;
CharacterCanSee(CHARACTER:watchingChar, CHARACTER|ITEM:target [, INT:forceUpdate=0])&lt;br /&gt;
Check if character has target in his line of sight. &lt;br /&gt;
&lt;br /&gt;
CharacterCanShoot(CHARACTER:source, GAMEOBJECT|FLOAT3:target)&lt;br /&gt;
Check if the character can shoot the target.&lt;br /&gt;
&lt;br /&gt;
CharacterIsPlayer(CHARACTER:character)&lt;br /&gt;
Check if the character is a player&lt;br /&gt;
&lt;br /&gt;
CharacterIsInParty(CHARACTER:character)&lt;br /&gt;
Check if the character is in the party&lt;br /&gt;
&lt;br /&gt;
CharacterIsEnemy(CHARACTER:source, CHARACTER:target)&lt;br /&gt;
Check if target is enemy of source&lt;br /&gt;
&lt;br /&gt;
CharacterIsAlly(CHARACTER:source, CHARACTER:target)&lt;br /&gt;
Check if target is ally of source&lt;br /&gt;
&lt;br /&gt;
CharacterIsNeutral(CHARACTER:source, CHARACTER:target)&lt;br /&gt;
Check if target is neutral of source&lt;br /&gt;
&lt;br /&gt;
CharacterIsDead(CHARACTER:character)&lt;br /&gt;
Check if character is dead&lt;br /&gt;
&lt;br /&gt;
CharacterIsMoving(CHARACTER:character)&lt;br /&gt;
Check if character is moving (speed &amp;gt; 0)&lt;br /&gt;
&lt;br /&gt;
CharacterIsSummon(CHARACTER:character)&lt;br /&gt;
Check if character is a summon&lt;br /&gt;
&lt;br /&gt;
CharacterIsPartyFollower(CHARACTER:character)&lt;br /&gt;
Check if character is a party follower&lt;br /&gt;
&lt;br /&gt;
CharacterIsStoryNPC(CHARACTER:character)&lt;br /&gt;
Check if character is a story NPC&lt;br /&gt;
&lt;br /&gt;
CharacterInWeaponRange(CHARACTER:character, CHARACTER:target)&lt;br /&gt;
Check if target is in the current's weapon range&lt;br /&gt;
&lt;br /&gt;
CharacterInTouchRange(CHARACTER:character, CHARACTER:targetChar)&lt;br /&gt;
Check if target is in the character's touch range &lt;br /&gt;
&lt;br /&gt;
CharacterHasStatus(CHARACTER:character, STATUS:statusId[, FIXEDSTRING:extraData])&lt;br /&gt;
Check if character currently has the status. ExtraData can be filled in for some statuses: - Consume: statsid of the item - Shield: skillid of the shield&lt;br /&gt;
&lt;br /&gt;
CharacterGetStatusSourceCharacter(CHARACTER:character, STATUS:statusId, OUT CHARACTER:source[, FIXEDSTRING:extraData])&lt;br /&gt;
Get the source character of a status&lt;br /&gt;
&lt;br /&gt;
CharacterGetStatusSourceItem(CHARACTER:character, STATUS:statusId, OUT ITEM:source[, FIXEDSTRING:extraData])&lt;br /&gt;
Get the source item of a status&lt;br /&gt;
&lt;br /&gt;
CharacterHasTalent(CHARACTER:character, TALENT:talent)&lt;br /&gt;
Check if character currently has the talent&lt;br /&gt;
&lt;br /&gt;
CharacterHasSkill(CHARACTER:character, SKILL:skillId)&lt;br /&gt;
Check if character currently has the skill&lt;br /&gt;
&lt;br /&gt;
CharacterHasWeaponType(CHARACTER:character, WEAPON:weaponTYPE [, INT:equipped])&lt;br /&gt;
Check if character currently has a weapon of this type in his inventory or equipped&lt;br /&gt;
&lt;br /&gt;
CharacterGetStat(OUT FLOAT:statValue, CHARACTER:character, CHARACTERSTAT:statType)&lt;br /&gt;
Returns the current value of the stat (Vitality, ...)&lt;br /&gt;
&lt;br /&gt;
CharacterGetSightRange(OUT FLOAT:range, CHARACTER:character)&lt;br /&gt;
Returns the character's sight range&lt;br /&gt;
&lt;br /&gt;
CharacterGetWeaponRange(OUT FLOAT:minRange, OUT FLOAT:maxRange, CHARACTER:character)&lt;br /&gt;
Returns the character's current weapon range&lt;br /&gt;
&lt;br /&gt;
