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Page 1: ERM357

ERM Extensions for WoG 3.57

NEW TRIGGERS

1. Object post-visit trigger:

This trigger works identically to any of the formats of the !?OB trigger but instead of occurring before the regular object function, it occurs after. For example. a post-visit trigger used with a dwelling will occur after any creatures have been recruited from the dwelling. A post-visit trigger on a castle would occur after the battle is over if the castle was attacked.

Syntax is !$OB... then all as usual.

2. Local Event post-visit trigger:

This trigger works identical to any of the formats of the !?LE trigger but instead of occurring before the event trigger, it occurs after.

Syntax is !$LE... then all as usual.

3. Equip/Unequip artifact triggers:

These triggers are used to check if an artifact is being equipped or unequipped by a hero. The triggers occur when a player equips or unequips an artifact and also when an artifact is picked up and automatically equipped.

These triggers may be useful for making custom-scripted artifacts that add or subtract primary or secondary skills.

Syntax is !?AE0; take off an artifact !?AE1; put on an artifact

The current Hero (!!HE-1) is a Hero-owner v998 keeps an artifact number v999 keeps a position (slot) number Comments. It does not work for backpack. If you change one artifact to another, it produces some extratriggers call. Here it is: 1. AE0 (prev) 2. AE1 (prev) 3. AE0 (prev) 4. AE1 (new) 5. AE0 (new) 6. AE1 (new) If you take an artifact from a backpack and a slot that thisartifact may be placed is busy, you will get the next sequence forevery slot this artifact may be placed: 1. AE0 (prev) 2. AE1 (prev) So be careful and do not count that if a specific artifact isnot taken off, you will not have AE0 trigger switched for this art.

4. Mouse click triggers are expanded to include the town screen, hero screen, hero visiting screen, and combat screen.

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Syntax is !?CM0; as for trigger for adventure map (the same as !?CM;) !?CM1; for town screen. !?CM2; for hero screen. !?CM3; for hero meeting screen. !?CM4; for combat screen.

You can also use !!CM receivers with any of the following commands: TSIFAR andcannot use P.

These trigger works for a left mouse push (subtype=12), left mouserelease (subtype=13) and right mouse push (subtype=14 and also have acorresponding bit in flags). To show a message on right mouse-click that will vanish after the mouse button is released, use IF:Q with a value of 4 for the message type.

For the Hero Information screen, the current hero !!HE-1:... is an active one. For the Hero Meeting screen, you can give the number of heroes with a new command: !!CM:H$1/$2; $1 is a number of the left hero $2 is a number of the right hero You can only check or get them. You can also use this command for !?CM2; section to get the lefthero as an active. The second one is a phantom (there is no secondone).

For the Combat screen, you can get the number of the position on the battle field (and heroes image). To do so, use the new CM receiver: !!CM:D$; $ is a number of position. You can get/check/set it.

For a listing of all parts of the Town, Hero, Hero Meeting, and Combat screens as well as the CM:D numbers for the combat screen, please check the end of this file, or refer to the full HTML ERM document.

NEW RECEIVERS

1. New Receiver: AI (AI movement control)

The AI receiver gives you a measure of control over AI movement. You can use it to influence or even force AI heroes to move to certain map locations.

Depending on the value you set, the AI may deviate along the way to pick up treasures, attack weaker monsters or heroes, claim mines or even take over a castle. Even using a maximum importance value, the AI can't ALWAYS be controlled if circumstances weigh heavily against it moving in a certain direction (e.g., it has 500 phoenixes, has lost its last town and there is an undefended castle nearby), but usually it can be counted on.

One possible use of this receiver is to set up a sequence of way points so that an AI hero will patrol in a fixed pattern. Another more devious use is to reset the destination points each turn or each time a hero movement trigger is called, linking them to the position of a player's hero. This will cause an AI hero to pursue the player's hero relentlessly.

