CASTLE
DEMOLITION
(CD)
RECEIVER
Used to set up the parameters for town demolitions initiated by a player.
!!CD:XXXX; | Used to set up the parameters for town demolitions initiated by a player. |
OPTIONS | |
A$1/$2/$3; |
Lets you set up a Hero's army minimum HP to break a particular building type
in particular town. $1=town type (see Format T) $2=building type (see Format U) $3=HP of all Hero's army |
B0/#1/#2/$ ![]() | Enable building of structure globally. #1 = town type (see Format T) #2 = structure number (see Format BL) $ = 1 to enable building structure $ = 0 to disable building structure |
B1/#1/#2/$1/$2 ![]() | Set build depencies for structure. B1/#1/#2/$1/$2 #1 = town type (see Format T) #2 = structure number (see Format BL) $1 = first double word (bytes 0-3) (see Format BL) $2 = second double word (bytes 4-5) (see Format BL) Comments: Every set bit in $1 (dword 0) or in $2 (dword 1) means that this structure may be build only when a structure represented by this bit is built. Example: B1/0/3/36/0 means that Magic guild lvl 4 may be build only when Magic Guild Lvl 3 and Tavern are both built. |
B3/#1/#2/$1/$2 ![]() | Set exclusion depencies for structure. B1/#1/#2/$1/$2 #1 = town type (see Format T) #2 = structure number (see Format BL) $1 = first double word (bytes 0-3) (see Format BL) $2 = second double word (bytes 4-5) (see Format BL) Comments: Every set bit in $1 (dword 0) or in $2 (dword 1) means that if structure #1 is built then all structures defined in both dwords will be removed (visually) from the town screen. Example: B3/0/43/31/0 means that after building Upgraded Portal of Glory Magic guild (if is built) will not be shown. |
D$; | $=number of demolitions allowed per day |
E$1/$2/$3; |
Lets you set up a Hero's minimum experience level required to break a
particular building type in particular town. $1=town type (see Format T) $2=building type (see Format U) $3=experience |
M$; | $=Hero's movement to lose per demolished building. |
N$1/$2; |
$1=number of demolition in one day $2=cost to break next building on the same day |
P$1/$2/$3/$4/$5; |
Used to set up a square on the map where the battle with these
monsters will take place (as though it were really there) when you break their dwelling.
This may be used for adjusting a terrain type and terrain bonus during the battle. Nothing more. $1=monster number inside town (0...7 basic, 8...13 upgraded) $2=x $3=y $4=l $5=relative(1)/absolute(0) coordinates |
What's happen when you destroy completely your town and there
are two heroes inside it?
External (visiting) hero has no choice just to go away for 6 days.
Internal Hero will be lost for owner :-) He become a nobody's hero.
He always stays inside and protect the town from everyone. If he wins,
he will gain experience :-)
Can the AI destroy towns?
AI cannot destroy a town at this time. The problem is that it's hard to
formulate rules for this (though it is possible). If you want AI to break towns, you should use ERM script (take control when AI visits a
town, decide for him what to do and break it yourself).
But AI will rebuild town including changing it to a native hero's town type.