CharacterGetTouchRange(OUT FLOAT:touchRange, CHARACTER:character)&lt;br /&gt;
Returns the character's current touch range&lt;br /&gt;
&lt;br /&gt;
CharacterGetSkillRange(OUT FLOAT:minRange, OUT FLOAT:maxRange,CHARACTER:character, SKILL:skillId)&lt;br /&gt;
Returns the character's skill range&lt;br /&gt;
&lt;br /&gt;
CharacterGetSkillImpactRange(OUT FLOAT:areaRange, CHARACTER:character, SKILL:skillId)&lt;br /&gt;
Returns the character's skill range&lt;br /&gt;
&lt;br /&gt;
CharacterIsInTrigger(CHARACTER:character, TRIGGER:trigger)&lt;br /&gt;
Check if character is in given trigger&lt;br /&gt;
&lt;br /&gt;
CharacterGetAbility(OUT INT:value, CHARACTER:character, ABILITY:ability)&lt;br /&gt;
Returns the character's value of the specified ability&lt;br /&gt;
&lt;br /&gt;
CharacterGetHostileCount(OUT INT:value, CHARACTER:character)&lt;br /&gt;
Returns how many characters are targeting this character right now... You can iterate over them with IterateEnemiesOf.&lt;br /&gt;
&lt;br /&gt;
CharacterCanFight(CHARACTER:character)&lt;br /&gt;
Returns true if the character can fight.&lt;br /&gt;
&lt;br /&gt;
CharacterGetTemplate(CHARACTER:character, OUT CHARACTERTEMPLATE:root)&lt;br /&gt;
Returns the roottemplate of the character.&lt;br /&gt;
&lt;br /&gt;
CharacterCanSpotSneakers(CHARACTER:character)&lt;br /&gt;
Returns true if the character can spot sneaking characters&lt;br /&gt;
&lt;br /&gt;
CharacterIsFloating(CHARACTER:character)&lt;br /&gt;
Check if character is a floating character&lt;br /&gt;
&lt;br /&gt;
CharacterInCreation(CHARACTER:character)&lt;br /&gt;
Returns true if the character is in character creation&lt;br /&gt;
&lt;br /&gt;
CharacterAvoidsTraps(CHARACTER:character)&lt;br /&gt;
Returns true if the character avoids traps&lt;br /&gt;
&lt;br /&gt;
CharacterCheckRelation(CHARACTER:character, RELATION:relation)&lt;br /&gt;
Returns true if relation check succeeds&lt;br /&gt;
&lt;br /&gt;
CharacterIsBetterOrEqualClass(CHARACTER:character, INT:currentScore, OUT INT:newScore, INT warriorScore, INT rogueScore, INT mageScore, INT clericScore, INT rangerScore)&lt;br /&gt;
Returns true if score is higher or equal than the current score&lt;br /&gt;
&lt;br /&gt;
CharacterHasBeenHitBy(CHARACTER:character, DAMAGE_TYPE:damageType)&lt;br /&gt;
Returns true if the character was hit by this type.&lt;br /&gt;
&lt;br /&gt;
CharacterHasCastedSpellLastTurn(CHARACTER:character)&lt;br /&gt;
Returns true if the character has casted a spell in his last turn.&lt;br /&gt;
&lt;br /&gt;
CharacterHasHadStatus(CHARACTER:character, STATUS:status)&lt;br /&gt;
Returns true if the character has had a specific status this combat.&lt;br /&gt;
&lt;br /&gt;
CharacterHasAnimationOverride(CHARACTER:character)&lt;br /&gt;
Returns true if the character has an animation override.&lt;br /&gt;
&lt;br /&gt;
CharacterCanUnlock(CHARACTER:character, ITEM:item)&lt;br /&gt;
Returns true if the character can unlock the item (if the item is already unlocked it returns true!)&lt;br /&gt;
&lt;br /&gt;
CharacterGetReservedUserID(OUT INT:user, CHARACTER:character)&lt;br /&gt;
Returns the character's reserved User id.&lt;br /&gt;
&lt;br /&gt;
CharacterGetRace(CHARACTER:character, OUT FIXEDSTRING:race)&lt;br /&gt;
Returns the &amp;lt;character&amp;gt;'s race in &amp;lt;race&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterIsRace(CHARACTER:character, FIXEDSTRING:race)&lt;br /&gt;