New Receiver/instruction: AI Commands: S#hero/#owner/#setnum/$x/$y/$l/$value/$flags

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#1 = Number of the hero (See Format H). (-1=any) #2 = Owner of the hero (Format E1) (-1=any) #3 = Sequence Number (in the sequence of destination points) $1 = x position $2 = y position $3 = map level $4 = Value is an Importance value for the AI: 5000000 - very important 500000 - valuable $5 = Flags. Value means: 0 - no flag set 1 - start with this position first 2 - do not delete the position after arriving 3 - start with this position and do not delete the position after arriving Comments: 1. The sequence works this way. If you set destination points with seqnums: 2,4,5,6,88,99 and set flag 1 for seqnum 6, the hero will run the next points: 6,88,99,2,4,5 and then if some of them have "do not delete" flag (example 88,4,5), the hero will run to: 88,4,5,88,4,5,88,4,5... 2. You can set any owner (-1) and this mean that the hero will run the destination point whoever owns the hero. 3. You can set any hero (-1) and this means that all heroes of the owner will run to destination points. 4. If the last position is also the first position and is set to not delete after arriving, a phantom clone of the hero may appear on the map. If you need to make a patrol circuit, you can avoid this by setting an extra position one square over from the start position as the end position instead. 5. If a specific hero isn't specified and there are multiple destination points, the first AI hero will move towards the first one. After that hero's movement is done, the second hero will continue where it left off, perhaps moving towards the next destination point. For this reason, it's often a good idea to specify a specific hero to avoid too much chaos.

D#1/#2/#3; Delete a destination point for the AI. #1 = Number of the hero. (Format H) (-1=any) #2 = Owner of the hero (Format E1) (-1=any) #3 = Number of a sequence of destination points If #=-1, delete all points in sequence for this hero and owner

2. New Receiver: CO (Commander Support)

This receiver lets you set, check and change many aspects of Commanders through ERM.

Syntax: !!CO$:... or !#CO$:... $=-2 apply to all Commanders

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$=-1 apply to current Commander (for current hero) $>=0 apply to specific Commander Every Commander has the same number that a hero-owner Commands: E$ - enable(1)/disable(0) Commander(s) D$ - dead(1)/alive(1) Commander(s) T$ - Commander type (0...8) H$ - Owner Hero's type (0...8) P#/$ - Commander statistics # - type of statistics 0=Attack 1=Defense 2=Hit Points 3=Damage 4=Magic Power 5=Speed 6=Magic Resistance $ - value You can set/check/get the "Custom Primary Skill Control". If you set it to 1 (yes), the primary skill will not change withCommander improvement, they will stay as you set them. It applied onlyto the basic values, so if you have one of the basic skill improved,it will add the value to the primary skill you set. If it is 0, the HP and DM primary value will grow automatically withCommander levels. CO:P$; $=1 (custom control enabled) =0(disabled)

S#/$ - Commander basic skills level # - type of the basic skill 0=Attack 1=Defense 2=Hit Points 3=Damage 4=Magic Power 5=Speed 6=Magic Resistance $ - value (Magic Resistance usually has the same level Magic Power, but you can change this; but they will grow both simultaneously) A - artifacts (not supported yet) N - Name. You can set or get the name of Commander. N$; $ is a number of z vars (1...1000,-1...-10) You can change z vars after the usage (the name is copied insideCommander structure). You cannot use this command for all Commanders at once (-2 option). X#/$ - Commander experience # - type of epx 0=Hero's Exp taken as a basic for the next level 1=Current Commander exp 2=Current Commander Level B#/$1/$2 - spec bonus # - type of set 0=all spec bonuses at once 1=one specific spec bonus 2=all spec bonuses disabling at once 3=one specific spec bonus disabling B0/$ $ - mask as a sum of (bit dependent):

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0=AT+DF bonus bit value is 1 1=AT+HP bonus bit value is 2 2=AT+DM bonus bit value is 4 3=AT+MP bonus bit value is 8 4=AT+SP bonus bit value is 16 5=DF+HP bonus bit value is 32 6=DF+DM bonus bit value is 64 7=DF+MP bonus bit value is 128 8=DF+SP bonus bit value is 256 9=HP+DM bonus bit value is 512 10=HP+MP bonus bit value is 1024 11=HP+SP bonus bit value is 2048 12=DM+MP bonus bit value is 4096 13=DM+SP bonus bit value is 8192 14=MP+SP bonus bit value is 16384 bit=1 if has and 0 if not B1/$1/$2 $1 - number of bonus (0...14) $2 - has(1) or not(0) B2/$ $ - mask as a sum of (bit dependent): bit=1 if may have and 0 if not B3/$1/$2 $1 - number of bonus (0...14) $2 - may have(1) or not(0) Comments. You may apply any command to all Commanders but only to set values.For every specific Commander you can set/check/get as usual.

