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LuaDocs.lua
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LuaDocs.lua
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---Basic M2TWEOP table
---@class M2TWEOP
M2TWEOP = {
}
---Function to return the path to the mod folder, starts from the drive not the game folder.
---@return string mod path
function M2TWEOP.getModPath() end
---Save the game.
---@param path string (start from mods)
function M2TWEOP.saveGame(path) end
---Function to get the game version.
---@return integer gamever (1 = disk 2 = steam)
function M2TWEOP.getGameVersion() end
---Function to return the path to the plugin (location of your LUA files).
---@return string plugin path
function M2TWEOP.getPluginPath() end
---Load d3d texture
---@param path string full path to texture
---@return integer x size of the image
---@return integer y size of the image
---@return integer id of the image
function M2TWEOP.loadTexture(path) end
---Unload d3d texture
---@param id integer of the image
function M2TWEOP.unloadTexture(id) end
---Sets the limit of ancillaries per character on the stratmap.
---@param newLimit integer default: 8, maximum: 127
function M2TWEOP.setAncillariesLimit(newLimit) end
---Unlocks all console commands, also allows the use of the 'control' command to change factions in singleplayer campaigns.
function M2TWEOP.unlockGameConsoleCommands() end
---Sets the maximum amount of soldiers a general's bodyguard unit can replenish to.
---@param newSize integer default: 77, maximum: 255 (Huge unit size).
function M2TWEOP.setMaxBgSize(newSize) end
---Toggle the highlighting of units on the tactical map.
function M2TWEOP.toggleUnitsBMapHighlight() end
---Set the maximum number of religions in the mod (per descr\_religions.txt)
---@param newLimit integer maximum: 127
function M2TWEOP.setReligionsLimit(newLimit) end
---Checks if a tile is free.
---@param X integer coordinate of the tile.
---@param Y integer coordinate of the tile.
function M2TWEOP.isTileFree(X, Y) end
---Get the selected tile coords.
---@return integer x
---@return integer y
function M2TWEOP.getGameTileCoordsWithCursor() end
---Get the RegionID of a tile.
---@param x integer
---@param y integer
---@return integer regionID
function M2TWEOP.getTileRegionID(x, y) end
---Get the owner of a region by RegionID.
---@param regionID integer
---@return factionStruct owner
function M2TWEOP.getRegionOwner(regionID) end
---Sets the new maximum soldier count.
---@param minSize integer maximum: 300
---@param maxSize integer maximum: 300
function M2TWEOP.setEDUUnitsSize(minSize, maxSize) end
---Basic gameSTDUI table
---@class gameSTDUI
gameSTDUI = {
}
---Get a game UI element, element must be opened.
---@param elementName string
---@return uiElementStruct element
function gameSTDUI.getUiElement(elementName) end
---Basic uiElementStruct table
---@class uiElementStruct
uiElementStruct = {
---@type string
elementName = nil,
---@type integer
xSize = nil,
---@type integer
ySize = nil,
---@type integer
xPos = nil,
---@type integer
yPos = nil,
---@type integer
subElementsNum = nil,
}
---Get a subelement of an UI element using the index.
---@param index integer Starts from 0.
---@return uiElementStruct subelement
function uiElementStruct.getSubElement(index) end
---execute standard game UI element, use only for buttons
function uiElementStruct:execute() end
---Basic stratmap.objects table
---@class stratmap.objects
stratmap.objects = {
}
---Add a new .cas campaign strategy model to the game with a unique ID. This should be called during onPluginLoad()
---@param path string Relative path from the modfolder (starting with "data/").
---@param modelId integer Unique ID to use the model later.
function stratmap.objects.addModelToGame(path, modelId) end
---Add a new .cas character strategy model to the game with a unique name. Only add it after loading to campaign map!
---@param skeleton string name of skeleton used.
---@param caspath string Relative path from the mods folder (starting with "mods/").
---@param shadowcaspath string Relative path from the mods folder (starting with "mods/").
---@param typename string Name of the new model used to assign.
---@param texturepath string Relative path from the mods folder (starting with "mods/").
function stratmap.objects.addCharacterCas(skeleton, caspath, shadowcaspath, typename, texturepath) end
---Set the strategy model for object at specified coordinates, works only for supported object types
---@param xCoord integer
---@param yCoord integer
---@param modelId integer used for: watchtower, resource, settlement, fort, port
---@param modelId2 integer used for: fort wall (use fort coords), dock (use port coords)
function stratmap.objects.setModel(xCoord, yCoord, modelId, modelId2) end
---Replace a custom tile. Change the custom battlefield on the specified coordinates.
