Obj
Select the exact signature. Each overload keeps its own description and notes.
void Obj::Clear()Unit Obj::AsUnit()Building Obj::AsBuilding()Hero Obj::AsHero()Druid Obj::AsDruid()Ghost Obj::AsGhost()Tower Obj::AsTower()Wagon Obj::AsWagon()Catapult Obj::AsCatapult()ItemHolder Obj::AsItemHolder()Barrack Obj::AsBarrack()Sacrifice Obj::AsSacrifice()Ship Obj::AsShip()Flying Obj::AsFlying()— Description pending.int Obj::race()str Obj::raceStr()str Obj::raceStrPref()str Obj::raceStrPrefLow()int Obj::armor_slash()int Obj::armor_pierce()int Obj::health()int Obj::stamina()int Obj::maxhealth()int Obj::maxstamina()int Obj::sight()point Obj::pos()point Obj::posRH()int Obj::damage()int Obj::attack()int Obj::damage_type()int Obj::range()int Obj::min_range()int Obj::radius()str Obj::name()— Description pending.bool Obj::IsHeirOf(str)bool Obj::IsSentry()bool Obj::IsGate()bool Obj::IsRam()bool Obj::IsRanged()bool Obj::IsMilitary()bool Obj::IsReligious()bool Obj::IsPeaceful()bool Obj::IsPeasant()bool Obj::IsPeasantAmbient()void Obj::SetHealth(int)void Obj::SetMaxHealth(int)void Obj::SetStamina(int)void Obj::SetMaxStamina(int)void Obj::SetSight(int)— Description pending.int Obj::GetStaminaDecTime()int Obj::CmdCount()int Obj::CmdCount(str)void Obj::ClearCommands()void Obj::KillCommand()void Obj::AddCommand(bool, str)void Obj::AddCommand(bool, str, point)void Obj::AddCommand(bool, str, Obj)void Obj::SneakCommand(str)void Obj::SetCommand(str)void Obj::SetCommand(str, point)void Obj::SetCommand(str, Obj)void Obj::ExecDefaultCmd(point, Obj, bool, bool)void Obj::ExecCmd(str, point, Obj, bool)void Obj::CmdDisable(str)void Obj::CmdEnable(str)bool Obj::IsValid()int Obj::DistTo(point)int Obj::DistTo(Obj)bool Obj::IsEnemy(Obj)bool Obj::IsAlive()bool Obj::IsDead()bool Obj::IsValidTarget(Obj)bool Obj::IsValidCaptureTarget(Obj)— Description pending.void Obj::SetVisible(bool)bool Obj::IsVisible()void Obj::SetMessengerStatus(bool)bool Obj::CanSee(Obj)bool Obj::CanAttack(Obj)void Obj::Erase()int Obj::player()void Obj::SetPlayer(int)bool Obj::Damage(int)void Obj::Heal(int)void Obj::HealStamina(int)void Obj::SetPos(point)— Description pending.void Obj::SetPosSimple(point)void Obj::SetBlind(bool)void Obj::Face(point)point Obj::GetDir()void Obj::Progress()void Obj::Progress(int)int Obj::cmddelay()bool Obj::IsInGroup(str)void Obj::AddToGroup(str)void Obj::RemoveFromGroup(str)void Obj::RemoveFromAllGroups()void Obj::SetName(str)void Obj::Select(int)void Obj::Deselect(int)void Obj::Deselect()void Obj::PlayAnim(int, point)int Obj::GetAnimTime(int)void Obj::StartAnim(int, point)void Obj::StartDelayedAnim(int, point, int)int Obj::TimeToActionMoment()int Obj::TimeToAnimFinish()int Obj::GetAnim()void Obj::SetState(int)bool Obj::AddItem(str)bool Obj::GiveItem(Item, Obj)bool Obj::OpenItemHolder(ItemHolder)bool Obj::PutItem(Item, ItemHolder)bool Obj::DropItem(Item, point)Item Obj::FindItem(str)— Description pending.void Obj::RemoveItem(int)void Obj::RemoveItem(str)void Obj::RemoveAllItems()bool Obj::ExchangeItem(Item, str)Item Obj::GetItem(int)int Obj::RemoveItemsOfType(str)int Obj::GetItemIndex(Item)int Obj::items_count()int Obj::free_item_slots()int Obj::item_count()int Obj::max_items()point Obj::ClipDestToMap(point)void Obj::pr(str)void Obj::pr(int)void Obj::pr(Obj)bool Obj::GetDebug()void Obj::SetDebug(bool)str Obj::class()str Obj::command()str Obj::command(int)int Obj::_LastSelectionTime()bool Obj::IsWaterUnit()void Obj::SetCmdEnable(bool)bool Obj::GetCmdEnable()void Obj::AddToStoreBin()void Obj::RemoveFromStoreBin()bool Obj::IsInState()void Obj::PlaySound(str)void Obj::ShowFloatText(str)Gate Obj::AsGate()Teleport Obj::AsTeleport()int Obj::LSA()bool Obj::HasItem(str)bool Obj::UseItem(str)void Obj::MistAction(int)void Obj::MagicActionEnd()void Obj::CoverOfMercyAction()