NEW COMMANDS FOR EXISTING RECEIVERS

1. CA Receiver:

New syntax:!!CA-1:... - the current town. Warning!! You can use this syntax in the Town screen.

!!CA:H#/$; # = 0 - hero in the town garrison # = 1 - hero - a town visitor $ - the number of hero (-1 = no one) You can get/check or set heroes. If you set it, do not forget tomove the previous to somewhere.

2. HE Receiver:

!!HE...:B2/$; $ is a hero's class (0...17). Divide $ to 2 and you will get a town/class type. You can get, check or even set the class.

Extended syntax for no redrawing: For standard syntax some of them called redrawing always even if you checked only. HE:I$/1 the same as HE:I$ but without redrawing HE:W$/1 the same as HE:W$ but without redrawing HE:K$/1 the same as HE:K$ but without redrawing HE:E$/?$/1 the same as HE:E$/?$ but without redrawing

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The HE:R commands have been changed to redraw the adventure screen only if you use a set syntax. Moreover, an extender syntax has been added: HE:R#1/$/#2; #2 - is a redraw flag (1-make redraw, 0-do not make)

Add a stack of monsters to a Hero. !!HE...:C2/#1/#2/#3; #1 - type of the monsters #2 - number of the monsters #3 - =1 - ask human to find room in the army if there is not =0 - use AI to add it Comments: This function add creatures silently if there is a stack of the samecreatures or there is an empty slot. If there is no room and #3=1, itwill ask human player to find the room for new creatures. If #3=0, AIwill estimate the significance of the new stack and add this or not.

3. MN Receiver (Mines):

Extended syntax for no redrawing: For standard syntax some of them called redrawing always even if you checked only. MN:O$/1 the same as MN:O$ but without redrawing MN:R$/1 the same as MN:R$ but without redrawing

4. MW Receiver (Wandering Monsters):

MW:Cx/y/l/?var; check for WM at a position x,y,l - position coordinates var - var that receives a number of WM (1...) or 0 if there is no WM at the position

A new flag has been added for WM. If you set it to 0 (default), it will go overthe land only. If you set it to 1, it will go over water only. If you set it to 2,it will go ove land and water. You can set this flag as a seventh parameter in MW:A3/... command.

5. UN Receiver:

You can now disable some WoG specific features. Additional syntax:!!UN:P#/$; # is a number of option $ is an option state # = 0 $ = Lvl8 dwelling SoD (1) or WoG (0) [doubling for !!UN:P$] # = 1 $ = Towers Experience SoD (1) or WoG (0) # = 2 $ = Leave Monsters on the map SoD (1) or WoG (0) # = 3 $ = Disable Commanders (1) or Enable Commanders (0) # = 4 $ = Disable Town Demolition by a player (1) or Enable Town Demolition by a player (0) # = 5 $ = WoGify: random maps and maps beginning "wogify_" (0), all WoG format maps (1), all Heroes 3 maps of any format (2)

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# = 6 $ = Heroes start with Commanders (0) or they must be hired (1)

Automatically win or lose the game for CURRENT player.!!UN:Q#; # = 0 to lose the game # = 1 to win

Now you can set Secondary Skill text. UN:G0/#1/#2/$3; #1 is a skill number (0...27) #2 is a type of text (0...3) 0 - name of skill 1 - basic level description 2 - advanced level description 3 - expert level description $3 is a number of z vars (1...1000) or 0 0 means to restore original text Comments. All is similar to artifacts. You should set z vars to correspondent text (you can use only globalz vars z1...z1000) Then set the the text. If you change the text in this used z var - it will immediatelyappear as a new text for this skill. So do not use this var for othertasks. Example:!#VRz10:S^My new Name^;!#VRz11:S^My new Basic Description^;

!$LE7/5/0;!!UN:G0/2/0/10;!!UN:G0/2/1/11;

!$LE8/5/0;!!UN:G0/2/1/0;

It will set the Logistic skill name and description to the new textsif you visit a local event at 7/5/0. The description of the basiclevel of the Logistic vill be restored if you visit a local event at8/5/0.

