View table: instruction

Table structure:

  1. name - String
  2. luaId - String
  3. description - String
  4. category - String
  5. icon - String
  6. argsType1 - String (allowed values: Input · Output · Exec · Target)
  7. argsName1 - String
  8. argsDescription1 - String
  9. argsDataType1 - String
  10. argsType2 - String (allowed values: Input · Output · Exec · Target)
  11. argsName2 - String
  12. argsDescription2 - String
  13. argsDataType2 - String
  14. argsType3 - String (allowed values: Input · Output · Exec · Target)
  15. argsName3 - String
  16. argsDescription3 - String
  17. argsDataType3 - String
  18. argsType4 - String (allowed values: Input · Output · Exec · Target)
  19. argsName4 - String
  20. argsDescription4 - String
  21. argsDataType4 - String
  22. argsType5 - String (allowed values: Input · Output · Exec · Target)
  23. argsName5 - String
  24. argsDescription5 - String
  25. argsDataType5 - String
  26. argsType6 - String (allowed values: Input · Output · Exec · Target)
  27. argsName6 - String
  28. argsDescription6 - String
  29. argsDataType6 - String
  30. argsType7 - String (allowed values: Input · Output · Exec · Target)
  31. argsName7 - String
  32. argsDescription7 - String
  33. argsDataType7 - String
  34. argsType8 - String (allowed values: Input · Output · Exec · Target)
  35. argsName8 - String
  36. argsDescription8 - String
  37. argsDataType8 - String
  38. argsType9 - String (allowed values: Input · Output · Exec · Target)
  39. argsName9 - String
  40. argsDescription9 - String
  41. argsDataType9 - String
  42. argsType10 - String (allowed values: Input · Output · Exec · Target)
  43. argsName10 - String
  44. argsDescription10 - String
  45. argsDataType10 - String
  46. argsType11 - String (allowed values: Input · Output · Exec · Target)
  47. argsName11 - String
  48. argsDescription11 - String
  49. argsDataType11 - String
  50. explaination - String

This table has 182 rows altogether.

Recreate data.

Page name luaId description category icon argsType1 argsName1 argsDescription1 argsDataType1 argsType2 argsName2 argsDescription2 argsDataType2 argsType3 argsName3 argsDescription3 argsDataType3 argsType4 argsName4 argsDescription4 argsDataType4 argsType5 argsName5 argsDescription5 argsDataType5 argsType6 argsName6 argsDescription6 argsDataType6 argsType7 argsName7 argsDescription7 argsDataType7 argsType8 argsName8 argsDescription8 argsDataType8 argsType9 argsName9 argsDescription9 argsDataType9 argsType10 argsName10 argsDescription10 argsDataType10 argsType11 argsName11 argsDescription11 argsDataType11 explaination
Data:Instruction:Abort Construction (edit) Abort Construction abort_construction Abort an owned construction Global Make Order.png Input Target Target Construction entity
Data:Instruction:Add (edit) Add add Adds a number or coordinate to another number or coordinate Math Add Numbers.png Input To coord_num Input Num coord_num Output Result
Data:Instruction:Attack Move (edit) Attack Move attack_move Moves towards a location stopping to attack any enemies encountered Move Move To.png Target Target unit or coordinate coord
Data:Instruction:Break (edit) Break last Break out of a loop Flow Deny.png Breaks out of a loop and continues running from the <hl>Done</> pin of the loop
Data:Instruction:Build Registered (edit) Build Registered build_registered Places a building to be registered AutoBase Make Order.png Input Coordinate Target location, or at currently location if not specified coord_num Input Rotation Building Rotation (0 to 3) (default 0) num Input Id Id to register with Exec If Working Where to continue if the unit started working Exec Construction Failed Where to continue if construction failed
Data:Instruction:call (edit) call call Flow icon_input
Data:Instruction:Call (edit) Call call Call a subroutine Flow icon_input Runs a different behavior and then continues running the current behavior
Data:Instruction:Can Produce (edit) Can Produce can_produce Returns if a unit can produce an item Global Can Produce.png Exec Can Produce Where to continue if the item can be produced Input Item Production Item item Input Component Optional Component to check (if Component not equipped) entity
Data:Instruction:Check Altitude (edit) Check Altitude check_altitude Divert program depending on location of a unit or coordinate Unit Compare Values.png Input Target The unit or coordinate to check for (if not self) coord Exec Valley Where to continue if the unit or coordinate is in a valley Exec Plateau Where to continue if the unit or coordinate is on a plateau Branches execution based on the altitude of the unit. Defaults to the unit the behavior is equipped on <img image="Main/textures/behaviors/check_altitude.png"/> Optional parameter <hl>Target</> can specify a different unit to check. As extra pin becomes available for when the unit is not visible t