---@param label string Identifier.
---@param xCoord integer X coordinate of tile.
---@param yCoord integer Y coordinate of tile.
---@param filename string Just the name, not full path (.wfc)
---@param weather string Weather on the battle map.
---@param dayTime string Time of day.
function stratmap.objects.replaceTile(label, xCoord, yCoord, filename, weather, dayTime) end
---Start drawing .cas campaign strategy model with a unique ID in some coords. Can be used at any time.
---@param modelId integer Unique ID
---@param x integer
---@param y integer
---@param sizeMultiplier integer 1 is value with what it draw as same size as game objects
function stratmap.objects.startDrawModelAt(modelId, x, y, sizeMultiplier) end
---Stop drawing .cas campaign strategy model with a unique ID. Can be used at any time.
---@param modelId integer Unique ID
function stratmap.objects.stopDrawModel(modelId) end
---Basic stratmap.camera table
---@class stratmap.camera
stratmap.camera = {
}
---Slowly move the camera to the specified tile.
---@param xCoord integer
---@param yCoord integer
function stratmap.camera.move(xCoord, yCoord) end
---Quickly move the camera to the specified tile.
---@param xCoord integer
---@param yCoord integer
function stratmap.camera.jump(xCoord, yCoord) end
---Set the zoom level of the camera.
---@param distance number
function stratmap.camera.zoom(distance) end
---Basic stratmap.game table
---@class stratmap.game
stratmap.game = {
}
---Get the amount of factions
---@return integer facNumber Amount of factions
function stratmap.game.getFactionsCount() end
---Get a faction by the index, commonly used when iterating over all factions using getFactionsCount()
---@param Index integer of the faction.
---@return factionStruct faction
function stratmap.game.getFaction(Index) end
---Create a new character at the specified coordinates.
---@param type string Character type, for example "named character".
---@param Faction factionStruct the new character belongs to.
---@param age integer The character's age
---@param name string The short name of the character.
---@param name2 string The full name of the character.
---@param subFaction integer Set to 31 to disable.
---@param portrait_custom string cannot be nil Name of the folder inside 'data/ui/custom_portraits folder. Can not be nil!
---@param xCoord integer X coordinate of the new character
---@param yCoord integer Y coordinate of the new character
---@return character newCharacter Returns a character class, not a named character class!
function stratmap.game.createCharacterByString(type, Faction, age, name, name2, subFaction, portrait_custom, xCoord, yCoord) end
---Create an army for a character. Commonly used after spawning a new character to set it's bodyguard unit.
---@param ourGeneral character Character class, not named character class!
---@return stackStruct army
function stratmap.game.createArmy(ourGeneral) end
---Create an army in a settlement (don't need a character). Used to add units to an empty settlement.
---@param settlement settlementStruct
---@return stackStruct army
function stratmap.game.createArmyInSettlement(settlement) end
---Get a script counter value, works for counters and for event\_counters
---@param counterName string The name of the counter
---@return boolean isExist Returns true if the counter exists i.e it has been used at least once in any way in the campaign\_script
---@return integer counterValue Returns the value of the counter
function stratmap.game.getScriptCounter(counterName) end
---Set an event\_counter value, does not work for counters, only event\_counters.
---@param counterName string
---@param value integer
function stratmap.game.setScriptCounter(counterName, value) end
---Fire a game event message. Picture needs to be provided in the ui folders as default.
---@param eventName string
---@param title string
---@param body string
function stratmap.game.historicEvent(eventName, title, body) end
---Fire any script command available from the game. It is always just 2 parameters in the function, the command name and all the arguments as 1 string in the second parameter. Do not use inc_counter, set_counter, declare_counter! they crash!
---@param command string
---@param args string
function stratmap.game.scriptCommand(command, args) end
---Execute a Medieval II console command.
---@return string error Note: string can be empty but not nil
function stratmap.game.callConsole() end
---Basic stratmap table
---@class stratmap
stratmap = {
---@type objects
objects = nil,
---@type camera
camera = nil,
---@type game
game = nil,
}
---Unit table
---@class unit
unit = {
---@type eduEntry
eduEntry = nil,
---@type number
movePoints = nil,
---soldiers count. You can change it on stratmap and soldiers updated. Use @{setParams} if you need change several parameters at once.