Now you can change Monster names. !!UN:G1/#1/#2/$; or !#UN:G1/#1/#2/$; #1 is a number of Monster #2 is a type of text 0 - singular name 1 - plural name 2 - specialty text $ - z variable (or its number) that keep the new text 0 means restore original

Spell Disabling. UN:J0/#/$; Spells disabling # - number of spell 0...69 $ - 0 = Enabled 1 = DisabledComments: This disabling only works for mage guilds and pyramids, but you can check the

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valueset here and use in any ERM script. Since mage guild and pyramid spells are set at thestart of a map (before it fully loads), it makes sense to use this command in aninstruction or in a function called from an instruction.

There is another internal structure that is changing when shrines are being placed(every placed shrine marks a corresponding spell as disabled), so for shrines, thisdisabling will not work. However, you could set a disabled spell and then disable itin the shrine with a shrine receiver after checking the value with this command.

Set/check/get Obelisk visited. !!UN:L#1/#2/$; (this is a new syntax for UN:L -- we have already !!UN:L#/#/#/#;) #1 - player number (-2,-1,0...7) -2 = to all -1 = to current #2 - Obelisk index (-1,0...47) -1 = to all; $ = Obelisk visited 1 or not 0;

Redraw function for hero screen: !!UN:R3/#; # is a hero number (-1 = current). This command only works in a CM2 trigger while the hero screen is displayed. Trying to use it elsewhere will cause a game crash. You can redraw the screen with every mouse click if you need to update it. e.g. if you change a hero's skills or picture while the hero screen is displayed.

NEW VARIABLES

1. The number of v vars is increased to 10000 (v1...v10000). Do not forget though that the vars v998, v999, v1000 has a specificfunctionality.

2. 10 local z vars (z-1...z-10) have been added. These vars can be used inside functions. If you set any of them andthem call a function or loop that set them as well to other values,when you go back, you will have your vars as you had before a call. Sothey are an analog of y vars. They also has a size of 512 chars. They keep their values when you call any function or loop. So it maybe used to pass strings to the function but cannot be used to returnvalues. You can use them everywhere like z1...z500. Though the local z varsare not stored in the saved game and you cannot expect that they willkeep values from trigger to trigger. Inside global trigger (notfunction or loop) you should be careful in using them the same way asfor y vars. You cannot use local z vars in artifact names and descriptions andin papirus. Remember that only v501-v1000 keep their values between maps.

3. 500 z vars have been added. Now you can use up to 1000.

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(z1...z1000). These new vars are completely identical the firstones (512 chars) and may be used in any situation the first set may beused. Remember that only z301-z500 keep their values between maps.

MOUSE CLICK LOCATIONS FOR TOWN, HERO, HERO VISITING & COMBAT SCREENS

1. Here are the numbers returned by !!CM:I when clicking on various spots on a town screen.

Some notes follow the item list.