Returns true if &amp;lt;character&amp;gt;'s race is &amp;lt;race&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterCanMoveItem(CHARACTER:character, ITEM:item, FLOAT:minRadius, FLOAT:maxRadius [, OUT FLOAT3:destination])&lt;br /&gt;
Returns true + &amp;lt;destination&amp;gt; if &amp;lt;character&amp;gt; can move &amp;lt;item&amp;gt; somewhere between &amp;lt;minRadius&amp;gt; and &amp;lt;maxRadius&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterGetDeathType(CHARACTER:character, OUT FIXEDSTRING:deathType)&lt;br /&gt;
Returns death type of &amp;lt;character&amp;gt; in &amp;lt;deathType&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterGetStillAnimation(CHARACTER:object, OUT FIXEDSTRING:stillAnimation)&lt;br /&gt;
Returns the still animation to play&lt;br /&gt;
&lt;br /&gt;
CrimeTransferLeadership(INT: CrimeID[, FIXEDSTRING:Tag1,...])&lt;br /&gt;
Try and transfer the leadership of this crime to someone else.&lt;br /&gt;
&lt;br /&gt;
CrimeGetLeadInvestigator(OUT CHARACTER:lead, INT: CrimeID)&lt;br /&gt;
Returns the lead investigator for the crime.&lt;br /&gt;
&lt;br /&gt;
CharacterCanHitTargetWithRangedWeapon(CHARACTER:source, OBJECT|FLOAT3:target[, SKILL:skill = null])&lt;br /&gt;
Returns true if &amp;lt;source&amp;gt; can hit &amp;lt;target&amp;gt; with currently equipped ranged weapon. Will use &amp;lt;skill&amp;gt; instead of equipped weapon if provided.&lt;br /&gt;
&lt;br /&gt;
CharacterHasRangedWeapon(CHARACTER:character[, INT:checkInventory = 0])&lt;br /&gt;
Returns true if &amp;lt;character&amp;gt; has has ranged weapon. Checks for non-wielded weapons if &amp;lt;checkInventory&amp;gt; is 1&lt;br /&gt;
&lt;br /&gt;
CheckInteractionReach(CHARACTER:character, CHARACTER|ITEM: target)&lt;br /&gt;
Returns true if &amp;lt;character&amp;gt; could interact with &amp;lt;target&amp;gt;. This is not checking ranges, but checking if there's too much of a height difference or too many obstacles in between.&lt;br /&gt;
&lt;br /&gt;
CharacterGetSourcePoints(CHARACTER:character, OUT INT: amount)&lt;br /&gt;
Returns the amount of sourcepoints of &amp;lt;character&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
CharacterAiIsCalculating(-)&lt;br /&gt;
Returns if the character is still calculating the AI.&lt;br /&gt;
&lt;br /&gt;
CharacterAiFetchMoveSkillCommand(OUT SKILL:skill, OUT ITEM:skillItem, OUT FLOAT3:target)&lt;br /&gt;
Returns if the character has a Move Skill command to execute according to the AI.&lt;br /&gt;
&lt;br /&gt;
CharacterAiFetchSkillCommand(OUT SKILL:skill, OUT ITEM:skillItem, OUT FLOAT3 endPosition, OUT FLOAT3:target, OUT CHARACTER:target, OUT ITEM:target, OUT FLOAT3:target2, OUT CHARACTER:target2, OUT ITEM:target)&lt;br /&gt;
Returns if the character has a Skill command to execute according to the AI.&lt;br /&gt;
&lt;br /&gt;
CharacterAiFetchConsumeCommand(OUT ITEM:item)&lt;br /&gt;
Returns if the character has a Consume command to execute according to the AI.&lt;br /&gt;
&lt;br /&gt;
CharacterAiFetchAttackCommand(OUT FLOAT3:endPosition, OUT FLOAT3:target, OUT CHARACTER:target, OUT ITEM:target)&lt;br /&gt;
Returns if the character has a Attack command to execute according to the AI.&lt;br /&gt;
&lt;br /&gt;
CharacterAiFetchFallbackCommand(OUT FLOAT3:targetPosition, OUT FLOAT3:lookAtPosition)&lt;br /&gt;
Returns if the character has a Fallback command to execute according to the AI.&lt;br /&gt;
&lt;br /&gt;
CharacterGetArchetype(CHARACTER:character, OUT ARCHETYPE:archetype)&lt;br /&gt;
