me_cmd_ActiveStartBattle	"When the script is triggered, the active unit attacks the target unit.";
me_cmd_ActiveStartBattleEx	"Similar to ActiveStartBattle, but also indicates the arena on which the combat is supposed to take place. To load an arena, specify the path of its scene file.";
me_cmd_AddContainer	"Places into the specified hex a container with the specified item. Three things are specified: the container's ID (for example, map_chest_bronze), the hex number, and the item ID? (for example, potion_agiliti-huge).";
me_cmd_AddItem	"Gives the specified item to the specified unit. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The item being given should also be indicated (for example, potion_agiliti-huge).";
me_cmd_AddLeaderBuff	"Gives the leader of the indicated party the specified buff. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The ID of the effect being granted must also be specified (for example, AllstatsMax).";
me_cmd_AddLeaderStat	"The script alters the specified parameter of the leader of the specified squad. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The parameter tag must also be specified: vit - vitality, str - strength, int - intellect, agi - agility, dex - dexterity, exp - experience.";
AddMapObject	"Places a map object onto the map. You will need to specify the map object's ID and the hex number. ATTENTION: this command doesn't automatically clear the target hex.";
me_cmd_AddObjectItem	"Adds an item to the container in the specified hex. It is necessary to specify the hex where the container is located, and also the item being added.";
me_cmd_AddObjectiveID	"Adds a quest to the player's quest journal as a new item in the 'quests' section. A unique quest number (for this particular mission) must be specified, along with the ID of the localization string containing the quest's text. Also the quest priority level must be specified, where 0 stands for primary quests and 1 stands for secondary quests. ";
me_cmd_AddResource	"Gives the specified resource to the specified race in the indicated amount. The side present on the current map must be specified: Empire, Legions, Elves, or Undead. Resources are as follows: gold, stone, Life mana, Infernal mana, Grove mana. ATTENTION: a single script can only add one resource type. Use two separate scripts to add two different resource types.";
me_cmd_AddShopItem	"Adds the indicated item to the specified store. You must specify the number of the central hex of the store, to which the item is added, and also the item type. Item types are: arm, body, feet, hands, head, leg, potion, rings, gems, runes, sphere, talisman, and weapon.";
me_cmd_AddShopLevelItem	"Adds to the specified store of the specified level the indicated item type. Item level. Item types are: arm, body, feet, hands, head, leg, potion, rings, gems, runes, sphere, talisman, and weapon.";
me_cmd_AddUnit	"Gives the indicated leader the specified unit at the indicated level. You must indicate the level and the unit's ID, which can be found under the Unit Name in the Unit Properties interface. If the indicated level is lower than the unit's base level, then the level remains base; if the indicated level is higher than its base level, its level will be increased, and all corresponding bonuses will be applied.";
me_cmd_AddUnitToMercenary	"Adds the specified unit to the list of mercenaries available for hire in the specified mercenary camp, at the listed price and at the specified level. You must specify the ID of the unit being added, and the price for hiring the unit. If the indicated level is lower than the unit's base level, then the level remains base; if the indicated level is higher than its base level, its level will be increased, and all corresponding bonuses will be applied.";
me_cmd_AIZoneActive	"The specified trigger-zone becomes impassable for parties controlled by the AI. Also, the AI will not cast spells into the area specified by the trigger.";
me_cmd_CameraShake	"The script causes the camera-shake video effect. The duration of the effect is fixed, and cannot be edited by means of this script.";
me_cmd_ClearNodeObject	"Clears the specified hex of all objects except units. To remove objects occupying more than one hex, a central hex can be specified.";
me_cmd_CloseFog	"Conceals an area of the map in strategic fog of war (black fog, which hides the terrain). The area is indicated by radius around a specified hex. (Hex numbers can be found under Active Node, in the Quest interface.)";
me_cmd_CompleteObjective	"'Completes' the quest in the quest journal. The unique quest number must be indicated, along with the 'result' of the quest, where 0 means 'quest completed' and 1 ¨C 'quest failed' (completion tags will be shown automatically).";
me_cmd_DeleteUnit	"Deletes the specified unit. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface.";
DelObjective	"Deletes the indicated quest form the quest journal, without notification. You must indicate the unique quest number.";
me_cmd_FadeUnit	"/out(0); causes the graphical effect of 'smooth' unit animation, faded in or out over the period of time indicated. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The duration of the effect in milliseconds must be specified, and also the fading mode, where 1 stands for fading out and 0 stands for fading in.";
me_cmd_JoinUnit	"Adds to the specified party leader a specified unit, which already exists on the map. The leader who will receive the unit must be specified; the ID of the target leader is indicated under the Unit Name in the Unit Properties interface. Also, the ID of the unit being added must be specified. This ID can be found under the Unit Name in the Unit Properties interface.";
me_cmd_KillSummon 	"Destroys all summoned units on the map, regardless of their allegiance. This script has no editable parameters.";