0: Level 1 Mage Guild1: Level 2 Mage Guild2: Level 3 Mage Guild3: Level 4 Mage Guild4: Level 5 Mage Guild5: Tavern6: Shipyard (Castle, Fortress, Necropolis)7: Fort8: Citadel9: Castle10: Village Hall11: Town Hall12: City Hall13: Capitol14: Marketplace15: Resource Silo16: Blacksmith17: Special Building: Mystic Pond (Rampart), Cover of Darkness (Necropolis), Artifact Merchant (Tower, Dungeon and Conflux), Escape Tunnel (Stronghold), Cage of Warlords (Fortress), Lighthouse (Castle)18: Horde Building: Miner's Guild (Rampart), Griffin Bastion (Castle), Mushroom Rings (Dungeon), Unearthed Graves (Necropolis), Birthing Pools (Inferno), Garden of Life (Conflux), Sculptor's Wings (Tower), Mess Hall (Stronghold), Captain's Quarters (Fortress)19: Upgraded Dwelling with Horde Building (see 18 for particulars).21: Special Building: Glyths of Fear (Fortress), Necromancy Amplifier (Necropolis), Lookout Tower (Tower), Mana Vortex (Dungeon), Stables (Castle), Brimstone Stormclouds (Inferno), Fountain of Fortune (Rampart), Freelancer's Guild (Stronghold), Magic University (Conflux)22: Special Buildings: Ballista Yard (Stronghold), Portal of Summoning (Dungeon), Blood Obelisk (Fortress), Library (Tower), Skeleton Transformer (Necropolis), Treasury (Rampart), Brotherhood of the Sword (Castle), Castle Gate (Inferno), NFA: Waterfall (Conflux)23: Special Building: Battle Scholar Academy (Dungeon), Order of Fire (Inferno), Wall of Knowledge (Tower), Hall of Valhalla (Stronghold), NFA: Waterfall (Castle), NFA: Little Huts (Rampart), NFA: Swamp (Fortress), NFA: Graveyard (Necropolis), NFA: Much of the foreground area that isn't built on (Conflux)24: Horde Building 2: Dendroid Saplings (Rampart), Cages (Inferno)25: Upgraded Dwelling with Horde Building 2 (see 24 for particulars)26: Grail Building27: NFA: Waterfall (Stronghold)28: NFA: Area just in front of the Resource Silo and Marketplace in Necropolis.29: NFA: Much of the inbetween foreground area of Conflux once buildings have been built.30: Level 1 Dwelling (Basic)31: Level 2 Dwelling (Basic)32: Level 3 Dwelling (Basic)33: Level 4 Dwelling (Basic)

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34: Level 5 Dwelling (Basic)35: Level 6 Dwelling (Basic)36: Level 7 Dwelling (Basic)37: Level 1 Dwelling (Upgraded)38: Level 2 Dwelling (Upgraded)39: Level 3 Dwelling (Upgraded)40: Level 4 Dwelling (Upgraded)41: Level 5 Dwelling (Upgraded)42: Level 6 Dwelling (Upgraded)43: Level 7 Dwelling (Upgraded)115: Garrison Creature Slot 1116: Garrison Creature Slot 2117: Garrison Creature Slot 3118: Garrison Creature Slot 4119: Garrison Creature Slot 5120: Garrison Creature Slot 6121: Garrison Creature Slot 7123: Garrison Hero Slot125: Visiting Hero Slot140: Visiting Hero Creature Slot 1141: Visiting Hero Creature Slot 2142: Visiting Hero Creature Slot 3143: Visiting Hero Creature Slot 4144: Visiting Hero Creature Slot 5145: Visiting Hero Creature Slot 6146: Visiting Hero Creature Slot 7147: Town Screen Background (no specific object)148: Below Town Screen Background (between slots and icons)149: Town Name150: Town Icon Picture151: Rollover Bar (hint messages)152: Town List Scroll Up Arrow153: Town List Scroll Down Arrow154: Split Creature Stack Button155: 1st (top) Town in Town List156: 2nd (middle) Town in Town List157: 3rd (bottom) Town in Town List158: Hall Icon159: Castle Icon160: Daily Income (produced by town)164: Level 1 Troop Icon165: Level 2 Troop Icon166: Level 3 Troop Icon167: Level 4 Troop Icon168: Level 5 Troop Icon169: Level 6 Troop Icon170: Level 7 Troop Icon171: Extra Troop Icon (Portal of Summoning)172: Level 1 Troop Daily Growth173: Level 2 Troop Daily Growth174: Level 3 Troop Daily Growth175: Level 4 Troop Daily Growth176: Level 5 Troop Daily Growth177: Level 6 Troop Daily Growth177: Level 7 Troop Daily Growth179: Extra Troop Daily Growth (Portal of Summoning)1001: Player's Total Wood1002: Player's Total Mercury1003: Player's Total Ore1004: Player's Total Sulfur

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1005: Player's Total Crystal1006: Player's Total Gems1007: Player's Total Gold1008: Date (Month/Week/Day)1009: Wood Icon1010: Mercury Icon1011: Ore Icon1012: Sulfur Icon1013: Crystal Icon1014: Gems Icon1015: Gold Icon30720: OK Button (Checkmark)