Data:Instruction:Check Battery (edit) Check Battery check_battery Checks the Battery level of a unit Unit Check Battery.png Exec Full Where to continue if battery power is fully recharged Input Unit The unit to check for (if not self) entity Conditional node which diverts program logic depending on whether a unit's battery power reserves are <hl>Full</>. Defaults to the unit the behavior is running on. A unit that has no batteries equipped will never be <hl>Full</>, even while inside a power grid that has <bl>Unused</> power. When mult
Data:Instruction:Check Blightness (edit) Check Blightness check_blightness Divert program depending on location of a unit or coordinate Unit Compare Values.png Input Target The unit or coordinate to check for (if not self) coord Exec Blight Where to continue if the unit is in the blight
Data:Instruction:Check Grid Efficiency (edit) Check Grid Efficiency check_grid_effeciency Checks the Efficiency of the logistics network the unit is on Unit Power.png Exec Full Where to continue if at full efficiency Input Unit The unit to check for (if not self) entity
Data:Instruction:Check Health (edit) Check Health check_health Check a unit's health Unit H Value.png Exec Full Where to continue if at full health Input Unit The unit to check for (if not self) entity Checks a unit's current health and continues execution based on the result. Defaults to the unit the behavior is executing on. Optional <hl>Unit</> parameter to specify a different unit in your faction.
Data:Instruction:Check space for item (edit) Check space for item checkfreespace Checks if free space is available for an item and amount Math Count Free Space.png Exec Can't Fit Execution if it can't fit the item Input Item Item and amount to check can fit item_num
Data:Instruction:Clear All Links (edit) Clear All Links clear_all_links Clear all register links on this unit Unit Set Register.png
Data:Instruction:Clear Link (edit) Clear Link clear_link Clear register link Unit Set Register.png Input From Component/Register Index to start clearing a link comp_num Input Component Index Index for when multiple components equipped of same type num Input To Component/Register Index to end clearing a link comp_num Input Component Index Index for when multiple components equipped of same type num Clears a specific established link or connection See <hl>Set Link</> for parameter details
Data:Instruction:Clear Research (edit) Clear Research clear_research Clears a research from queue, or entire queue if no tech passed Flow Make Order.png Input Tech Tech to remove from research queue
Data:Instruction:Combine Coordinate (edit) Combine Coordinate combine_coordinate Returns a coordinate made from x and y values Math Compare Values.png Input x any Input y any Output Result
Data:Instruction:Combine Register (edit) Combine Register combine_register Combine to make a register from separate parameters Math Compare Values.png Input Num Input Unit Output Register entity Input x Input y
Data:Instruction:Compare Entity (edit) Compare Entity compare_entity Compares Entities Flow Compare Values.png Exec If Different Where to continue if the entities differ Input Entity 1 Input Entity 2
Data:Instruction:Compare Item (edit) Compare Item compare_item Compares Item or Unit type Flow Compare Values.png Exec If Different Where to continue if the types differ Input Value 1 Input Value 2 Compares two registers to check if the <hl>ids</> are the same and continues execution based on the result
Data:Instruction:Compare Number (edit) Compare Number check_number Divert program depending on number of Value and Compare Math Compare Values.png Exec If Larger Where to continue if Value is larger than Compare Exec If Smaller Where to continue if Value is smaller than Compare Input Value The value to check with num Input Compare The number to check against num
Data:Instruction:Compare Register (edit) Compare Register compare_register Compares Registers for equality Flow Compare Values.png Exec If Different Where to continue if the registers differ Input Value 1 Input Value 2 compares if both the <hl>id</> and the <hl>number</> in two registers are the same and continues execution based on the result
Data:Instruction:Compare Unit (edit) Compare Unit compare_entity Compares Units Flow Compare Values.png Exec If Different Where to continue if the units differ Input Unit 1 Input Unit 2 Compares two registers to check if the <hl>Units</> are the same and continues execution based on the result
Data:Instruction:Connect (edit) Connect connect Connects the Unit to the Logistics Network Unit Carry.png
Data:Instruction:Copy (edit) Copy set_reg Copy a value to a frame register, parameter or variable Math Set Register.png Input Value any Output Target
Data:Instruction:Count Items (edit) Count Items count_item Counts the number of the passed item contained in the unit's inventory Unit Count Item.png Input Item Item to count item Output Result Number of this item in inventory or empty if none exist Input Unit The unit to check for (if not self) entity Counts how many of a specific item are stored in a unit's inventory. You can request how many items are <hl>Remaining</> in the unit or how many are <hl>Reserved</>
