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(Scholars are Type 81) T$ - Type of bonus: 0=primary skill, 1=secondary skill, 2=spell P$ - Primary skill index. See Format PK S$ - Secondary skill index. See Format SS. L$ - Spell index. See Format SP. |
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(Treasure Chests are Type 101) S$ - Type of bonus Art.=1 or Gold / Experience=0 A$ - Artifact number (Format A1) B$ - Bonus as gold/experience to $ $ may be 0...15 gold = $*500 experience =$*500-500 If $=0, that means that you get 0 gold and -500 exp. As you can see, you can give a hero up to 7500 gold or 7000 exp. |
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(Warrior's Tombs are Type 108) A$ - Artifact number (Format A1) S$ - has artifact=1 or not=0 |
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(Trees of Knowledge are Type 102) S$ - Type of tree: =0 (Free) =1 (2000 gold) =2 (10 gems) N$ - Number of the Knowledge Tree (0...31) |
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(Campfires are Type 12) B$1/$2 - Bonus type ($1) (Format R) and value ($2) Comments: Campfires always have a resource as well as gold. So if the value of $2 is 5, it will have 5 of the resource ($1) and 500 gold. |
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(The Lean To is Type 39) N$ - Number of the Lean To (0...31) B$1/$2 - Bonus type ($1) (Format R) and value ($2) Note: B values $1 and $2 are set to 0 just after visiting object, in post-visit trigger they already are 0/0. |
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(Learning Stones are Type 100) N$ - Number of the Learning Stone (0...31) |
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(Wagons are Type 105) S$ - Has bonus=1 or not=0 B$ - Bonus is artifact=1 or resource=0 A$ - Artifact number. See Format A1 R$1/$2 - Resource type ($1) and value ($2). See Format R. |
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(Skeletons are Type 22) A$ - Artifact number. See Format A1 N$ - Number of the Skeleton (0...31) S$ - Has artifact=1 or not=0 |
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(Magic Springs are Type 48) S$ - Loaded=1 or empty=0 N$ - Number of the Magic Spring (0...31) |
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(Water Wheels are Type 109) B$ - has gold (1) or not (0) |
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(Swan Ponds are Type 14) B$ - Value of luck 1...3 N$ - Number of the Lake (0...31) |
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(Obelisks are Type 57) N$ - Number of the Obelisk (0...31) |
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(Mystical Gardens are Type 55) B$ - Type of resource [usually = 5]. See Format R T$ - has resource (1) or not (0) N$ - Number of the Mystical Garden (0...31) |
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(Windmills are Type 112) B$1/$2 - Resource type ($1) and value ($2). See Format R |
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(Monster Dwellings are Types 17 and 20, See Format CG) M#1/$2/$3 - set the monster to hire #1 = Slot (0...3) - you can hire up to 4 different monsters at one dwelling. #2 = Type of the monster (-1=disable this slot) (Format C) #3 = Number to hire G#1/$2/$3 - set the monster as a Guard #1 = Slot (0...6) #2 = Type of the monster (-1=no monster there). See Format C #3 = Number of Monsters O$ - Set up an owner (-1=nobody's) O$/1; pass control over a dwelling to another player $ = is a new owner. The second parameter is a dummy but use 1 there. This syntax chenges the owner plus calls an internal structure to adjust all growth numbers for the previous and a new owner. Should work in MP mode. Note: if someone wants to set up a dwelling to sell more than one creature type, none of the creatures should be level 1, or there will be trouble because level 1 creature are normally handed out for free |
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(Witch Huts are Type 113) Command S$ can set/check/get the skill to 0...27 (Format SS) |
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(Shipyards are Type 87) O$ : Set/check/get the owner (0...7,-1). See Format E1 P$1/$2
: Set the point on the map where the boat will
be placed if you buy it. By default this is x+1
and y+1 from right bottom corner of the
shipyard. You can place it not only on water :-) |
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(Garrisons are Types 33 and 219) O$ : Set/check/get the owner (0...7,-1). See Format E1. G#1/#2/#3
: Set/check/get the monster as a Guard F$ : Set/check/get if you can delete the guards (1=no, 0=yes). |
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(Magic Shrines are Types 88, 89 and 90) S$ : Set/get/check the spell number (see Format SP) for any kind of Shrine. |
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(Universities are Type 104) S$1/$2/$3/$4 are the skills that will be offered. See Format SS. You can now place a new university correctly with the UN:I command and set the skills offered with the UR receiver. |
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(Signs are Type 91. Bottles are Type 59) For Sign (t=91, terrain dependable) or Bottle (t=59) you can set any message. M#, M^...^, M-1 - restore the default message. When placed on the map the message is any from default list. |
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Commands: M$1/$2 - set/get/check a bonus creature type $1 and number $2 The number of bonus creatures should be >0 and <128. To remove bonus creatures, set it to type -1 and number 0. G#1/$2/$3 - set/get/check a guard creature in slot #1 (0...7), to type $2 and number $3. R#1/$2 - set/get/check a resource bonus. Resource type #1 and amount $2. You may set all 7 resources simultaneously. T$ - set/get/check whether CrBank is taken already (1) or not yet (0). Note, that if you reset a bank to not taken (set to 0), you still should set at least one guard stack unless you want the next hero that visits to get the treasure for free. V$ - set/check/get a word of visiting of a player. This is a bit mask, so red is 1, blue is 2, tan is 4, green is 8 and so on. Artifact bonus. A1/$ - get/check number of artifacts in the bonus list (you cannot set it). A2/$ - get/set/check an artifact $ at position # (0...) in the bonus list. A3/$ - add an artifact $ to the end of the bonus list. A4/$ - remove artifact at position $ (0...) in the bonus list. Comments. You can make an almost unlimited list of artifacts for any Creature Bank. You cannot set a scroll as an artifact; the game will treat it wrong and then crash. The CB receiver should also work with Dragon Utopia, Crypt, Derelict Ship, and Shipwreck. |
Comments:
In most cases it is inadvisable to try to set up objects using an immediate instruction (!#) at map start-up rather than using a standard receiver that follows a trigger. This is because these object setup commands often don't work as immediate instructions, or worse, will cause the map to crash.
Now you can not only set but also get the string
parameters. You can use it when M command is used to set name/message.
Example:
Be careful: don't use OB command with an object
with 2 entrance (yellow case)
When you place an object, it will set up only first right bottom
entrance square that will be met. Then you should manually copy a
control word from that square to all other yellow squares of this
object.
How I check if AI visit objects?
When any hero visits an object the AI flag is stored in flag1000. So you can use
it like here:
!?OB...;
!!IF&-1000:M^AI^;