Notes:1. NFA stands for Non Functional Area. These are areas of the Town Screen that produce a distinct number when clicked, but have no actual game function. NFAs vary between different town types and not every town has them. They sometimes occur in a town that doesn't have a special building using that number.2. Many buildings numbers overlap each other. For example, the lower part of the Mage Guild in the Rampart has the Hall on the right (#10, 11 or 12) and the NFA huts on the left (#23) and clicking will often produce these numbers instead of the Mage Guild number. In a few cases, it may even be impossible to produce the actual building number when clicking due to the overlaps.3. The number produced by clicking on a Mage Guild is always for the highest level of guild currently build. Likewise, an upgraded Dwelling number replaces a basic Dwelling number when the upgraded dwelling is built. Furthermore, the number of a horde building (when built) replaces that of the corresponding Dwelling. Other upgrades behave the same, such as the Castle's Tavern (#5) being replaced by the Brotherhood of Sword (#22) when built.

2. Here's the mouse-click locations for the Hero screen.

Hero Screen

0 Empty Areas1 Name2 Head Slot3 Shoulder Slot4 Neck Slot5 Right Hand Slot6 Left Hand Slot7 Torso Slot8 Right Ring Slot9 Left Ring Slot10 Feet Slot11 Misc. Slot 112 Misc. Slot 213 Misc. Slot 314 Misc. Slot 415 Ballista Slot16 Ammo Cart Slot17 First Aid Tent Slot18 Catapult Slot19 Spell Book Slot20 Misc. Slot 540 Backpack Slot 141 Backpack Slot 242 Backpack Slot 343 Backpack Slot 4

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44 Backpack Slot 545 Hero Portrait46 Attack (value)47 Defense (value)48 Power (value)49 Knowledge (value)50 Attack Icon51 Defense Icon52 Power Icon53 Knowledge Icon68 Troop Slot 169 Troop Slot 270 Troop Slot 371 Troop Slot 472 Troop Slot 573 Troop Slot 674 Troop Slot 777 Backpack Scroll Left Arrow78 Backpack Scroll Right Arrow79 1st Skill Icon80 2nd Skill Icon81 3rd Skill Icon82 4th Skill Icon83 5th Skill Icon84 6th Skill Icon85 7th Skill Icon86 8th Skill Icon87 1st Skill Name88 2nd Skill Name89 3rd Skill Name90 4th Skill Name91 5th Skill Name92 6th Skill Name93 7th Skill Name94 8th Skill Name95 1st Skill Level96 2nd Skill Level97 3rd Skill Level98 4th Skill Level99 5th Skill Level100 6th Skill Level101 7th Skill Level102 8th Skill Level103 Attack (text)104 Defense (text)105 Power (text)106 Knowledge (text)107 Blessings and Curses Icon108 Experience (text)109 Spell Points (text)110 Quest Log (text)111 Dismiss Hero (text)112 Experience113 Spell Points115 Rollover Bar (hint text)116 Morale Icon117 Luck Icon118 Specialty Icon119 Experience Icon120 Spell Points Icon

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122 Loose Combat Formation Button124 Tight Combat Formation Button126 Disable/Enable Tactics Button127 Split Creature Stack Button128 Quest Log Button129 Dismiss Hero Button130 1st Hero in Hero List131 2nd Hero in Hero List132 3rd Hero in Hero List133 4th Hero in Hero List134 5th Hero in Hero List135 6th Hero in Hero List136 7th Hero in Hero List137 8th Hero in Hero List138 Current Hero in Hero List (regardless of position)139 God Bonus Icon140 Level and Class141 Flag above Hero List30720 OK Button (Checkmark)

3. Here's the mouse click item numbers for the Visiting Heroes screen.

I've divided it into three sections: Common, Left Hero, Right Hero.

Hero Visiting Screen

Common0 Empty Areas115 Attack Icon116 Defense Icon117 Power Icon118 Knowledge Icon300 Rollover Bar (hint text)301 Central Area with Double Arrows30720 OK Button (Checkmark)

Left Hero1 Hero Portrait3 Attack4 Defense5 Power6 Knowledge13 1st Troop Slot14 2nd Troop Slot15 3rd Troop Slot16 4th Troop Slot17 5th Troop Slot18 6th Troop Slot19 7th Troop Slot27 Head Slot28 Shoulder Slot29 Neck Slot30 Right Hand Slot31 Left Hand Slot32 Torso Slot33 Right Ring Slot34 Left Ring Slot35 Feet Slot