Data:Instruction:Count Slots (edit) Count Slots count_slots Returns the number of slots in this unit of the given type Unit Count Item.png Output Result Number of slots of this type Input Unit The unit to check for (if not self) entity
Data:Instruction:Data type switch (edit) Data type switch value_type Switch based on type of value Flow Processing.png Input Data Data to test Exec Item Item Type Exec Unit Unit Type Exec Component Component Type Exec Tech Tech Type Exec Value Information Value Type Exec Coord Coordinate Value Type Continues execution of the behavior depending on the type inside the passed <hl>Data</> register
Data:Instruction:DebugPrint (edit) DebugPrint debug_print Debug print to log Global Notify.png Input Print Value Notification Value
Data:Instruction:Deploys held unit (edit) Deploys held unit deploy Deploys held unit at location specified or current location Component Move To.png Input Coord location to deploy
Data:Instruction:Disable Transport Route (edit) Disable Transport Route disable_transport_route Disable Unit to deliver on transport route Unit Carry.png
Data:Instruction:Disconnect (edit) Disconnect disconnect Disconnects the Unit from the Logistics Network Unit Carry.png
Data:Instruction:Distance (edit) Distance get_distance Returns distance to a unit Global Closest Enemy.png Input Target Target unit entity Output Distance Unit and its distance in the numerical part of the value Input Unit The unit to measure from (if not self) entity
Data:Instruction:Divide (edit) Divide div Divides a number or coordinate from another number or coordinate Math Divide Numbers.png Input From coord_num Input Num coord_num Output Result
Data:Instruction:Drop Off Items (edit) Drop Off Items dodrop Drop off items at a unit or location Unit Drop Items.png Input Destination Unit or destination to bring items to entity Input Item / Amount Item and amount to drop off item_num Drops off items to a unit or location on the ground. An optional <hl>Item/Amount</> can be specified, or default to all items in inventory. <bl>Up to Amount</> means it will only drop off up to that many items from its inventory <bl>Specified Amount</> will attempt to transfer that many items when
Data:Instruction:Enable Transport Route (edit) Enable Transport Route enable_transport_route Enable Unit to deliver on transport route Unit Carry.png
Data:Instruction:Equip Component (edit) Equip Component equip_component Equips a component if it exists Unit Home.png Exec No Component If you don't current hold the requested component Input Component Component to equip comp Input Slot index Individual slot to equip component from num
Data:Instruction:Equip Component Remotely (edit) Equip Component Remotely equip_component_remotely Equips a component if it exists in the unit's inventory AutoBase Home.png Input Unit The unit to equip component on (if not self) entity Exec No Component If you don't current hold the requested component Input Component Component to equip comp Input Slot index Individual slot to equip component from num
Data:Instruction:Exit (edit) Exit exit Stops execution of the behavior Flow Deny.png Stops running the current behavior
Data:Instruction:Faction Item Amount (edit) Faction Item Amount faction_item_amount Counts the number of the passed item in your logistics network Global Count Item.png Input Item Item to count item Output Result Number of this item in your faction Exec None Execution path when none of this item exists in your faction
Data:Instruction:First Item (edit) First Item get_inventory_item Reads the first item in your inventory Unit Count Item.png Output Item Exec No Items No items in inventory
Data:Instruction:Fix Item Slots (edit) Fix Item Slots lock_slots Fix all storage slots or a specific item slot index Unit Count Free Space.png Input Item Item type to try fixing to the slots item_num Input Slot index Individual slot to fix num Fixes all storage slots or a specific item slot index to a specific item type. If no item is specified, it will fix the slot without an item. <hl>Item</> is the item type to fix to the slots, if empty it will just fix the slot without an item. <hl>Slot index</> is the specific slot to fix, if empty
Data:Instruction:Gather Information (edit) Gather Information gather_information Collect information for running the auto base controller AutoBase icon_input Input Range Range of operation num
Data:Instruction:Get Active Order (edit) Get Active Order get_active_order Gets the source, target and amount data from the current active order Unit Make Order.png Output Source Output Target Output Amount
Data:Instruction:Get Battery (edit) Get Battery get_battery Gets the value of the Battery level as a percent Math Check Battery.png Output Result Returns the unit and current battery level percentage as a number in the <hl>Result</> parameter. When multiple batteries are equipped, all batteries will be calculated. A unit that has no batteries equipped will always return zero, even while inside a power grid that has <bl>Unused</> power.