---@type integer
soldierCountStratMap = nil,
---soldiers expierence. You can change it on stratmap and soldiers updated. Use @{setParams} if you need change several parameters at once.
---@type integer
exp = nil,
---soldiers armour. You can change it on stratmap and soldiers updated. Use @{setParams} if you need change several parameters at once.
---@type integer
armourLVL = nil,
---soldiers weapon. You can change it on stratmap and soldiers updated. Use @{setParams} if you need change several parameters at once.
---@type integer
weaponLVL = nil,
---Read only
---@type integer
soldierCountStratMapMax = nil,
---Read only
---@type integer
soldierCountBattleMap = nil,
---@type character
character = nil,
---@type stackStruct
army = nil,
---@type string
alias = nil,
}
---Kill this unit
function unit:kill() end
---change soldierCountStratMap, exp, armourLVL, weaponLVL at one time. Set unit basic parameters
---@param exp integer Experience. Maximum: 9
---@param armor integer Armour level.
---@param weapon integer Weapon Upgrade. Maximum: 1
function unit:setParams(exp, armor, weapon) end
---Basic eduEntry table
---@class eduEntry
eduEntry = {
---- Get only
---@type string
Type = nil,
---- Get only
---@type string
Soldier = nil,
---- Get only
---@type string
UnitCardTga = nil,
---- Get only
---@type string
InfoCardTga = nil,
---- Get only
---@type integer
Index = nil,
---- Get only
---@type integer
UnitCreatedCounter = nil,
---@type integer
SoldierCount = nil,
---@type number
Mass = nil,
---@type number
Width = nil,
---@type number
Height = nil,
---@type boolean
haveAttributeLegio = nil,
---@type number
MoveSpeedMod = nil,
---@type number
UnitSpacingFrontToBackClose = nil,
---@type number
UnitSpacingSideToSideClose = nil,
---@type number
UnitSpacingFrontToBackLoose = nil,
---@type number
UnitSpacingSideToSideLoose = nil,
---@type integer
StatHealth = nil,
---@type integer
StatHealthAnimal = nil,
---@type integer
StatHeat = nil,
---@type integer
StatGround1 = nil,
---@type integer
StatGround2 = nil,
---@type integer
StatGround3 = nil,
---@type integer
StatGround4 = nil,
---@type integer
StatCost1 = nil,
---@type integer
StatCost2 = nil,
---@type integer
StatCost3 = nil,
---@type integer
StatCost4 = nil,
---@type integer
StatCost5 = nil,
---@type integer
StatCost6 = nil,
---@type integer
StatCost7 = nil,
---@type integer
StatCost8 = nil,
---@type integer
Morale = nil,
---@type integer
MoraleLocked = nil,
---@type integer
StatFood1 = nil,
---@type integer
StatFood2 = nil,
---@type integer
Ammunition = nil,
}
---characters as they exist on the strategy map - dead characters, wives, children, and off-map characters do not have these fields.
---@class character
character = {
---@type integer
xCoord = nil,
---@type integer
yCoord = nil,
---@type namedCharacter
namedCharacter = nil,
---@type unit
bodyguards = nil,
---@type stackStruct
armyLeaded = nil,
---in the stack but not leading it
---@type stackStruct
armyNotLeaded = nil,
---@type number
movePointsMax = nil,
---@type number
movePointsModifier = nil,
---@type number
movePoints = nil,
---see descr\_hero\_abilities.xml
---@type string
ability = nil,
}
---Get the character type. See hint below for the types. 0-spy 1-assassin 2-diplomat 3-admiral 4-merchant 5-priest 6-general 7-named character 8-princess 9-heretic 10-witch 11-inquisitor 13-pope
---@return integer typeId
function character:getTypeID() end
---Set the character type. See hint below for the types. 0-spy 1-assassin 2-diplomat 3-admiral 4-merchant 5-priest 6-general 7-named character 8-princess 9-heretic 10-witch 11-inquisitor 13-pope
---@param typeId integer
function character:setTypeID(typeId) end
---Issue regular move command, character must have movement points.
---@param xCoord integer
---@param yCoord integer
function character:moveToTile(xCoord, yCoord) end
---Instantly teleport character to the coordinates.
---@param xCoord integer
---@param yCoord integer
function character:reposition(xCoord, yCoord) end
---Delete this character
function character:kill() end
---Create a fort at the character's coordinates
function character:createFort() end
---Set bodyguard. Do this only for characters without it, such as immediately after creating a character.
---@param unit unit
function character:setBodyguardUnit(unit) end
---Set a character's model to a new one.