me_cmd_MapComplete	"Completes the map with the specified outcome, where 'victory' stands for victory, and any other parameter or the lack thereof means defeat.";
me_cmd_MessageBox	"Opens a system message box containing the specified message text.";
me_cmd_MoveToGarrison	"Moves the specified unit into the garrison of the specified town.";
me_cmd_MoveToGuest	"Moves the specified unit into the 'guest' garrison of the specified town.";
me_cmd_MoveToObject	"Teleports the specified unit into the indicated hex. If that hex belongs to a town, the unit is placed in that town.";
me_cmd_MoveUnit	"Teleports the specifies unit into the indicated hex. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. Also, the number of the target hex must be specified. The party will moved into the target hex, even if it was already occupied, ignoring pathing rules.";
me_cmd_OpenDialog	"Opens the specified dialog. You must indicate the filename of the dialog script (without the file extension).";
me_cmd_OpenFog	"Clears the map of the fog of war.";
me_cmd_PlayAnimation	"Plays the specified animation for the indicated unit. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. Also, the required animation cycle must be specified, where Idle stands for the unit animation in its idle state, Attack stand for the attack animation, Damage stands for the animation of the unit taking damage, Death stands for the death animation, and Run stands for movement animation.";
me_cmd_PlayFX	"Plays the specified graphics effect in the specified node. You must indicate the name of the graphics effect, including the file's path.";
me_cmd_PlayFXOnUnit	"Plays the specified graphics effect. You must indicate the name of the graphics effect, including the file's path. Also, you must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface.";
me_cmd_PlayMusic	"Plays the specified audio file. You must indicate the name of the audio file, including the file's path.";
me_cmd_QuestComplete	"Places a flag, which forces the completion of a quest script. The quest ceases to be active and is considered completed. The quest's unique name must be specified.";
me_cmd_RemoveItem	"Deletes the specified item from the inventory of the unit indicated. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The item ID must also be specified.";
me_cmd_RemoveObjectItem	"Removes the item from the indicated object (container). You must indicate the hex of the target container and the item's ID (for example, potion_agiliti-huge).";
me_cmd_RemoveUnit	"Deletes the specified unit from the map. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface.";
me_cmd_RotateUnit	"Turns the specified unit towards the indicated hex. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The target hex number must also be specified. (Hex numbers can be found under Active Node, in the Quest interface.)";
me_cmd_SetCamera	"Places the camera into a position defined by one or more of the listed parameters: 1) The hex number to be focused on by the camera. (Hex numbers can be found under Active Node, in the Quest interface.) 2)?The duration during which the camera will stay fixed in this position (indicated in seconds). 3) The distance (height) of the camera in units, which can be based on the Game camera field of the Quest interface window, in Game Camera mode. If the indicated height exceeds the permitted threshold, the camera will assume the highest allowed position. The viewing angle of the camera (in degrees from 0 to 360), which can be based on the Game camera field of the Quest interface window. If any of these camera parameters are not indicated, the camera values active when the script is activated are used by default.";
me_cmd_SetCameraOnUnit	"Fixes the camera and focuses it on a specified unit. Additional camera parameters can also be specified. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. If desired, two additional camera parameters can be specified: 1) The duration during which the camera will stay fixed in this position (indicated in seconds). 2) The distance (height) of the camera in units, which can be based on the Game camera field of the Quest interface window, in Game Camera mode. If the indicated height exceeds the permitted threshold, the camera will assume the highest allowed position. The viewing angle of the camera (in degrees from 0 to 360), which can be based on the Game camera field of the Quest interface window. If any of these camera parameters are not indicated, the camera values active when the script is activated are used by default.";
me_cmd_SetLeaderStat	"Changes the parameter of the specified leader to a set value. (This deals with the base parameter, before bonuses from buffs and equipment are applied.) You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The parameter tag must also be specified: vit - vitality, str - strength, int - intellect, agi - agility, dex - dexterity, exp - experience. The final value must also be specified. For example, if a strength of 50 is specified, the unit's base strength will become 50, regardless of what it used to be before this change.";
me_cmd_SetPartyHP	"Alters the amount of health of the specified unit. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The percentage of health must then be specified. For example, if 80% is specified, the health of each unit in the party will become 80% of their maximum.";
me_cmd_SetTerraform	"The territory surrounding the indicated hex, within a specified radius, falls under the control of one of the races. A race present on the current map must be specified. Empire ¨C Empire, Legions ¨C Legions of the Damned, Elves ¨C The Elven Alliance, Undead ¨C The Undead Hordes, Dwarves ¨C The Mountain Clans. The central hex of the territory and the radius around that hex must be specified.";
