activate_hidden_group() add_char_to_group() add_char_to_party() add_range_to_group() add_string() alert_char() alter_stat() am_i_doing_action() approach_char() approach_nav_point() award_party_xp(int amount, atWhatLevel) begin_sell_mode() begin_shop_mode() begin_talk_mode() bless_char() broadcast_char_message() broadcast_object_message() can_detect_pc() can_see_char() change_coins() change_crime_level() change_level(int map, where)//where depends from the map, usually 0 is NORTH and so on, rotating counterclockwise change_max_health() change_world_map() char_clear_action() char_in_party() char_ok() clear_strings() clear_zone() close_container() coins_amount()//returns amount of money create_text_bubble() creature_on_obj() creature_type() current_personality() current_unlock_strength() current_zone() cutscene_can_proceed() damage_nearby() deduct_ap() dist_to_char() dist_to_nav_point() dist_to_pc() do_attack() drain_charge_of_used_object() drop_item() end() end_combat_turn() erase_char() fidget() flee_char() follow_path() force_char_status() friends_nearby() //get family functions, pretty descriptive names get_attitude() get_char_status() get_crime_level() get_current_tick() get_flag() get_foe_target() get_friend_target() get_friendly_target() get_health() get_level(int who) get_max_health() get_memory_cell() get_nearest_char() get_nearest_evil_char() get_nearest_good_char() get_nearest_hate_char() get_nearest_party_char() get_obj_num_tools_needed() get_obj_tool_difficulty() get_ok() get_ran() get_sdf() get_stat() get_target() get_terrain() give_char_message() give_char_text_bubble() give_object_message() has_item() has_item_equip() has_spec_item() heal_char() heal_nearby() if() inc_flag() is_combat() item_used_on_me() kill_char() kill_object() maintain_dist_to_char() make_zone_hostile() move_to_loc(int who, x, y) //make the character move to the location my_ap()//return APs my_current_message() my_dist_from_start() my_number() nav_point_damage_party() num_chars_in_group() num_of_item() object_type() open_container() pc_heard_sound() pc_heard_sound_delay() pc_num() //returns the main character's ID number place_particle() place_particle_num() play_sound() print_big_str() print_big_str_color() print_named_str() print_nums() print_str() print_str_color() random_party_member() remove_string() restore_alwan_greta() restore_energy_nearby() return_to_start() revive_party()//nice reward_give() run_a_char_animation() run_char_animation() run_object_animation() run_prison() run_reverse_object_animation() run_sparkles_on_char(int who, a,b,c) run_sparkles_on_object() set_act_at_dist() set_aggression() set_attitude() set_char_status() set_char_unkillable() set_courage() set_crime_tolerance() set_dialogue_pic() set_facing() set_flag() set_foe_target() set_items_not_property() set_level(int who, val) set_light_level() set_memory_cell() set_name(int who, val) set_obj_act_at_dist() set_obj_tool_difficulty() set_object_blockage() set_object_icon() set_resistance(int who, what, amount) set_spec_item() set_state() set_strategy() set_summon_level() set_terrain() set_terrain_string_range() set_view_center() set_walk_damage() set_walk_speed() shift_view_to_char() show_object_disarm_window() spawn_creature() status_nearby() stop_moving() store_alwan_greta() summon_creature() swap_item_to_item() take_all_of_item() take_item() target_ok() tick_difference() toggle_cutscene() toggle_quest() trap_lev_to_xp_lev() turret_heal() what_group_in() who_shot_me() zone_clear()