---@param model string
function character:setCharacterModel(model) end
---Basic namedCharacter table. All named characters have these fields including dead characters, wives, children, and off-map characters.
---@class namedCharacter
namedCharacter = {
---@type integer
index = nil,
---@type character
character = nil,
---Internal name.
---@type string
shortName = nil,
---Internal name including surname.
---@type string
fullName = nil,
---Display name, resets upon reloading a save.
---@type string
localizedDisplayName = nil,
---@type string
label = nil,
---Wives (who have never been princesses) and children do not have anything for this field. Path to 'young' portrait used starting from 'mods' folder. Resets upon reloading a save.
---@type string
portrait = nil,
---Wives (who have never been princesses) and children do not have anything for this field. Path to 'old' portrait used starting from 'mods' folder. Resets upon reloading a save.
---@type string
portrait2 = nil,
---Wives (who have never been princesses) and children do not have anything for this field. Folder name in ui/custom_portraits folder.
---@type string
portrait_custom = nil,
---Battle model (needs battle_models.modeldb entry).
---@type string
modelName = nil,
---5-leader,2 - heir, 0 - ordinary character, read only, do not set value
---@type integer
status = nil,
---@type boolean
isMale = nil,
---@type integer
age = nil,
---For example with 4 turns per year, the yearOfBirth could be 1840.25
---@type number
yearOfBirth = nil,
---@type factionStruct
faction = nil,
---@type integer
subFaction = nil,
---@type namedCharacter
parent = nil,
---@type namedCharacter
spouse = nil,
---example: ourChar.childs[2].fullName
---@type namedCharacter[4]
childs = nil,
---@type integer
ancNum = nil,
---@type integer
level = nil,
---@type integer
authority = nil,
---@type integer
command = nil,
---positive = Chivalry, negative = Dread
---@type integer
chivalryAndDread = nil,
---@type integer
loyalty = nil,
---@type integer
piety = nil,
---@type integer
ambush = nil,
---@type integer
artilleryCommand = nil,
---@type integer
assassination = nil,
---@type integer
attack = nil,
---@type integer
battleSurgery = nil,
---@type integer
bodyguardSize = nil,
---@type integer
bodyguardValour = nil,
---@type integer
boldness = nil,
---@type integer
bribeResistance = nil,
---@type integer
bribery = nil,
---@type integer
cavalryCommand = nil,
---@type integer
charm = nil,
---@type integer
construction = nil,
---@type integer
defence = nil,
---@type integer
disposition = nil,
---@type integer
electability = nil,
---@type integer
eligibility = nil,
---@type integer
farming = nil,
---@type integer
fertility = nil,
---@type integer
finance = nil,
---@type integer
footInTheDoor = nil,
---@type integer
generosity = nil,
---@type integer
gunpowerCommand = nil,
---@type integer
health = nil,
---@type integer
heresyImmunity = nil,
---@type integer
hitpoints = nil,
---@type integer
infantryCommand = nil,
---@type integer
influence = nil,
---@type integer
law = nil,
---@type integer
lineOfSight = nil,
---@type integer
localPopularity = nil,
---@type integer
looting = nil,
---@type integer
magic = nil,
---@type integer
management = nil,
---@type integer
mining = nil,
---@type integer
movementPointsBonus = nil,
---@type integer
navalCommand = nil,
---@type integer
nightBattle = nil,
---@type integer
personalSecurity = nil,
---@type integer
publicSecurity = nil,
---@type integer
purity = nil,
---@type integer
sabotage = nil,
---@type integer
siegeAttack = nil,
---@type integer
siegeDefense = nil,
---@type integer
siegeEngineering = nil,
---@type integer
squalor = nil,
---@type integer
subterfuge = nil,
---@type integer
taxCollection = nil,
---@type integer
trading = nil,
---@type integer
trainingAgents = nil,
---@type integer
trainingAnimalUnits = nil,
---@type integer
trainingUnits = nil,
---@type integer
troopMorale = nil,
---@type integer
unorthodoxy = nil,
---@type integer
unrest = nil,
---@type integer
violence = nil,
}
---Sets the named character as the faction heir.
---@param onlyHeir boolean True = this character will be the only heir, false = add another heir (faction can appear to have multiple heirs but only one will become leader).
function namedCharacter:setAsHeir(onlyHeir) end
---Checks if character is alive, read only, do not set this value.
---@return integer liveStatus true = alive, false = dead
function namedCharacter:isAlive() end
---Get the pointer to the character's traits container.