Data:Instruction:Get Closest Entity (edit) Get Closest Entity get_closest_entity Gets the closest visible entity matching a filter Unit Closest Enemy.png Input Filter Filter to check radar Input Filter Second Filter radar Input Filter Third Filter radar Output Output Entity
Data:Instruction:Get Closest Unit (edit) Get Closest Unit get_closest_entity Gets the closest visible unit matching a filter Unit Closest Enemy.png Input Filter Filter to check radar Input Filter Second Filter radar Input Filter Third Filter radar Output Output Unit
Data:Instruction:Get Entity At (edit) Get Entity At get_entity_at Gets the best matching entity at a coordinate Math Power.png Input Coordinate Coordinate to get Entity from coord_num Output Result
Data:Instruction:Get Equipped Num (edit) Get Equipped Num get_equipped_num Returns how many of a component are equipped Math Compare Values.png Input Component ID Component to search for comp_num Output Value Input Unit The unit to check (if not self) entity
Data:Instruction:Get First Locked Id (edit) Get First Locked Id get_first_locked_0 Gets the first item where the locked slot exists but there is no item in it Unit Compare Values.png Output Item The first locked item id with no item <img image="Main/textures/behaviors/get_first_locked_id2.png"/> Returns the first locked slot without any items in it <img image="Main/textures/behaviors/get_first_locked_id1.png"/>
Data:Instruction:Get from Component (edit) Get from Component get_comp_reg Reads a value from a component register Math Set Component Reg.png Input From Component and register number to get comp_num Output Value Value of Register Input Component Index Component index if multiple are equipped num
Data:Instruction:Get from Component Remotely (edit) Get from Component Remotely get_reg_remotely Reads a value from a component register AutoBase Set Component Reg.png Input Unit The unit to get component register from (if not self) entity Input From Component and register number to get remotely comp_num Output Value Value of Register Input Component Index Component index if multiple are equipped num
Data:Instruction:Get Grid Efficiency (edit) Get Grid Efficiency get_grid_effeciency Gets the value of the Grid Efficiency as a percent Math Power.png Output Result
Data:Instruction:Get Health (edit) Get Health get_health Gets a unit's health as a percentage, current remaining and max amount Math H Value.png Input Unit Unit to check entity Output Percent Percentage of health remaining Output Current Value of health remaining Output Max Value of maximum health Gets health values for a Unit. Defaults to the unit the behavior is executing on. <hl>Percent</> is the current health as a percentage of max health <hl>Current</> is the actual amount of health points left <hl>Max</> is the maximum amount of health points Optional <hl>Unit</> parameter to specify
Data:Instruction:Get Home (edit) Get Home gethome Gets the factions home unit Global Question.png Output Result Factions home unit
Data:Instruction:Get Ingredients (edit) Get Ingredients get_ingredients Returns the ingredients required to produce an item Global Ingradients.png Input Product item Output Out 1 First Ingredient Output Out 2 Second Ingredient Output Out 3 Third Ingredient
Data:Instruction:Get Inventory Item (edit) Get Inventory Item get_inventory_item_index Reads the item contained in the specified slot index Unit Count Item.png Input Index Slot index num Output Item Exec No Item Item not found
Data:Instruction:Get Item Info (edit) Get Item Info get_item_info Gets information on an item Unit Count Item.png Input Item The item to check Output Result Number of this item's chosen information
Data:Instruction:Get Location (edit) Get Location get_location Gets location of a seen unit Global Move To.png Input Unit Unit to get coordinates of entity Output Coord Coordinate of unit
Data:Instruction:Get Max Stack (edit) Get Max Stack get_max_stack Returns the amount an item can stack to Flow Count Item.png Input Item Item to count item_num Output Max Stack Max Stack
Data:Instruction:Get Registered (edit) Get Registered get_registered Get number of registered buildings AutoBase icon_input Input Id Id to get register of Output Value Value of registered Unit
Data:Instruction:Get Research (edit) Get Research get_research Returns the first active research tech Flow Make Order.png Output Tech First active research