Returns the archetype of the character.&lt;br /&gt;
&lt;br /&gt;
CharacterIsPolymorphedInto(CHARACTER:character, FIXEDSTRING:race)&lt;br /&gt;
Returns true if &amp;lt;character&amp;gt; is polymorphed into &amp;lt;race&amp;gt;. Race can be a race (like HUMAN), but also a template (in case of a polymorph skill like Chicken Touch).&lt;br /&gt;
&lt;br /&gt;
CharacterIsPolymorphInteractionDisabled(CHARACTER:character)&lt;br /&gt;
Returns true if &amp;lt;character&amp;gt; has his interaction disabled because of a polymorph.&lt;br /&gt;
&lt;br /&gt;
ItemGet(OUT ITEM:item, GAMEOBJECT|FLOAT3:src, FLOAT:range, COMPARE:howTo [, COMPAREFUNC:compareFunc, FIXEDSTRING:rootTemplate, FIXEDSTRING:tag])&lt;br /&gt;
Get an item within a certain range conforming to the filled in restraints.&lt;br /&gt;
&lt;br /&gt;
ItemGetFromInventory(OUT ITEM:item, CHARACTER|ITEM:object [, FIXEDSTRING:statsId, FIXEDSTRING:tag, INT:isEquiped])&lt;br /&gt;
Returns the first item in the inventory conforming to the filled in restraints.&lt;br /&gt;
&lt;br /&gt;
ItemIsInCharacterInventory(ITEM:item, CHARACTER:object)&lt;br /&gt;
Returns if the item is in the inventory of the character&lt;br /&gt;
&lt;br /&gt;
ItemIsInTrigger(ITEM:item, TRIGGER:trigger)&lt;br /&gt;
Check if item is in given trigger&lt;br /&gt;
&lt;br /&gt;
ItemGetStat(OUT FLOAT:statValue, ITEM:item, ITEMSTAT:statType)&lt;br /&gt;
Returns the current value of the stat (Weight, ...)&lt;br /&gt;
&lt;br /&gt;
ItemIsMoving(ITEM:item)&lt;br /&gt;
Returns if the item is moving or not.&lt;br /&gt;
&lt;br /&gt;
ItemIsFalling(ITEM:item)&lt;br /&gt;
Returns if the item is falling or not. (after teleport)&lt;br /&gt;
&lt;br /&gt;
ItemIsOpening(ITEM:item)&lt;br /&gt;
Returns if the item is opening or not.&lt;br /&gt;
&lt;br /&gt;
ItemIsClosing(ITEM:item)&lt;br /&gt;
Returns if the item is closing or not.&lt;br /&gt;
&lt;br /&gt;
ItemIsLocked(ITEM:item)&lt;br /&gt;
Returns if the item is locked or not.&lt;br /&gt;
&lt;br /&gt;
ItemIsMovable(ITEM:item)&lt;br /&gt;
Returns if the item is movable or not.&lt;br /&gt;
&lt;br /&gt;
ItemCanBeLockPicked(ITEM:item)&lt;br /&gt;
Returns if the item is can be opened by lockpicking.&lt;br /&gt;
&lt;br /&gt;
ItemIsOpen(ITEM:item)&lt;br /&gt;
Returns if the item is open or not.&lt;br /&gt;
&lt;br /&gt;
IsStoryItem(ITEM:item)&lt;br /&gt;
Returns if the item is a story item.&lt;br /&gt;
&lt;br /&gt;
ItemHasStatus(ITEM:item, STATUS:statusId)&lt;br /&gt;
Returns if the item has the status.&lt;br /&gt;
&lt;br /&gt;
ItemIsDestroyed(ITEM:item)&lt;br /&gt;
Returns if the item is destroyed.&lt;br /&gt;
&lt;br /&gt;
ItemGetTemplate(ITEM:item, OUT ITEMTEMPLATE:root)&lt;br /&gt;
Returns the roottemplate of the item.&lt;br /&gt;
&lt;br /&gt;
ItemGetSkillId(ITEM:item, OUT SKILL:root)&lt;br /&gt;
Returns the skillid of the item if it has one.&lt;br /&gt;
&lt;br /&gt;
ItemGetItemType(ITEM:item, OUT FIXEDSTRING:itemType)&lt;br /&gt;
Returns the itemtype of the item: common, unique, rare, ...&lt;br /&gt;
&lt;br /&gt;
ItemGetStatusSourceCharacter(ITEM:item, STATUS:statusId, OUT CHARACTER:source)&lt;br /&gt;
Get the source character of a status&lt;br /&gt;
&lt;br /&gt;
ItemGetStatusSourceItem(ITEM:item, STATUS:statusId, OUT ITEM:source)&lt;br /&gt;
Get the source item of a status&lt;br /&gt;
&lt;br /&gt;
ItemCanBeMoved(ITEM:item)&lt;br /&gt;
