MONSTER ATTRIBUTES( MA )
RECEIVER
Used to modify all creatures of a given type.
!!MA:XXXX; !#MA:XXXX; |
Globally changes the characteristics of a monster type for all monsters on the map of that type. All commands allow also to get and check values |
OPTIONS | |
A#/$ | Monster # (Format C) has an Attack of $. |
B#/$ | Monster # (Format C) with spell can cast it $ times per combat. |
C#1/#2/$ | Monster #1 (Format C) Costs resource #2 (Format R) to buy. Note: You must not set cost of gold (resource number 6) to 0. If you set more than one other resource (0...5) the only the first one will be used. If you want to change a second resource (in addition to gold) from one to another, set the previous resource to 0. Example: C1/2/3 set Ore to 3 (gold+ore) C1/2/0 C1/0/5 set Wood to 5 and Ore to 0 (gold+wood) |
D#/$ | Monster # (Format C) has a Defence of $. |
E#/$ | Monster # (Format C) has a Damage High of $. |
F#/$ | Monster # (Format C) has a Fight value of $. |
G#/$ | Monster # (Format C) has a Grow rate of $. |
H#/$ | Monster # (Format C) has an Adventure Map High of $ |
I#/$ | Monster # (Format C) has an AI value of $. |
L#/$ | Monster # (Format C) is now considered a Level $ monster (0-6). Monster level is always one less than the actual level, so a level 1 monster is represented by a value of 0 and a level 7 with a value of 6. Monsters above level 7 will also have a value of 6. |
M#/$ | Monster # (Format C) has a Damage Low of $. |
N#/$ | Monster # (Format C) has $ Number of Shots. |
O#/$ | Monster # (Format C) belongs to Town $ type (Format T). Note: a value of -1 means "neutral" (no town type). |
P#/$ | Monster # (Format C) has $ Hit Points. |
R#/$ | Monster # (Format C) has a Grow H of $. |
S#/$ | Monster # (Format C) has a Speed of $. |
U#/$ | Monster # (Format C) will be upgraded to a monster $ (Format C). If $=-2, monster cannot be upgraded, if $=-1, use the default upgrade. Monsters can be upgraded to any other monster at a hill fort (or hill fort dialogue box) or at any town where that monster could normally be upgraded. Comments: You can set a sequence to upgrade: !#MA:U0/1U1/2U2/3U3/4..... It looks funny and you can upgrade them all. If you set a circled sequence of the same level creatures, the player can choose the best creature set (town) to play with. You can use a loop (it's fast) to go through all creatures and set an upgrade for each (to the next) in sequence. In a town, you can only upgrade what you could normally upgrade. So you could set Pikemen to be upgraded to any other creature but they can only be upgraded in a Castle town or at a hill fort. If you set Halberdiers to be upgraded to another creature, this will only work at a hill fort since there's no normal town upgrade allowed for them. To make an upgrade cost nothing, change each monster's level to a value of 0 (level 1 monster) and then you have no cost at a hill fort. |
V#/$ | Monster # (Format C) has an Adventure Map Low of $ |
X#/$ | Set flags to $ for monster # (Format C). Use with BIG care $ Bits: 0x00000001 = 1 - DOUBLE_WIDE Takes 2 square 0x00000002 = 2 - FLY Monster can fly 0x00000004 = 4 - shooter Any monster with this flag will be able to shoot. 0x00000008 = 8 - extended attack radius (2 square) Breath weapon (like fire-spitting dragons) 0x00000010 = 16 - alive This flag makes monster sensitive to Bless, Mirth, Death Ripple, Moral and other things accessible only for those, who lives 0x00000020 = 32 - CATAPULT Monster can attack town walls 0x00000040 = 64 - SIEGE WEAPON Cannot move 0x00000080 = 128 - KING_1 Monster takes extra damage from attacker with basic or better Slayer 0x00000100 = 256 - KING_2 Monster takes extra damage from attacker with advanced or expert Slayer 0x00000200 = 512 - KING_3 Monster takes extra damage from attacker with expert Slayer 0x00000400 = 1024 - MIND IMMUNE immune to mind spell (like Frenzy, Sorrow etc) 0x00000800 = 2048 - NO OBSTACLE PENALTY Monster's damage (if monster is shooter and he shoots) will not reduce from obstacles and walls 0x00001000 = 4096 - NO MELEE PENALTY Monster's damage (if monster is shooter and he fights in melee) will not reduce in comparison with shooting damage 0x00002000 = 8192 - --- does not work 0x00004000 = 16384 - IMMUNE_TO_FIRE_SPELLS Monster is immune to all spells of Fire Magic scholl (include beneficial) 0x00008000 = 32768 - ATTACK TWICE Monster will attack twice (note, that ià you set this flag to non-shooter, he will attack only once in melee) 0x00010000 = 65536 - NO ENEMY RETALIATION Enemy will not retailate 0x00020000 = 131072 - NO MORAL PENALTY This monster has always neutral (0) moral 0x00040000 = 262144 - UNDEAD This flag makes monster unsensitive to Bless, Mirth, Death Ripple, Moral and other things accessible only for those, who lives and makes unsensitive to Blind, Berserk and other things accessible only for those who is living dead 0x00080000 = 524288 - ATTACK ALL ENEMIES AROUND Attack all adjacent enemies 0x00100000 = 1048576 - --- does not work 0x80000000 - 2147483648 - Dragon Makes monster sensitive to Dragon bonuses, e.g. Dragon Speciality Example: !?OB3/6/0; there must be an archer in 3/6/0 !!IF:M^Set Archer to shoot twice^; !!MA:X2/?i; !!VRi:|32768; !!MA:X2/i; |