Data:Instruction:Get Research Requirement (edit) Get Research Requirement get_research_requirement Returns the research required (if needed) Flow Make Order.png Input Tech The research to investigate for prior tech requirements tech Output Requirement The tech required for the research (if needed)
Data:Instruction:Get Resource Num (edit) Get Resource Num get_resource_num Gets the amount of resource Math Notify.png Input Resource Resource Node to check entity Output Result
Data:Instruction:Get Season (edit) Get Season get_season Divert program depending on season Global Compare Values.png Exec Winter Where to continue if it is Winter Exec Spring Where to continue if it is Spring Exec Summer Where to continue if it is Summer Exec Fall Where to continue if it is Fall
Data:Instruction:Get Self (edit) Get Self get_self Gets the value of the Unit executing the behavior Math Set Register.png Output Result
Data:Instruction:Get Shield (edit) Get Shield get_shield Get a unit's shield as a percentage, current remaining and max amount Math H Value.png Input Unit Unit to check entity Output Percent Percentage of shield remaining Output Current Value of shield remaining Output Max Value of maximum shield amount
Data:Instruction:Get space for item (edit) Get space for item getfreespace Returns how many of the input item can fit in the inventory Math Count Free Space.png Input Item Item to check can fit item Output Result Number of a specific item that can fit on a unit Input Unit The unit to check (if not self) entity
Data:Instruction:Get Stability (edit) Get Stability get_stability Gets the current world stability Global Compare Values.png Output Number Stability
Data:Instruction:Get Trust (edit) Get Trust gettrust Gets the trust level of the unit towards you Global Question.png Exec Ally Target unit considers you an ally Exec Neutral Target unit considers you neutral Exec Enemy Target unit considers you an enemy Input Unit Target Unit entity
Data:Instruction:Get Type (edit) Get Type get_type Gets the type from an item or unit Global Processing.png Input Item/Unit Output Type Puts the <hl>Type</> of an <hl>Item</> or <hl>Unit</> into a register
Data:Instruction:Get Unit At (edit) Get Unit At get_entity_at Gets the best matching unit at a coordinate Math Power.png Input Coordinate Coordinate to get Unit from coord_num Output Result
Data:Instruction:Get Unit Info (edit) Get Unit Info get_unit_info Gets information on a unit Unit Count Item.png Input Unit The unit to check Output Result Returns a specific Unit info
Data:Instruction:Get Unit Power Info (edit) Get Unit Power Info get_unit_power_info Gets power information on a unit Unit Count Item.png Input Unit The unit to check Output Result Returns a specific Unit's power info
Data:Instruction:Get Unit Type (edit) Get Unit Type get_unit_type Get the frame type of the unit Unit Compare Values.png Input Unit The unit to check Output Type Returns the frame <hl>Type</> of the given game entity in <hl>Unit</> <img image="Main/textures/behaviors/get_unit_type.png"/>
Data:Instruction:Have Item (edit) Have Item have_item Checks if you have at least a specified amount of an item Flow Count Item.png Input Item Item to count item_num Exec Have Item have the specified item Input Unit The unit to check for (if not self) entity
Data:Instruction:Invalid Instruction (edit) Invalid Instruction nop Instruction has been removed, behavior needs to be updated Set Register.png Invalid Instruction - likely a deprecated function was replaced with this node
Data:Instruction:Inventory Total (edit) Inventory Total get_inventory_total Returns the total contained in inventory Unit Count Item.png Output Result Input Unit The unit to check for (if not self) entity
Data:Instruction:Is a (edit) Is a is_a Compares if an item of unit is of a specific type Flow Compare Values.png Exec If Different Where to continue if the units differ Input Item Input Type Checks if a <hl>Item</> is of a specific <hl>Type</> and continues execution based on the result
Data:Instruction:Is Day Night (edit) Is Day/Night is_daynight Divert program depending time of day Global Compare Values.png Exec Day Where to continue if it is nighttime Exec Night Where to continue if it is daytime
Data:Instruction:Is Docked (edit) Is Docked is_docked Check if a unit is docked and get its garage Unit Count Free Space.png Exec No Dock Where to continue if unit is not docked Output Garage Unit