Returns if the item can be moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TRIGGERS ==&lt;br /&gt;
&lt;br /&gt;
OnCharacterEvent(CHARACTER:character, STRING:eventName)&lt;br /&gt;
Thrown from scripts or story&lt;br /&gt;
&lt;br /&gt;
OnCharacterItemEvent(CHARACTER:character, ITEM:item, STRING:eventName)&lt;br /&gt;
Thrown from scripts or story&lt;br /&gt;
&lt;br /&gt;
OnCharacterCharacterEvent(CHARACTER:character, CHARACTER:character, STRING:eventName)&lt;br /&gt;
Thrown from scripts or story&lt;br /&gt;
&lt;br /&gt;
OnItemEvent(ITEM:item, STRING:eventName)&lt;br /&gt;
Thrown from scripts or story&lt;br /&gt;
&lt;br /&gt;
OnItemDestroyed(ITEM:item)&lt;br /&gt;
Thrown when an item is destroyed&lt;br /&gt;
&lt;br /&gt;
OnItemDestroying(ITEM:item)&lt;br /&gt;
Thrown when an item is being destroyed&lt;br /&gt;
&lt;br /&gt;
OnItemOpened(ITEM:item)&lt;br /&gt;
Thrown when an item is opened&lt;br /&gt;
&lt;br /&gt;
OnItemClosed(ITEM:item)&lt;br /&gt;
Thrown when an item is closed&lt;br /&gt;
&lt;br /&gt;
OnItemDropped(ITEM:item, STRING:itemTemplate)&lt;br /&gt;
Thrown when an item is dropped&lt;br /&gt;
&lt;br /&gt;
OnGlobalFlagSet(FIXEDSTRING:eventName)&lt;br /&gt;
Thrown when a global event is set&lt;br /&gt;
&lt;br /&gt;
OnGlobalFlagCleared(FIXEDSTRING:eventName)&lt;br /&gt;
Thrown when a global event is cleared&lt;br /&gt;
&lt;br /&gt;
OnCharacterFlagSet(FIXEDSTRING:eventName, CHARACTER:character)&lt;br /&gt;
Thrown when a dialog event is set on a character&lt;br /&gt;
&lt;br /&gt;
OnCharacterFlagCleared(FIXEDSTRING:eventName, CHARACTER:character)&lt;br /&gt;
Thrown when a dialog event is cleared on a character&lt;br /&gt;
&lt;br /&gt;
OnItemFlagSet(FIXEDSTRING:eventName, ITEM:item)&lt;br /&gt;
Thrown when a dialog event is set on an item&lt;br /&gt;
&lt;br /&gt;
OItemFlagCleared(FIXEDSTRING:eventName, ITEM:item)&lt;br /&gt;
Thrown when a dialog event is cleared on an item&lt;br /&gt;
&lt;br /&gt;
OnTimer(FIXEDSTRING:timerName)&lt;br /&gt;
Thrown when a timer has ended&lt;br /&gt;
&lt;br /&gt;
OnInit(-)&lt;br /&gt;
Thrown when the script is set&lt;br /&gt;
&lt;br /&gt;
OnLoaded(INT:major, INT:minor, INT:revision, INT:build)&lt;br /&gt;
Thrown when the script is loaded from the savegame&lt;br /&gt;
&lt;br /&gt;
OnShutdown(-)&lt;br /&gt;
Thrown when the character's script is removed&lt;br /&gt;
&lt;br /&gt;
OnVariableCleared(FIXEDSTRING:varName)&lt;br /&gt;
Thrown when this object's script variable is cleared from Osiris with ClearVarObject&lt;br /&gt;
&lt;br /&gt;
OnCombatStarted(CHARACTER:source, ITEM:source)&lt;br /&gt;
Thrown when the character entered a combat&lt;br /&gt;
&lt;br /&gt;
OnCombatSwitched(CHARACTER:source, ITEM:source)&lt;br /&gt;
Thrown when the character switch from one combat to another&lt;br /&gt;
&lt;br /&gt;
OnCombatEnded(CHARACTER:source, ITEM:source)&lt;br /&gt;
Thrown when the character left the combat&lt;br /&gt;
&lt;br /&gt;
OnTurn(CHARACTER:source, ITEM:source)&lt;br /&gt;
Thrown when the character's turn starts&lt;br /&gt;
&lt;br /&gt;
OnTurnEnded(CHARACTER:source, ITEM:source)&lt;br /&gt;
Thrown when the character's turn ended&lt;br /&gt;
&lt;br /&gt;
OnCharacterVitalityChanged(CHARACTER:character, FLOAT:percentage)&lt;br /&gt;
Thrown when the characters's vitality changed&lt;br /&gt;
&lt;br /&gt;
OnItemVitalityChanged(ITEM:item, FLOAT:percentage)&lt;br /&gt;
Thrown when the item's vitality changed&lt;br /&gt;
&lt;br /&gt;
OnAttackOfOpportunity(CHARACTER:target)&lt;br /&gt;
