First off, there is no good documentation that exists for this editor yet, so we can't be certain exactly how many exist or what they are without diving through the code for what they are.
Secondly, a basic understanding of classed/objects in coding REALLY helps here, but hopefully i can dredge up enough from that one college course to be useful.
first off, ditch the '.' means '=' idea. It's not a bad guess, but its not what it means here.
Instead, what they did is the game defined a class called 'character'. That class is just a description of a common thing that can be used over and over again, think of it like a template or a blank form. That form/template is made up of a bunch of empty descriptions that have to be filled in for each instance. In fact, lets roll with that "blank form" analogy.
So you create a blank form thats known as the "character" form. Every time you want a character, you take a new form of the character type and fill it in. So the John form has Name=john, sex=male, alignment=Good, etc. and a Jenny Form might have name=jenny, sex=female, aligment=neutral. jenny and John are both OBJECTS, of the class CHARACTER. So each specific character you have is just a filled out form, and the form is a collection of variables.
But the form can also define things you can do with it. Think of it like the top half of the form having all the data to fill in, and then the bottom half having a bunch of instructions like "to get an ID, show this to office 5" and "to get a parking pass, show this to the parking office"
So "isPlayer()" is actually an instruction that is being carried out. If you look at
CHARACTER_Player1.isPlayer();
what it's saying is that there is that, for the object called "CHARACTER_PLAYER1", (which we know is a specific instance of a template we call the CHARACTER class) look into the definition of a "character", and theres an instruction called "isPlayer()". run that instruction. Presumably this runs some complex code that sets the game to fully realize "hey, this character is a player".
Now this does get a little more complicated - the () means they are piece of code called functions. This means in certain cases they can return a variable or you can send another variable in. But generally all it's saying is - for this specific character, run the predifined code called "isPlayer" that is associated with a "character".
In general with divinity for most things you can leave the "." instructions alone except for the ones you need in _start.
Most things are just defined with the general functions you use -
InitStory();
CharacterAddToCharacterCreation(CHARACTER_Player2,0,1)
ProcTriggerRegisterForPlayers(TRIGGER_LUC_JahanSeesDeadAnimals);
The only difference between the '.' commands and those above are that the '.' means it's only defined for that specific class (yes i'm simplifying - roll with it as a basic explanation). So a item.SomeCode() and a character.someCode() could do completely different things.