me_cmd_SetUnitDialog	"Assigns the specified dialog to the indicated unit. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. Also, the dialog script file name must be indicated (without the file extension).";
me_cmd_SetUnitSide	"The specified unit is placed under the control of one of the races. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. A race present on the current map must be specified. Empire ¨C Empire, Legions ¨C Legions of the Damned, Elves ¨C The Elven Alliance, Undead ¨C The Undead Hordes, Dwarves ¨C The Mountain Clans.";
me_cmd_ShopAddItem	"Adds the indicated item to the specified store. You must specify the number of the central hex of the store to which the item should be added.";
me_cmd_StartBattle	"Commences combat between two specified parties. Units will engage in combat immediately, without moving towards each other, even if they would be out of reach under normal conditions. After combat is completed, the winning side remains in its original position. The first party is a party controlled by the player. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The second is the attacking unit. You must indicate that unit's ID as well. Again, this ID can be found under the Unit Name in the Unit Properties interface. ";
me_cmd_StopActiveUnit	"Halts the movement of the currently active unit. This script has no editable parameters.";
me_cmd_TownName	"The specified town assumes the specified name. You must specify the central hex of the town which is to be named, and a particular name (not a localization tag).";
me_cmd_UnitAttack	"The specified unit attacks the specified enemy. You must indicate the attacking unit's ID, which can be found under the Unit Name in the Unit Properties interface. A particular enemy can be selected, in which case the ID of target unit on the map must be specified. (Again, this ID can be found under the Unit Name in the Unit Properties interface.) Alternatively, a hex may be specified in which case the attacker will move to the specified hex and attack the enemy located there. The attacking unit will attempt to move to the destination point and attack only if the path to the destination point is clear. ";
me_cmd_UnitDontAttakSummon	"The specified unit cannot be attacked by summoned creatures. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The state of the flag should also be indicated: 1 means the flag is active, and 0 means the flag is inactive.";
me_cmd_UnitImmortal	"The specified unit cannot be destroyed. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The state of the flag should also be indicated: 1 means the flag is active, and 0 means the flag is inactive.";
me_cmd_UnitOff	"The specified unit disappears from the map, remaining invisible in the hex, where it was located. It will not hinder the movement of other units, neither will it generate agro radius.";
me_cmd_UnitStory	"The specified unit cannot be attacked. Unit will instead initiate dialog with each interaction. The dialog is set in the Unit Properties interface. You must indicate the unit's ID, which can be found under the Unit Name in the Unit Properties interface. The state of the flag should also be indicated: 1 means the flag is active, and 0 means the flag is inactive.";
me_cmd_UpdateObjectiveID	"Alters the specified quest in the quest journal. You must indicate the unique number of the quest being altered. Also, the localization tag must be specified, which will replace the current value.";
me_cmd_Wait	"Pauses the script for the indicated time (in milliseconds).";
me_cmd_WaitEvent	"Pauses the script until the indicated event.";
me_cmd_Walk	"The specified unit moves towards the specified hex. You can specify whether the camera should follow the unit or not: 1 means the camera follows the unit; 0 means the camera does not follow the unit. (The default value is 1.) Also, you can indicate whether the unit should ignore impassable zones: 1 means the unit does not ignore impassable zones; 0 means the unit ignores impassable zones. (The default value is 1.)";
me_cmd_Camera	"Camera control.
camera_name - unique identifier of a camera command.
lock_time|next_id ¨C either time (in seconds), for which camera control is locked on the destination point (after arrival), or a reference to another identifier of a camera command, the next one in the chain. If the parameter is not defined or is set to -1, the camera is not locked after it relocates, or it becomes unlocked, if it was previously locked.
hex|unit_id ¨C either the unit identifier, or the ID of the hex where the camera will be centered after it finishes relocation. If the parameter is not defined or is set to -1, the camera is not moved.
height ¨C the height if the camera above the ground. If the parameter is not defined or is set to -1, the altitude remains unchanged.
angle ¨C the rotation angle of the camera (in degrees). If the parameter is not defined or is set to -1, the angle remains unchanged.
move_time ¨C  the time (in seconds), during which the camera moves to the destination point. If the parameter is not defined or is set to 0, relocation is instant.";
me_cmd_GrassWave	"Creates a circular wave, advancing from the central hex (identified by a hex parameter) over a range determined by the parameter radius (which indicates the number of hexes across which the effect radiates); the duration of the effect is determined by a time parameter (indicated in seconds). The amplitude parameter sets the amplitude of oscillation.";
me_evnt_Camera_Stop	"Triggered when a camera movement initiated with a Camera(camera_id,...) command ends.";
me_evnt_Camera_Unlock	"Triggered when a camera lock initiated with a Camera(camera_id,...) command ends.";
me_evnt_Unit_Stop	"Triggered when a unit move initiated with a Walk command ends.";