Thrown when the characters gets an attack of opportunity on an enemy&lt;br /&gt;
&lt;br /&gt;
OnDamage(DAMAGE:type, FLOAT:percentage, CHARACTER:source, ITEM:source)&lt;br /&gt;
Thrown when the object receives damage&lt;br /&gt;
&lt;br /&gt;
OnMiss(CHARACTER:source, ITEM:source, CHARACTER:target, ITEM:target)&lt;br /&gt;
Thrown when the character dodges something&lt;br /&gt;
&lt;br /&gt;
OnCriticalHit(CHARACTER:source, ITEM:source, CHARACTER:target, ITEM:target)&lt;br /&gt;
Thrown when the character is critical hit&lt;br /&gt;
&lt;br /&gt;
OnBlock(CHARACTER:source, ITEM:source, CHARACTER:target, ITEM:target)&lt;br /&gt;
Thrown when the character blocks something&lt;br /&gt;
&lt;br /&gt;
OnDie(CHARACTER:character, DAMAGE:type, CHARACTER:source, ITEM:source)&lt;br /&gt;
Thrown when the character dies&lt;br /&gt;
&lt;br /&gt;
OnCharacterStatusAttempt(CHARACTER:character, STATUS:status)&lt;br /&gt;
Thrown when the character attempts to gain a status&lt;br /&gt;
&lt;br /&gt;
OnCharacterStatusApplied(CHARACTER:character, STATUS:status)&lt;br /&gt;
Thrown when the character gains a status&lt;br /&gt;
&lt;br /&gt;
OnCharacterStatusRemoved(CHARACTER:character, STATUS:status)&lt;br /&gt;
Thrown when the character loses a status&lt;br /&gt;
&lt;br /&gt;
OnItemStatusAttempt(ITEM:item, STATUS:status)&lt;br /&gt;
Thrown when the item attempts to gain a status&lt;br /&gt;
&lt;br /&gt;
OnItemStatus(ITEM:item, STATUS:status)&lt;br /&gt;
Thrown when the item gains a status&lt;br /&gt;
&lt;br /&gt;
OnItemStatusRemoved(ITEM:item, STATUS:status)&lt;br /&gt;
Thrown when the item loses a status&lt;br /&gt;
&lt;br /&gt;
OnStatusCreateVisuals(STATUS:status)&lt;br /&gt;
Thrown when the item should create the visuals for this status&lt;br /&gt;
&lt;br /&gt;
OnStatusDestroyVisuals(STATUS:status)&lt;br /&gt;
Thrown when the item should destroy the visuals for this status&lt;br /&gt;
&lt;br /&gt;
OnSight(CHARACTER:character)&lt;br /&gt;
Thrown when the character sees another character&lt;br /&gt;
&lt;br /&gt;
OnLostSight(CHARACTER:character)&lt;br /&gt;
Thrown when the character doesn't see another character anymore&lt;br /&gt;
&lt;br /&gt;
OnUseItem(CHARACTER:source, ITEM:item)&lt;br /&gt;
Thrown when a character uses an item&lt;br /&gt;
&lt;br /&gt;
OnPickupItem(CHARACTER:source, ITEM:item)&lt;br /&gt;
Thrown when a character picks up an item&lt;br /&gt;
&lt;br /&gt;
OnCharacterMovedItem(CHARACTER:source, ITEM:item)&lt;br /&gt;
Thrown when a character moved an item&lt;br /&gt;
&lt;br /&gt;
OnItemEquipped(CHARACTER:source, ITEM:item)&lt;br /&gt;
Thrown when a character equips an item&lt;br /&gt;
&lt;br /&gt;
OnItemUnequipped(CHARACTER:source, ITEM:item)&lt;br /&gt;
Thrown when a character unequips an item&lt;br /&gt;
&lt;br /&gt;
OnIterateCharacter(CHARACTER:character, FIXEDSTRING:eventId)&lt;br /&gt;
Thrown by iterators&lt;br /&gt;
&lt;br /&gt;
OnIterateItem(ITEM:source, FIXEDSTRING:eventId)&lt;br /&gt;
Thrown by iterators&lt;br /&gt;
&lt;br /&gt;
OnIterateCount(FIXEDSTRING:eventId, INTEGER:Count)&lt;br /&gt;
Thrown by iterators after all iterations to inform you of the count.&lt;br /&gt;
&lt;br /&gt;
OnStoryOverride(-)&lt;br /&gt;
Throw when story overrides what the character was doing: teleport, movement, on/offstage&lt;br /&gt;
&lt;br /&gt;
OnTriggerEnter(CHARACTER:character, ITEM:item, FIXEDSTRING:eventId)&lt;br /&gt;
Thrown by a character or item entering an EventTrigger&lt;br /&gt;
