CASTLE
ATTRIBUTES
(CA)
RECEIVER
Used to check or modify the attributes of a town, including name, owner, available creatures and internal structures.
!!CAx/y/l:XXXX; |
Town settings for town at x/y/l coordinates. (Towns are Type 98. See Format T) |
!!CA#:XXXX; |
Indirect reference to town at x=v[#], y=v[#+1], l=v[#+2] (Towns are Type 98. See Format T) |
!!CA0/#:XXXX; |
Town with town number of # on the map list (see U option below). (Towns are Type 98. See Format T) |
!!CA-1:XXXX; |
The current town. Be careful for you can use it only in Town screen. |
OPTIONS | |
B1/$; | Build the $ structure (see number in Building list) |
B2/$; | Demolish the $ structure (see number in Building list) |
B3/$; | Check if the $ structure built (in flag 1) (see number in Building list) |
B4/$; | Enable to build the $ structure (see number in Building list) |
B5/$; | Disable to build the $ structure (see number in Building list) |
B6/$; | Build in town using an internal function
(see
number in Building list) Builds a building in a town using an internal function. The syntax and the meaning is the same as for CA:B1/# but because it uses an internal function, buildings with multiple levels will be built correctly, and mage guilds will have spells automatically added (although you can still change them). |
G$; | Set/get/check a level of magic guild (in spells screen) |
G$1/$2; | Set/get/check a number of available spells ($2) in $1 level |
G$1/$2/$3; | Set/get/check a specific spell ($3) in slot $2, level
$1. See Format SP. |
H#/$; | Set/get/check
heroes in Town garrison or visitor # = 0 - hero in the town garrison # = 1 - hero - a town visitor $ - the number of hero (-1 = no one). See Format H You can get/check or set heroes. If you set it, do not forget to move the previous to somewhere. Note: one should be careful with the H command, for checking garrison heroes- if there isn't a specific check for whether it returns -1 or not, and just a check on something else on the hero, it will check the current hero, which might not be to good |
I$; |
Set the external appearance
of a town Command Syntax: !!CA:I# - sets the external town appearance. You can use only set syntax. Others make no sense. Values for #: 0 = default (synchronizes the look with built structures, e.g., a Fort or Capitol) -1 = completely destroyed 1 = destroyed a bit 2 = destroyed more 3 = destroyed a lot |
M1/$1/$2/$3; | Set/get/check a number of available monsters ($2- not upgraded creature and $3- upgraded) of level $1. If you have an upgraded building, the $3 is used, otherwise $2. |
M2/$1/$2/$3; | Set/get/check a number of guards $1 - Position $2 - Type See Format C $3 - Number |
N^text^, NzVar | Set/get a name of a Town. |
O$; | Set/get/check an owner. See Format E1 Note: that if you want to set/get/use neutral as owner, see that neutral value is -1 To check if the owner is neutral, use !!CAx/y/l:O?variable; or !!CA#:O?variable; and check if variable is -1 (replace variable with ERM variable type. See Flag&Variable, VR and FU sections. Note: Please note that if owner is neutral (value for object owner is -1), there is no need to get alliance team. If however you do so, the resulted team number is shown as 0 (which in most cases is the same alliance number for human red player) |
P?$1/?$2/?$3; | Get/check a Town position. $1 = x $2 = y $3 = Level |
R$; | Control town building flag. Check or set if a player can build this turn in a town. !!CA...:R$; $ = 0 if player/AI may build this turn $ = 1 if player/AI may not build this turn (already did) Comments: You may use R0 any number of times during the turn and thus build any number of buildings in a town. |
T$; | Set/get/check a type of a Town (only inside).
See Format T. |
U$; | Get/check
the number of a Town on the map list (not hero list). You can also set it but I do not recommend :-) |