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ERM Extensions for WoG 3.

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NEW TRIGGERS
1. Object post-visit trigger:
This trigger works identically to any of the formats of the !?OB trigger but i
nstead of occurring before the regular object function, it occurs after. For exa
mple. a post-visit trigger used with a dwelling will occur after any creatures h
ave been recruited from the dwelling. A post-visit trigger on a castle would occ
ur after the battle is over if the castle was attacked.
Syntax is !$OB... then all as usual.
2. Local Event post-visit trigger:
This trigger works identical to any of the formats of the !?LE trigger but ins
tead of occurring before the event trigger, it occurs after.
Syntax is !$LE... then all as usual.
3. Equip/Unequip artifact triggers:
These triggers are used to check if an artifact is being equipped or unequippe
d 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 extra
triggers 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 this
artifact may be placed is busy, you will get the next sequence for
every slot this artifact may be placed:
1. AE0 (prev)
2. AE1 (prev)
So be careful and do not count that if a specific artifact is
not 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.
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 and
cannot use P.
These trigger works for a left mouse push (subtype=12), left mouse
release (subtype=13) and right mouse push (subtype=14 and also have a
corresponding 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 comm
and:
!!CM:H$1/$2;
$1 is a number of the left hero
$2 is a number of the right hero
You can only check or get them.
You can also use this command for !?CM2; section to get the left
hero as an active. The second one is a phantom (there is no second
one).
For the Combat screen, you can get the number of the position on the battle fi
eld (and heroes image). To do so, use the new CM receiver:
!!CM:D$;
$ 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 i
t 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 tr
easures, attack weaker monsters or heroes, claim mines or even take over a castl
e. Even using a maximum importance value, the AI can't ALWAYS be controlled if c
ircumstances weigh heavily against it moving in a certain direction (e.g., it ha
s 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 tha
t an AI hero will patrol in a fixed pattern. Another more devious use is to rese
t the destination points each turn or each time a hero movement trigger is calle
d, linking them to the position of a player's hero. This will cause an AI hero t
o pursue the player's hero relentlessly.
New Receiver/instruction: AI
Commands:
S#hero/#owner/#setnum/$x/$y/$l/$value/$flags
#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
$5 = Flags. Value means:
0 - no flag set
1 - start with this position first
2 - do not delete the position after arriving
3 - start with this position and do not delete the position after ar
riving
Comments:
1. The sequence works this way.
If you set destination points with seqnums:
2,4,5,6,88,99
and set flag 1 for seqnum 6, the hero will run the next points:
6,88,99,2,4,5
and then if some of them have "do not delete" flag (example 88,4,5),
the hero will run to:
88,4,5,88,4,5,88,4,5...
2. You can set any owner (-1) and this mean that the hero will run the destin
ation point
whoever owns the hero.
3. You can set any hero (-1) and this means that all heroes of the owner will
run to
destination points.
4. If the last position is also the first position and is set to not delete a
fter arriving,
a phantom clone of the hero may appear on the map. If you need to make a patr
ol circuit,
you can avoid this by setting an extra position one square over from the star
t position as
the end position instead.
5. If a specific hero isn't specified and there are multiple destination poin
ts, the first
AI hero will move towards the first one. After that hero's movement is done,
the second
hero will continue where it left off, perhaps moving towards the next destinat
ion point.
For this reason, it's often a good idea to specify a specific hero to avoid to
o much chaos.
D#1/#2/#3;
Delete a destination point for the AI.
#1 = Number of the hero. (Format H) (-1=any)
#2 = Owner of the hero (Format E1) (-1=any)
#3 = Number of a sequence of destination points
If #=-1, delete all points in sequence for this hero and owner
2. New Receiver: CO (Commander Support)
This receiver lets you set, check and change many aspects of Commanders throug
h ERM.
Syntax: !!CO$:... or !#CO$:...
$=-2 apply to all Commanders
$=-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 with
Commander improvement, they will stay as you set them. It applied only
to 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 with
Commander 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 inside
Commander 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):
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 to
move 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 o
nly.
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
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/$/#2;
#2 - is a redraw flag (1-make redraw, 0-do not make)
Add a stack of monsters to a Hero.
!!HE...:C2/#1/#2/#3;
#1 - type of the monsters
#2 - number of the monsters
#3 - =1 - ask human to find room in the army if there is not
=0 - use AI to add it
Comments:
This function add creatures silently if there is a stack of the same
creatures or there is an empty slot. If there is no room and #3=1, it
will ask human player to find the room for new creatures. If #3=0, AI
will estimate the significance of the new stack and add this or not.
3. MN Receiver (Mines):
Extended syntax for no redrawing:
For standard syntax some of them called redrawing always even if you checked o
nly.
MN:O$/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 ove
r
the 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)
# = 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
$3 is a number of z vars (1...1000) or 0
0 means to restore original text
Comments.
All is similar to artifacts.
You should set z vars to correspondent text (you can use only global
z vars z1...z1000)
Then set the the text.
If you change the text in this used z var - it will immediately
appear as a new text for this skill. So do not use this var for other
tasks.
Example:
!#VRz10:S^My new Name^;
!#VRz11:S^My new Basic Description^;
!$LE7/5/0;
!!UN:G0/2/0/10;
!!UN:G0/2/1/11;
!$LE8/5/0;
!!UN:G0/2/1/0;
It will set the Logistic skill name and description to the new texts
if you visit a local event at 7/5/0. The description of the basic
level of the Logistic vill be restored if you visit a local event at
8/5/0.
Now you can change Monster names.