&lt;br /&gt;
OnTriggerLeave(CHARACTER:character, ITEM:item, FIXEDSTRING:eventId)&lt;br /&gt;
Thrown by a character or item leaving an EventTrigger&lt;br /&gt;
&lt;br /&gt;
OnEnemyChanged(CHARACTER:character, CHARACTER:newEnemy)&lt;br /&gt;
Thrown when the character's currentenemy changes&lt;br /&gt;
&lt;br /&gt;
OnTalentUnlocked(CHARACTER:character, TALENT:newTalent)&lt;br /&gt;
Thrown when the character unlocks a new talent&lt;br /&gt;
&lt;br /&gt;
OnCharacterClassChanged(CHARACTER:character, FIXEDSTRING:class)&lt;br /&gt;
Thrown when the character changes class in the character creation screen&lt;br /&gt;
&lt;br /&gt;
OnCharacterCreationStarted(CHARACTER:character, TRIGGER:creationPoint)&lt;br /&gt;
Thrown when the character creation has started, and gives where the character should walk to&lt;br /&gt;
&lt;br /&gt;
OnCharacterCreationStopped(CHARACTER:character)&lt;br /&gt;
Thrown when the character creation has stopped&lt;br /&gt;
&lt;br /&gt;
OnFunction(FIXEDSTRING:functionName)&lt;br /&gt;
Throws an event on itself with the functionName. This is to fake function calls &lt;br /&gt;
&lt;br /&gt;
OnSkillCast(CHARACTER:character, SKILL_ID:skillID)&lt;br /&gt;
Thrown when the character casts a skill&lt;br /&gt;
&lt;br /&gt;
OnSkillCombatComment(CHARACTER:character, SKILL_ID:skillID)&lt;br /&gt;
Thrown when the character needs to make a comment&lt;br /&gt;
&lt;br /&gt;
OnCharacterUsedSkillOnMe(CHARACTER:character, SKILL_ID:skillID)&lt;br /&gt;
Thrown when you are hit by a skill from a character&lt;br /&gt;
&lt;br /&gt;
OnItemUnlocked(ITEM: item, CHARACTER:character, ITEM:key)&lt;br /&gt;
Thrown when an item gets unlocked by a character.&lt;br /&gt;
&lt;br /&gt;
OnAutomatedDialogEnded(STRING:dialogName, INT:instanceID)&lt;br /&gt;
Thrown when a automated dialog is ended for this speaker&lt;br /&gt;
&lt;br /&gt;
OnAutomatedDialogStarted(STRING:dialogName, INT:instanceID)&lt;br /&gt;
Thrown when a automated dialog is started for this speaker&lt;br /&gt;
&lt;br /&gt;
OnDialogEnded(STRING:dialogName, INT:instanceID)&lt;br /&gt;
Thrown when a dialog is ended for this speaker&lt;br /&gt;
&lt;br /&gt;
OnCrimeSensibleAction(INT:IsPrimary; FIXEDSTRING:regionID, INT:crimeID, FIXEDSTRING:reactionName, STRING:primaryDialog, CHARACTER:criminal1, CHARACTER:criminal2, CHARACTER:criminal3, CHARACTER:criminal4)&lt;br /&gt;
Thrown when a character needs to perform a sensible action against criminals&lt;br /&gt;
&lt;br /&gt;
OnCrimeInterrogationRequest(FIXEDSTRING:regionID, INT:crimeID, CHARACTER:criminal1, CHARACTER:criminal2, CHARACTER:criminal3, CHARACTER:criminal4)&lt;br /&gt;
Thrown when a character needs to perform an interrogation against criminals&lt;br /&gt;
&lt;br /&gt;
OnCrimeInvestigate(INT:crimeID; FLOAT3:CrimePosition)&lt;br /&gt;
One NPC investigates a crimescene&lt;br /&gt;
&lt;br /&gt;
OnCrimeAlarmed(INT:crimeID; FLOAT3:CrimePosition)&lt;br /&gt;
All NPCs in a crimearea start looking around.&lt;br /&gt;
&lt;br /&gt;
OnCrimeReturnToNormal(-)&lt;br /&gt;
Investigation or Alarm timed out.&lt;br /&gt;
&lt;br /&gt;
OnCrimeAborted(-)&lt;br /&gt;
The game interrupted the sensible action of this NPC.&lt;br /&gt;
&lt;br /&gt;
OnSplineControlPointReached(INT:Index, INT:EndReached, STRING:EventString)&lt;br /&gt;
Thrown when a character reached a spline node.&lt;br /&gt;
&lt;br /&gt;
OnFinishCalculationAi(-)&lt;br /&gt;
