CASTLE EVENT (CE)
RECEIVER

Used to modify the attributes of a timed Town Event.  

 
!!CE#:XXXX; The Event in a town(# - number of event). This is the number, which should be first in the text of the appropriate event. It won't appear in the text of the message.

OPTIONS

B#1/$2; Set/Check/Get the amount of resource #1 (Format R) to $2 (may be negative).
C#1/$2; Set/Check/Get a "gift" monster of type $2 (Format C) in position #1 (from 0 to 6).
D#; Do NOT build building number # (from 0 to 40) 
(see Format U).
E$; Set players allowed to activate the event. (see Format E
If $ begins with d that means bit wise OR, i.e. you can allow a player to activate the event without changing the other permissions.
Example:
E3 allows red and green and bans all other. Ed3 allows red and green but does not change permission for the other players.
F$; Set/Check/Get day of first occurrence to $.
H#; Apply or check event to human players if # = 1.
M^TEXT^; Set message text to TEXT. The text's length must not exceed the original one. It may contain any symbols except ^.
M#; Set message text to that of the timed event number #.
M-1; Do not show the message on the screen.
N$; Set players NOT allowed to activate the event. (see Format E)
If $ begins with d that means bitwise AND with inversion, i.e. you can forbid a player to activate the event without changing the other permissions.
Example:
N3 forbids red and green and allows all other. Nd3 forbids red and green but does not change permission for the other players.
Q#; Apply or check event to computer players if # = 1.
R$; Set/Check/Get the interval between successive occurrences to $.
U#; Build building number # (from 0 to 40) (see Format U).