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36 Misc. Slot 137 Misc. Slot 238 Misc. Slot 339 Misc. Slot 440 Ballista Slot41 Ammo Cart Slot42 First Aid Tent Slot43 Catapult Slot44 Spell Book Slot45 Misc. Slot 565 Number of Troops in Slot 166 Number of Troops in Slot 267 Number of Troops in Slot 368 Number of Troops in Slot 469 Number of Troops in Slot 570 Number of Troops in Slot 671 Number of Troops in Slot 781 Experience83 Spell Points85 Quest Log Button87 Name, Level and Class89 Backpack Slot 190 Backpack Slot 291 Backpack Slot 392 Backpack Slot 493 Backpack Slot 599 Backpack Scroll Left Arrow101 Backpack Scroll Right Arrow103 Split Creature Stack Button105 Specialty Icon107 Morale Icon109 Luck Icon111 Experience Icon113 Spell Points Icon200 1st Skill Icon201 2nd Skill Icon202 3rd Skill Icon203 4th Skill Icon204 5th Skill Icon205 6th Skill Icon206 7th Skill Icon207 8th Skill Icon

Right Hero2 Hero Portrait8 Attack9 Defense10 Power11 Knowledge20 1st Troop Slot21 2nd Troop Slot22 3rd Troop Slot23 4th Troop Slot24 5th Troop Slot25 6th Troop Slot26 7th Troop Slot46 Head Slot47 Shoulder Slot48 Neck Slot

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49 Right Hand Slot50 Left Hand Slot51 Torso Slot52 Right Ring Slot53 Left Ring Slot54 Feet Slot55 Misc. Slot 156 Misc. Slot 257 Misc. Slot 358 Misc. Slot 459 Ballista Slot60 Ammo Cart Slot61 First Aid Tent Slot62 Catapult Slot63 Spell Book Slot64 Misc. Slot 572 Number of Troops in Slot 173 Number of Troops in Slot 274 Number of Troops in Slot 375 Number of Troops in Slot 476 Number of Troops in Slot 577 Number of Troops in Slot 678 Number of Troops in Slot 782 Experience84 Spell Points86 Quest Log Button88 Name, Level and Class94 Backpack Slot 195 Backpack Slot 296 Backpack Slot 397 Backpack Slot 498 Backpack Slot 5100 Backpack Scroll Left Arrow102 Backpack Scroll Right Arrow104 Split Creature Stack Button106 Specialty Icon108 Morale Icon110 Luck Icon112 Experience Icon113 Spell Points Icon208 1st Skill Icon209 2nd Skill Icon210 3rd Skill Icon211 4th Skill Icon212 5th Skill Icon213 6th Skill Icon214 7th Skill Icon215 8th Skill Icon

4. Here's the Combat Screen Mouse Click Item Codes. There's fewer than other screens.

Clicking on a creature stack does *not* produce any special code.

0 Background and spaces outside the Hex Grid plus some spaces near the edge of the Hex Grid1 Hex Grid spaces (except some have a value of 0)2000 Border Area around Buttons2001 Surrender Button

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2002 Retreat Button2003 Combat Options Button2004 Auto Combat Button2005 Combat Text Window2006 Scroll Up Arrow for Combat Text Window2007 Scroll Down Arrow for Combat Text Window2008 Cast Spell Button2009 Wait Button2010 Defend Button2200 Statistics/Active Spell Box2205 Primary Skills in Statistics/Active Spell Box2207 Primary Skills in Statistics/Active Spell Box2214 Troop Picture in Statistics/Active Spell Box2216 Middle Slot in Statistic/Active Spell Box2217 Lower Slot in Statistics/Active Spell Box2218 Upper Slot in Statistics/Active Spell Box

Notes:1. The Statistics/Active Spell Box only appears if this option is selected in the Combat Options screen. The box is rather tricky to click on and probably not of much use in this fashion. The information for parts of the box is probably incomplete due to the almost impossible nature of clicking on all parts of it.

For CM:D

The hex grid follows the numbers we already have for it (0-186) in the docs for setting up the battlefields.The background and outside the grid is number -1.The left hero's number is 252. The right hero's number is 253.There's also some 254 areas along the extreme right edge of the screen below the right side hero but it only goes down about half way and the rest is -1.