Thrown when the calculation of the AI is finished.&lt;br /&gt;
&lt;br /&gt;
OnGrenadeLand(INT:hitObstacle, CHARACTER:caster)&lt;br /&gt;
Thrown when the grenades lands&lt;br /&gt;
&lt;br /&gt;
FetchCharacterApplyStatusData(LIST&amp;lt;STATUS&amp;gt;:removeStatuses, STATUS:applyStatus, INT:turns; CHARACTER:character, STATUS:status)&lt;br /&gt;
Fetch from script which statuses to remove and apply.&lt;br /&gt;
&lt;br /&gt;
FetchItemApplyStatusData(LIST&amp;lt;STATUS&amp;gt;:removeStatuses, STATUS:applyStatus, INT:turns; ITEM:item, STATUS:status)&lt;br /&gt;
Fetch from script which statuses to remove and apply.&lt;br /&gt;
&lt;br /&gt;
FetchItemSkillOnDamage(INT:hasSkill, SKILL_ID:skillID, INT:casterLevel; INT:damage, DAMAGE_TYPE:damageType)&lt;br /&gt;
Fetch from script what skill to execute on damage.&lt;br /&gt;
&lt;br /&gt;
OnActivate(-)&lt;br /&gt;
Thrown when a character/item activates&lt;br /&gt;
&lt;br /&gt;
OnDeactivate(-)&lt;br /&gt;
Thrown when a character/item deactivates&lt;br /&gt;
&lt;br /&gt;
OnCharacterUsedSourcePoint(CHARACTER:character)&lt;br /&gt;
Thrown when a character uses a source point&lt;br /&gt;
&lt;br /&gt;
OnSkillAdded(CHARACTER:character, SKILL_ID:skillId, INT:learned)&lt;br /&gt;
Thrown when a character learns a skill&lt;br /&gt;
&lt;br /&gt;
OnSkillActivated(CHARACTER:character, SKILL_ID:skillId)&lt;br /&gt;
Thrown when a character activates (=adds to memory) a skill&lt;br /&gt;
&lt;br /&gt;
OnSkillDeactivated(CHARACTER:character, SKILL_ID:skillId)&lt;br /&gt;
Thrown when a character deactivates (=removes from memory) a skill&lt;br /&gt;
&lt;br /&gt;
OnBetterReactionFound(FIXEDSTRING:reactionName)&lt;br /&gt;
Thrown when the reaction is interrupted by another reaction&lt;br /&gt;
&lt;br /&gt;
OnNoReactionFound(-)&lt;br /&gt;
Thrown when the reaction is interrupted because no reaction is valid&lt;br /&gt;
&lt;br /&gt;
OnScriptDisabled(-)&lt;br /&gt;
Thrown when the reaction is interrupted because the scriptcontroller is disabled&lt;br /&gt;
&lt;br /&gt;
OnManualInterrupt(FIXEDSTRING:reactionName)&lt;br /&gt;
Thrown when the reaction is interrupted using the interrupt action&lt;br /&gt;
&lt;br /&gt;
OnException(-)&lt;br /&gt;
Thrown when the reaction is interrupted by an exception&lt;br /&gt;
&lt;br /&gt;
OnMovementFailed(FLOAT3:targetPos)&lt;br /&gt;
Thrown when the reaction is interrupted by a move action failing&lt;br /&gt;
&lt;br /&gt;
OnItemFlagShared(FIXEDSTRING:eventName, ITEM:item, INT:newValue)&lt;br /&gt;
Thrown when a dialog event is shared with an item&lt;br /&gt;
&lt;br /&gt;
OnCharacterFlagShared(FIXEDSTRING:eventName, CHARACTER:character, INT:newValue)&lt;br /&gt;
Thrown when a dialog event is shared with a character&lt;br /&gt;
&lt;br /&gt;
OnItemOffStageChanged(CHARACTER:character)&lt;br /&gt;
Thrown when a character is set on/off stage&lt;br /&gt;
&lt;br /&gt;
OnCharacterOffStageChanged(ITEM:item)&lt;br /&gt;
Thrown when a item is set on/off stage&lt;br /&gt;
&lt;br /&gt;
OnCharacterTeleported(CHARACTER:target, CHARACTER:cause, FLOAT3:oldPosition, FLOAT3:newPosition, SKILL_ID:skillId)&lt;br /&gt;
Thrown when a character gets teleported with a teleport skill&lt;br /&gt;
&lt;br /&gt;
OnCombatTick(-)&lt;br /&gt;
Thrown when this object ticks in combat. Only thrown for objects that don't get a turn.&lt;/div&gt;</summary>
		<author><name>Dahras</name></author>
	</entry>
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