MONSTER AT POSITION (MO) - MAP
RECEIVER

Used to modify the attributes of the monsters in the specified position.

 
!!MO#1/#2/#3:XXXX; The monsters in the specified position (affects monster at x,y,l coordinates).
!!MO#1/#2/#3/#4:XXXX; The monsters in the specified position (affects monster at x,y,l coordinates).
#4 parameter is dummy parameter used to disable check for monster at this location at map start up.
Use this command with UN:I

Comments:
Now also MO$/$/$ and MO$/$/$/1 are the same.
In both cases the presence of the Monster on a map at game start is not needed so this format is now redundant but still supported for compatibility..
!!MO$; New style for MO receiver - indexed.
 - coordinates are in v[$],v[$+1],v[$+2]

OPTIONS

A$; Set/Check/Get reward artifact to $. (Format A1)
B#1/$2; Set/Check/Get the amount of resource #1 (Format R) to $2 (may be negative)
G$; Set/Check/Get the number of monsters to $.
M^TEXT^; Set message text to TEXT.
The text's length must not exceed the original one. It may contain any symbols except ^ and semicolon.
M#; Set message text to that of the timed event number #.
M-1; Do not show the message on the screen.
Mz#; Set/Get message text from string variable
M1/$ ;
M1/-1;
Set and  get the string parameters. You can use it when M command is used to set name/message.
   M1/$ - $=index of string var
   M1/-1 - disable (restore default) message.
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.
O#; Set/Check/Get the grow checkbox.
   if #=1 then the amount of monsters won't grow, if not 1, they will..
R $;(old)
R$/1;
(new)

Set/Check/Get a monster stack's aggression
Old style
  $
is 0 if monster will always join and is 1 if monster will never join
New style
  $ is a level of aggression (get/check/set)
   Level of aggressions:
   0 - compliant
   1...9 - gradation of aggression
   10 - savage

Internal Heroes values:
 Savage = 10
 Hostile = Random from 4 to 10
 Aggressive = Random from 1 to 10
 Friendly = Random from 1 to 7
 Compliant = 0
   You see that now you will have more smooth and less random aggression scale. Though you can use random generator anyway.

U#; Set/Check/Get the escape ability
    if #=1 then the monsters can't escape, if not 1, they can escape.

Comments:
Commands M, B and A may be used for monsters that are set up (message, resource or artifact bonus) when placed on the map.

You also cannot set the message and gift for them, but can quantity, aggression and so. Do not forget that you can make all set up when monster is placed already.

For all new placed monsters you can apply all commands.