Action Cards¶
← EXE Functions · code catalog
Friendly names for EXE category 5. Each maps to a top-level EXE code.
GiveActionCard¶
GiveActionCard(cardNr: int, regimeNr: int) · exe 34
No in-game description provided; behaviour inferred from the function name.
Parameters
cardNr(int) — Card NrregimeNr(int) — Regime Nr
Example: exe(34,1,4)
AddHistoryActionCard¶
AddHistoryActionCard(cardNr: int, regimeNr: int) · exe 36
No in-game description provided; behaviour inferred from the function name.
Parameters
cardNr(int) — Card NrregimeNr(int) — Regime Nr
Example: exe(36,1,4)
RemoveHistoryActionCard¶
RemoveHistoryActionCard(cardNr: int, regimeNr: int) · exe 37
No in-game description provided; behaviour inferred from the function name.
Parameters
cardNr(int) — Card NrregimeNr(int) — Regime Nr
Example: exe(37,1,4)
RemoveActionCard¶
RemoveActionCard(cardNr: int, regimeNr: int) · exe 44
No in-game description provided; behaviour inferred from the function name.
Parameters
cardNr(int) — Card NrregimeNr(int) — Regime Nr
Example: exe(44,1,4)
PlayActionCard¶
PlayActionCard(regimeNr: int, actionCardNr: int) · exe 46
No in-game description provided; behaviour inferred from the function name.
Parameters
regimeNr(int) — Regime NractionCardNr(int) — Action Card Nr
Example: exe(46,4,1)
ActionCardName¶
ActionCardName(actioncardNr: int, text: string) · exe 48
No in-game description provided; behaviour inferred from the function name.
Parameters
actioncardNr(int) — Actioncard Nrtext(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(48,1,'Example Text')
ActionCardPPCost¶
ActionCardPPCost(actioncardNr: int, newPpcost: int, ppcostAbsoluteIncrease: int, ppcostIncrease: int) · exe 49
No in-game description provided; behaviour inferred from the function name.
Parameters
actioncardNr(int) — Actioncard NrnewPpcost(int) — New PPCost (-1 = keep same)ppcostAbsoluteIncrease(int) — PPCost absolute increase or decrease (0=no change)ppcostIncrease(int) — PPCost % increase or decrease (0=no % change)
Example: exe(49,1,1,1,50)
CheckPreDef¶
CheckPreDef(predef: int) · exe 74
Returns unit# of this predef ID#.
Parameters
predef(int) — Predef#
Example: exe(74,200)
CopyActionCard¶
CopyActionCard(from: int, too: int, text: string) · exe 76
If the Too# specified is a slot higher then existing number of actioncards, the number of actioncards slots will be extended
Parameters
from(int) — From#too(int) — Too#text(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(76,1,1,'Example Text')
SetActionCard¶
SetActionCard(card: int, tempvar0: int, tempvar1: int, eventpic: int, text: string) · exe 77
No in-game description provided; behaviour inferred from the function name.
Parameters
card(int) — Card#tempvar0(int) — TempVar0tempvar1(int) — TempVar1eventpic(int) — EventPic#text(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(77,1,1,1,1,'Example Text')
HexActionCard¶
HexActionCard(x: int, y: int, actioncard: int) · exe 82
Will place an action card on the hex in question. The card is executed immediatly upon the player conquering the hex. And will cause a popup to appear immediatly (if message used) Only if hex is conquered by combat or direct move in. So always place on locations because they cannot be conquered by ZOC. If an AI regime takes the card it cannot load a new game, select a unit or a hex.
Parameters
x(int) — Xy(int) — Yactioncard(int) — ActionCard# (-1=no actioncard)
Example: exe(82,12,8,1)
SetCardXY¶
SetCardXY(x: int, y: int) · exe 148
If you are calling a card who needs a hex input. set it with this exec.
Parameters
x(int) — Xy(int) — Y
Example: exe(148,12,8)
SetUnitSelected¶
⚠️ Deprecated / obsolete. Avoid in new mods.
SetUnitSelected(unit: int) · exe 188
Do not confuse this function with ExecUnitSelectable to make a unit choseable in popup. This function provides some backwards compatibility with ATG and otherwise sets the unitselected for the game display. -1= no unit selected.
Parameters
unit(int) — Unit #
Example: exe(188,1)
ActionCardText¶
ActionCardText(actioncardNr: int, newTitle: string, newTextOnCard: string) · exe 215
The difference with ExecActionCardName is that you can here also set the text on the card + input can be done with tempstrings with this exec
Parameters
actioncardNr(int) — Actioncard NrnewTitle(string) — New TitlenewTextOnCard(string) — New Text on card
Example: exe(215,1,'Text','Text')
SetCardQuickButton¶
SetCardQuickButton(cardSlot: int, quickMode: bool, smallGraphicOnOrderButton: int) · exe 249
If mode>=1 then an order button will be generated if the player/ selected hex/ selected unit confirms to the (pre-event) conditions of playing a card in general/ on hex/ on unit. And enough PP must be available. You must specifiy a small graphic slot # as well for the order button.
Parameters
cardSlot(int) — Card Slot#quickMode(bool) — Quick Mode (0=no,1=yes,2=yes+hide)smallGraphicOnOrderButton(int) — Small graphic on order button
Example: exe(249,1,1,1)
ActionCardCategory¶
ActionCardCategory(actioncardNr: int, newCategoryNumber: int) · exe 253
For changing the category numner of the card
Parameters
actioncardNr(int) — Actioncard NrnewCategoryNumber(int) — New category number
Example: exe(253,1,1)
DeleteActionCard¶
DeleteActionCard(cardNr: int) · exe 254
USE WITH CAUTION This exec actually really deletes the card. Use ExecRemoveActionCard to keep the card but remove it from a regime hand. Deleting cards will change numbers it might cause events to break. EXPERT USE ONLY
Parameters
cardNr(int) — Card Nr
Example: exe(254,1)
SetActionCardEventPicture¶
SetActionCardEventPicture(cardNr: int, eventPictureNr: int) · exe 255
A simple replace picture of the card.
Parameters
cardNr(int) — Card NreventPictureNr(int) — Event Picture Nr
Example: exe(255,1,1)
This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.