EXPERIENCE
ADDING
(EA)
RECEIVER
Receiver for adding stack experience support to ERM.
|
Receiver for adding stack experience support to ERM. $ is a type of monster. |
!#EA$:XXXX; |
OPTIONS
A$1/$2; |
Set an AI modifier. $1 - difficulty level index (0...4) $2 - modifier This modifier is a multiplier that is used for AI hero's experience to get the resulting experience distributed to his/her stacks. It is 1 (easy), 2, 3, 4, 5 (Impossible) by default. |
...$15; |
Set/get an experience line. #1 - bonus line index (0...19) (you cannot "get" it) $2 - Flags. For now: 0 - ability is disabled 1 - ability is enabled $3 - ability (ASCII code of a char, see Format SE1) $4 - modifier (this is a numeric representation of a char or a number for "#..." parameter, standards are here)) $5 - a value for a Rank 0 (no experience) ... $15 - a value for a Rank 10 (max experience) |
C$; |
Set/get an experience Cap. This is the maximum percent of experience that a unit can gain from a single battle. |
H$1; |
Set a human experience modifier $1 - modifier This modifier is a multiplier that is used for human control heroes to determine the experience gained by each army stack after a victorious battle. The default value is 100 (100% of the experience the hero gains from the battle). Comments: Settings are stored in a saved game. For A, S and T and H commands the type of monster in EA$ may be any, say, 0 because it is not used. |
F$1/$2; |
Get a number of the bonus line that has a specific ability or find the number of the next free line. $1 - ability number (ASCII code of a char, see Format SE1) $2 - line index (-1,0,1..13) Comments: You may only get or check the second parameter but not set it. So the call like this is a standard: !!EA...:F65/?v100; This will return the index of a line that keeps 'A' (65) bonus ability for a creature (attack bonus). If the line is not found, it will return a line that is empty. If you set $1 to 0, you will find the first free bonus line. If $2 returns -1, there is no more room in the ability list for this creature. |
F$1/$2/$3; |
Extended syntax for EA:F command: !!EA:F$1/$2/$3; $1 is an ability type (ASCII code of a char, see Format SE1) $2 is a modifier (-1 = does not matter, takes the first found) $3 is a var to store the search result. |
M$; |
Set/get experience multiplier The value of $ is 1000 times more than used. So for 0.75 you will get 750. If you want to set it to 1, you should use M1000; |
L$; |
Set/get an experience scale and limit. This sets the stack experience needed for a creature to reach rank 10, and from this number the experience needed for each rank up to 10 is also derived and automatically calculated by the game (as a percentage of this total). Example: ******** !!EA141:L30000; [Set rank 10 experience for Mummies to 30000 points] ******** |
S$1/$2; |
Set an AI modifier. $1 - difficulty level index (0...4) $2 - modifier This modifier is additional experience that is used for AI hero's experience to get the resulting experience distributed to his/her stacks. It is 50 (easy), 100, 200, 300, 400 (Impossible) by default. |
T$1/$2; |
Set an AI modifier. $1 - difficulty level index (0...4) $2 - modifier This modifier is a multiplier that is used for AI hero's experience to get the resulting experience distributed to AI town garrison stacks. If the EA:A modifier is set to 0, the town garrison experience will be 0 regardless of the value set here. It is 10 (easy), 25, 50, 75, 100 (Impossible) by default. |
U$; |
Set/get experience upgrade multiplier. The value of $ is 1000 times more than used (see M command). |
Support for stack experience on the battle field.
You can set experience points, experience lines and experience parameters for any creature on the battle field.
Use any !!EA command for this. To refer to a stack on a battle field you need to mention a stack index in negative range:
!!EA-1:... stack 0
!!EA-2:... stack 1
..
!!EA-42:... stack 41
As before you can use a positive value to apply the command to a type of creature.
You may set experience parameters for any stack on the battlefield, right in
BA0 (BA50) trigger sections or later during a battle.