!!MN#1/#2/#3:XXXX; |
!!MN#1/#2/#3:
Mine at x,y,l
coordinates |
!!SC#1/#2/#3:XXXX; | !!SCx/y/l:
Scholar at x,y,l
coordinates (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. |
!!CH#1/#2/#3:XXXX; |
!!CHx/y/l:
Treasure Chest at x,y,l coordinates (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 $=0, that means that you get 0 gold and -500 exp. As you can see, you can give a hero up to 7500 gold or 7000 exp. |
!!WT#1/#2/#3:XXXX; | !!WT#1/#2/#3:
Warrior's
Tomb at x,y,l coordinates (Warrior's Tombs are Type 108) A$ - Artifact number (Format A1) S$ - has artifact=1 or not=0 |
!!KT#1/#2/#3:XXXX; | !!KT#1/#2/#3:
Tree of Knowledge
at
x,y,l coordinates (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) |
!!FR#1/#2/#3:XXXX; | !!FR#1/#2/#3:
Campfire at
x,y,l coordinates (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. |
!!LN#1/#2/#3:XXXX; | !!LN#1/#2/#3:
Lean To at
x,y,l coordinates (The Lean To is Type 38) B$1/$2 - Bonus type ($1) (Format R) and value ($2) N$ - Number of the Lean To (0...31) |
!!ST#1/#2/#3:XXXX; | !!ST#1/#2/#3:
Learning Stone at
x,y,l coordinates (Learning Stones are Type 100) N$ - Number of the Learning Stone (0...31) |
!!WG#1/#2/#3:XXXX; | !!WG#1/#2/#3:
Wagon at x,y,l
coordinates (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 ($2). See Format R. |
!!SK#1/#2/#3:XXXX; | !!SK#1/#2/#3: Skeleton
(Corpse) at x,y,l
coordinates (Skeletons are Type 22) A$ - Artifact number. See Format A1 N$ - Number of the Skeleton (0...31) S$ - Has artifact=1 or not=0 |
!!SP#1/#2/#3:XXXX; | !!SP#1/#2/#3:
Magic Spring at
x,y,l coordinates (Magic Springs are Type 48) S$ - Loaded=1 or empty=0 N$ - Number of the Magic Spring (0...31) |
!!WM#1/#2/#3:XXXX; | !!WM#1/#2/#3:
Water Wheel at
x,y,l coordinates (Water Wheels are Type 109) B$ - Gold value |
!!SW#1/#2/#3:XXXX; | !!SW#1/#2/#3:
Swan Pond at x,y,l coordinates (Swan Ponds are Type 14) B$ - Value of luck 1...3 N$ - Number of the Lake (0...31) |
!!MT#1/#2/#3:XXXX; | !!MT#1/#2/#3:
Obelisk
at x,y,l coordinates (Obelisks are Type 57) N$ - Number of the Obelisk (0...31) |
!!GD#1/#2/#3:XXXX; | !!GD#1/#2/#3:
Mystical Garden at
x,y,l coordinates (Mystical Gardens are Type 55) B$ - Type of resource [usually = 5]. See Format R T$ - Bonus type is resource=1 or gold=0 N$ - Number of the Mystical Garden (0...31) |
!!ML#1/#2/#3:XXXX; | !!ML#1/#2/#3:
Windmill at x,y,l
coordinates (Windmills are Type 112) B$1/$2 - Resource type ($1) and value ($2). See Format R |
!!DW#1/#2/#3:XXXX; | !!DW#1/#2/#3:
Monster dwelling at x,y,l
coordinates (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 |
!!WH#1/#2/#3:XXXX; | !!WH#1/#2/#3::
Witch
Hut at x,y,l coordinates. (Witch Huts are Type 113) Command S$ can set/check/get the skill to 0...27 (Format SS) |
!!SY#1/#2/#3:XXXX | !!SY#1/#2/#3:
Shipyard at x,y,l
coordinates (Shipyards are Type 87) O$ : Set/check/get the owner (0...7,-1). See Format E1 P$1/$2
: Set the point on the map where the boat will
be placed if you buy it. By default this is x+1
and y+1 from right bottom corner of the
shipyard. You can place it not only on water :-) |
!!GR#1/#2/#3:XXXX; | !!GR#1/#2/#3:
Garrison
at x,y,l coordinates (Garrisons are Types 33 and 219) O$ : 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). |
!!SR#1/#2/#3:XXXX; | !!SR#1/#2/#3:
Magic shrine at x,y,l
coordinates (Magic Shrines are Types 88, 89 and 90) S$ : Set/get/check the spell number (see Format SP) for any kind of Shrine. |
!!UR#1/#2/#3:XXXX; | !!UR#1/#2/#3:
at x,y,l
coordinates- University (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. |
!!SG#1/#2/#3:XXXX; | !!SG#1/#2/#3:
- Sign or bottle at x,y,l
coordinates. (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. |
!!CB#1/#2/#3:XXXX; |
!!CB#1/#2/#3: -
Creature Bank at x,y,l coordinates. 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:
!!IFv10:S5;
!!SG4/3/0:M1/v10; set sign message to string var z[v10] or z5
!!SG4/3/0:M1/?z10; get current sign message to z10 string var
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^Player^;
!!IF&-1000:M^AI^;