Hero
Browse its members and the signatures that accept or return this type.
Members
29Expand a member to read its notes or open its full entry. Each overload keeps its own identity.
| Member | Signature and description |
|---|---|
| void Hero::FormKeepMoving(int)For nonzero continuation, refreshes formation movement, sets hero state 3 and a flag, stores the integer as VM wait ticks and reports status 1. Zero continuation clears the flag and reports status 0. |
| void Hero::FormSetupAndMoveTo(point, int, int, bool)After holder-related waits, the point overload clears the Hero path controller, passes the point, two integers, and bool to formation destination change; on success it installs a new controller, enables formation move mode, and sets Hero [field] to 3. |
| void Hero::FormSetupAndMoveTo(Obj, int, int, bool)After holder-related waits, clears the hero path controller and selects an object destination change or a point destination derived from the object, depending on an object flag. On success, installs a new controller and sets hero state 3. |
| int Hero::TimePastLastAttack()Returns the current game tick value minus the Hero's stored last-attack tick, or the current value when the Hero handle is invalid. |
| Obj Hero::LastAttacker()Hero::LastAttacker copies Hero [field] into a returned object's low word and zeroes result dword 1. |
| ObjList Hero::army()Hero::army returns an ObjList wrapper pointing to the resolved Hero at [field], increments the list reference counter at [field], and uses an empty newly allocated list if receiver resolution fails. |
| Hero | int Hero::maxarmy()Reads the Hero army capacity field for this function. |
| Hero | bool Hero::IsHeroArmyFull()Compares army count and capacity for this function. |
| int Hero::FormRadius()For a valid Hero, FormRadius calls [field] on Hero [field] and pushes its four-byte result; an invalid Hero yields zero. |
| int Hero::FormPathLeft()For a valid Hero with a nonnull formation path object at Hero [field] then [field], FormPathLeft returns the result of that object’s virtual method at vtable [field]; otherwise it returns zero. |
| bool Hero::HasArmy()Hero::HasArmy returns whether the resolved Hero dword at offset [field] is nonzero. |
| void Hero::SetFormation(str)SetFormation resolves the supplied string in the formation map and, when found and Hero [field] exists, passes the string text to the formation object shape-setting helper; unknown names and invalid Heroes call the error helper. |
| str Hero::formation()For a valid Hero, the formation getter copies the text of the shape object reached through Hero [field] and formation [field] into a VM string result; an invalid Hero returns an empty string. |
| Hero | void Hero::DetachArmy()Delegates Hero::DetachArmy to the army cleanup routine. |
| void Hero::CancelArmyBoard()Delegates Hero::CancelArmyBoard to a holder and army validation routine. |
| void Hero::SetFinalPartyOrientation(point)Stores the transformed orientation request point for this function. |
| point Hero::GetFinalPartyOrientation()Returns the transformed stored orientation point for this function. |
| bool Hero::HasFinalPartyOrientationRequest()Tests the stored orientation request pair for this function. |
| Hero | void Hero::SetSkill(int, int)Resolves the hero reference and delegates the skill-level update. |
| int Hero::GetSkill(int)CKS scripting bridge returning current skill level for a given skill index. |
| bool Hero::UseSkill(int)Resolves a Hero handle and returns whether the native Hero skill dispatcher accepted the supplied skill ID. |
| int Hero::AvailableSkillPoints()CKS scripting bridge resolving hero pointer and returning unspent available skill points. |
| bool Hero::SkillInEffect(int)Resolves a Hero and tests whether an indexed skill-effect slot differs from the -1 sentinel. |
| Hero | bool Hero::autocast()Resolves a Hero and reads bit 2 from its flags dword at [field]. |
| void Hero::SetAutocast(bool)Clears or sets a flag in the resolved Hero according to the boolean argument. |
| void Hero::AIGetSkillToDevelop(int&, int&)Initializes two output references, evaluates 25 Hero skill slots through mutable target and weight references, and scans a virtual draw against admitted weights. |
| void Hero::TSAdvHeroSkills(IntArray&, IntArray&)Converts two IntArray references to temporary handles and invokes the player-specific TSH_HeroSkills.vs universal command. |
| Hero | void Hero::_EnableAllSkills()Resolves a Hero and zeroes its 25 skill-level bytes directly. |
| bool Hero::IsArmyOutside()Returns whether the hero army list lacks a resolvable member with an active holder field. |
Return this type
4| Member | Signature and description |
|---|---|
Obj::AsHeroObj | Hero Obj::AsHero()Returns a Hero reference when the object has the hero category; otherwise returns a null reference. |
Unit::heroUnit | Hero Unit::hero()Returns an eight-byte Hero handle containing the resolved Unit's linked Hero slot. |
Settlement::TSRecruitHeroSettlement | Hero Settlement::TSRecruitHero()Dispatches a hero recruitment strategy script for a Settlement. |
selhGlobal | Hero selh()Selects a candidate with a particular flag and returns its encoded hero reference. |
Accept this type
3| Member | Signature and description |
|---|---|
AttachedUnitsGlobal | Query AttachedUnits(Hero, str)Builds a class-filtered query of units attached to a resolved hero. |
Unit::AttachToUnit | bool Unit::AttachTo(Hero)Resolves Unit and Hero, rejects invalid or virtual [field] positive operands, then returns whether Unit helper [field] accepts the Hero. |
Unit::DetachFromUnit | void Unit::DetachFrom(Hero)After valid/dead checks, calls Unit helper [field] only when Hero [field] matches Unit [field]. |
Coverage and limits
29 / 29 members with a published description.
These lists come from published signatures. “Accept” counts explicit parameters, excluding the method receiver; reference variants (&) are included. No inheritance hierarchy is asserted. Undocumented names, units and effects remain unresolved.