Data:Instruction:Is Empty (edit) Is Empty is_empty Checks a value if it is empty Flow Compare Values.png Input Value Value to check Exec Empty Where to continue if the value is empty Exec Has Value Where to continue if the value exists
Data:Instruction:Is Equipped (edit) Is Equipped is_equipped Check if a specific component has been equipped Unit Count Free Space.png Input Component Component to check comp Exec Component Equipped Where to continue if component is equipped Output Result Returns how many instances of a component equipped on this Unit
Data:Instruction:Is Fixed (edit) Is Fixed is_fixed Check if a specific item slot index is fixed Unit Count Free Space.png Input Slot index Individual slot to check num Exec Is Fixed Where to continue if inventory slot is fixed
Data:Instruction:Is Inside Logistics Network (edit) Is Inside Logistics Network is_logistics Checks if a unit or coordinates is in the logistics network Unit Power.png Input Unit Unit or Coordinate entity Exec Outside If not inside logistics network
Data:Instruction:Is Moving (edit) Is Moving is_moving Checks the movement state of a unit Unit Move To.png Exec Not Moving Where to continue if unit is not moving Exec Path Blocked Where to continue if unit is path blocked Exec No Result Where to continue if unit is out of visual range Input Unit The unit to check (if not self) entity
Data:Instruction:Is Passable (edit) Is Passable is_passable Checks whether a location is passable Move Move To.png Input Coordinate The location in a discovered tile to check coord Exec Impassable Unit is unable to pass through this coordinate Exec Passable Unit is able to pass through this coordinate
Data:Instruction:Is Same Grid (edit) Is Same Grid is_same_grid Checks if two units or coordinates are in the same logistics network Unit Power.png Input Unit First Unit or Coordinate entity Input Unit Second Unit or Coordinate entity Exec Different Different logistics networks
Data:Instruction:Is Unit A (edit) Is Unit A is_unit_a Get the frame type of the unit Unit Compare Values.png Input Unit The unit to check Input Type Exec Is Not Checks if a <hl>Unit</> is of the <hl>Type</> specified and continues execution based on the result
Data:Instruction:Is Unlocked (edit) Is Unlocked is_unlocked Checks whether a faction has an id unlocked Flow Make Order.png Input Id Input Id Exec No Match Execution path if there is no match
Data:Instruction:Is Working (edit) Is Working is_working Checks whether a particular component is currently working Math Compare Values.png Exec Is Not Working If the requested component is NOT currently working Input Component Specific component to check or empty to check all components comp Input Component Index Component index if multiple are equipped num Output Value Returns the currently working component entity
Data:Instruction:Jump (edit) Jump jump Jumps execution to label with the same label id Flow J Value.png Input Label Label identifier any Will jump to a location in the behavior specified by a <hl>Label</> instruction
Data:Instruction:Label (edit) Label label Labels can be jumped to from anywhere in a behavior Flow Set Register.png Input Label Label identifier any Sets a label at a location in the behavior. You can make the behavior run instructions from the label by using the <hl>Jump</> instruction
Data:Instruction:Land (edit) Land land Tells a satellite that has been launched to land Global Make Order.png
Data:Instruction:Launch (edit) Launch launch Launches a satellite if equipped on an AMAC Global Make Order.png
Data:Instruction:Lock (edit) Lock lock Run one instruction at a time Flow Unlocked.png Will lock behaviors to run at one instructions per game tick, if you have previously Unlocked the behavior, returning it to the default behavior
Data:Instruction:Lock Itemslot (edit) Lock Itemslot lock_slots Lock a specific itemslot index, a range of slot index via coord, or all storage slots Unit Count Free Space.png Input Item Item to try locking to slots item_num Input Slot no Individual slots to lock coord_num
Data:Instruction:Lookat (edit) Lookat lookat Turns the unit to look at a unit or a coordinate Global Notify.png Input Target Target unit or coordinate coord Rotates the unit to face a specific target or coordinate
Data:Instruction:Loop Components (edit) Loop Components for_component Loops through Components Flow Count Item.png Output Component Equipped component Output Index Returns the index of the result num Exec Done Finished loop

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