---@return traitContainer The character's traits.
function namedCharacter:getTraits() end
---Add a trait to the character.
---@param traitName string Trait's internal name per export\_descr\_character\_traits.txt
---@param traitLevel integer Trait's level.
function namedCharacter:addTrait(traitName, traitLevel) end
---Remove a trait from the character.
---@param traitName string Trait's internal name per export\_descr\_character\_traits.txt
function namedCharacter:removeTrait(traitName) end
---Get the pointer to the ancillary using it's index. You can iterate over a character's ancillaries for example by going from index 0 to ancNum - 1.
---@param index integer
---@return ancillary ancillary
function namedCharacter:getAncillary(index) end
---Add an ancillary to the named character using the name per export\_descr\_ancillaries.txt.
---@param ancillaryName string
function namedCharacter:addAncillary(ancillaryName) end
---Remove an ancillary from the named character using it's pointer. Use getAncillary function to get the specific ancillary.
---@param ancillary ancillary
function namedCharacter:removeAncillary(ancillary) end
---Basic ancillary table
---@class ancillary
ancillary = {
---@type integer
index = nil,
---@type string
name = nil,
---@type string
imagePath = nil,
}
---Basic traits table
---@class traitContainer
traitContainer = {
---@type integer
level = nil,
---@type string
name = nil,
---@type traitContainer
nextTrait = nil,
---@type traitContainer
prevTrait = nil,
}
---Basic factionStruct table
---@class factionStruct
factionStruct = {
---@type integer
dipNum = nil,
---@type integer
cultureID = nil,
---@type string
ai_label = nil,
---@type string
name = nil,
---@type string
localizedName = nil,
---@type settlementStruct
capital = nil,
---@type namedCharacter
leader = nil,
---@type namedCharacter
heir = nil,
---0=AI, 1=player
---@type integer
isPlayerControlled = nil,
---@type integer
religion = nil,
---@type integer
money = nil,
---@type integer
kingsPurse = nil,
---@type factionStratMapStruct
facStrat = nil,
---includes literally all characters without distinction (so also wives, children, dead and those sent off map)
---@type integer
numOfNamedCharacters = nil,
---includes all the characters present on the strat map
---@type integer
numOfCharacters = nil,
---@type integer
stacksNum = nil,
---@type integer
settlementsNum = nil,
---@type integer
fortsNum = nil,
---@type integer
portsNum = nil,
---@type integer
watchtowersNum = nil,
---@type changeFactionName
changeFactionName = nil,
}
---Get the faction's internal name
---@return string facName
function factionStruct:getFactionName() end
---Get named character using it's index.
---@param number integer
---@return namedCharacter retNamedCharacter
function factionStruct:getNamedCharacter(number) end
---Get a character using it's index.
---@param number integer
---@return character retCharacter
function factionStruct:getCharacter(number) end
---Get an army using it's index.
---@param number integer
---@return stackStruct army
function factionStruct:getStack(number) end
---Get a settlement using it's index.
---@param number integer
---@return settlementStruct settlement
function factionStruct:getSettlement(number) end
---Get a fort using it's index.
---@param number integer
---@return fortStruct fort
function factionStruct:getFort(number) end
---Get a port using it's index.
---@param number integer
---@return portStruct port
function factionStruct:getPort(number) end
---Get a watchtower using it's index.
---@param number integer
---@return watchtowerStruct watchtower
function factionStruct:getWatchtower(number) end
---Delete a specific fort.
---@param fort fortStruct
function factionStruct:deleteFort(fort) end
---Create a fort at the specified coordinates.
---@param X integer
---@param Y integer
function factionStruct:createFortXY(X, Y) end
---Basic factionStratMapStruct table
---@class factionStratMapStruct
factionStratMapStruct = {
---Warning: resets on reload.
---@type integer
primaryColorRed = nil,
---Warning: resets on reload.
---@type integer
primaryColorGreen = nil,
---Warning: resets on reload.
---@type integer
primaryColorBlue = nil,
---Warning: resets on reload.
---@type integer
secondaryColorRed = nil,
---Warning: resets on reload.
---@type integer
secondaryColorGreen = nil,
---Warning: resets on reload.
---@type integer
secondaryColorBlue = nil,
---Usage unknown.
---@type integer
triumphValue = nil,
---Warning: resets on reload.
---@type integer
standardIndex = nil,
---Warning: resets on reload.
---@type integer
logoIndex = nil,
---Warning: resets on reload.