!!UN:G1/#1/#2/$; 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 = Disabled
Comments:
This disabling only works for mage guilds and pyramids, but you can check the
value
set here and use in any ERM script. Since mage guild and pyramid spells are set
at the
start of a map (before it fully loads), it makes sense to use this command in an
instruction or in a function called from an instruction.
There is another internal structure that is changing when shrines are being pl
aced
(every placed shrine marks a corresponding spell as disabled), so for shrines, t
his
disabling will not work. However, you could set a disabled spell and then disabl
e it
in 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 specific
functionality.
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 and
them 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. So
they 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 may
be used to pass strings to the function but cannot be used to return
values.
You can use them everywhere like z1...z500. Though the local z vars
are not stored in the saved game and you cannot expect that they will
keep values from trigger to trigger. Inside global trigger (not
function or loop) you should be careful in using them the same way as
for y vars.
You cannot use local z vars in artifact names and descriptions and
in 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.
(z1...z1000). These new vars are completely identical the first
ones (512 chars) and may be used in any situation the first set may be
used. 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 Guild
1: Level 2 Mage Guild
2: Level 3 Mage Guild
3: Level 4 Mage Guild
4: Level 5 Mage Guild
5: Tavern
6: Shipyard (Castle, Fortress, Necropolis)
7: Fort
8: Citadel
9: Castle
10: Village Hall
11: Town Hall
12: City Hall
13: Capitol
14: Marketplace
15: Resource Silo
16: Blacksmith
17: Special Building: Mystic Pond (Rampart), Cover of Darkness (Necropolis), Art
ifact 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 (Necropoli
s), Lookout Tower (Tower), Mana Vortex (Dungeon), Stables (Castle), Brimstone St
ormclouds (Inferno), Fountain of Fortune (Rampart), Freelancer's Guild (Strongho
ld), 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), NF
A: Waterfall (Conflux)
23: Special Building: Battle Scholar Academy (Dungeon), Order of Fire (Inferno),
Wall of Knowledge (Tower), Hall of Valhalla (Stronghold), NFA: Waterfall (Castl
e), NFA: Little Huts (Rampart), NFA: Swamp (Fortress), NFA: Graveyard (Necropoli
s), 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 Building
27: 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 be
en built.
30: Level 1 Dwelling (Basic)
31: Level 2 Dwelling (Basic)
32: Level 3 Dwelling (Basic)
33: Level 4 Dwelling (Basic)
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 1
116: Garrison Creature Slot 2
117: Garrison Creature Slot 3
118: Garrison Creature Slot 4
119: Garrison Creature Slot 5
120: Garrison Creature Slot 6
121: Garrison Creature Slot 7
123: Garrison Hero Slot
125: Visiting Hero Slot
140: Visiting Hero Creature Slot 1
141: Visiting Hero Creature Slot 2
142: Visiting Hero Creature Slot 3
143: Visiting Hero Creature Slot 4
144: Visiting Hero Creature Slot 5
145: Visiting Hero Creature Slot 6
146: Visiting Hero Creature Slot 7
147: Town Screen Background (no specific object)
148: Below Town Screen Background (between slots and icons)
149: Town Name
150: Town Icon Picture
151: Rollover Bar (hint messages)
152: Town List Scroll Up Arrow
153: Town List Scroll Down Arrow
154: Split Creature Stack Button
155: 1st (top) Town in Town List
156: 2nd (middle) Town in Town List
157: 3rd (bottom) Town in Town List
158: Hall Icon
159: Castle Icon
160: Daily Income (produced by town)
164: Level 1 Troop Icon
165: Level 2 Troop Icon
166: Level 3 Troop Icon
167: Level 4 Troop Icon
168: Level 5 Troop Icon
169: Level 6 Troop Icon
170: Level 7 Troop Icon
171: Extra Troop Icon (Portal of Summoning)
172: Level 1 Troop Daily Growth
173: Level 2 Troop Daily Growth
174: Level 3 Troop Daily Growth
175: Level 4 Troop Daily Growth
176: Level 5 Troop Daily Growth
177: Level 6 Troop Daily Growth
177: Level 7 Troop Daily Growth
179: Extra Troop Daily Growth (Portal of Summoning)
1001: Player's Total Wood
1002: Player's Total Mercury
1003: Player's Total Ore
1004: Player's Total Sulfur
1005: Player's Total Crystal
1006: Player's Total Gems
1007: Player's Total Gold
1008: Date (Month/Week/Day)
1009: Wood Icon
1010: Mercury Icon
1011: Ore Icon
1012: Sulfur Icon
1013: Crystal Icon
1014: Gems Icon
1015: Gold Icon
30720: OK Button (Checkmark)
Notes:
1. NFA stands for Non Functional Area. These are areas of the Town Screen that p
roduce a distinct number when clicked, but have no actual game function. NFAs va
ry between different town types and not every town has them. They sometimes occu
r 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 lev
el of guild currently build. Likewise, an upgraded Dwelling number replaces a ba
sic Dwelling number when the upgraded dwelling is built. Furthermore, the number
of a horde building (when built) replaces that of the corresponding Dwelling. O
ther upgrades behave the same, such as the Castle's Tavern (#5) being replaced b
y the Brotherhood of Sword (#22) when built.
2. Here's the mouse-click locations for the Hero screen.
Hero Screen
0 Empty Areas
1 Name
2 Head Slot
3 Shoulder Slot
4 Neck Slot
5 Right Hand Slot
6 Left Hand Slot
7 Torso Slot
8 Right Ring Slot
9 Left Ring Slot
10 Feet Slot
11 Misc. Slot 1
12 Misc. Slot 2
13 Misc. Slot 3
14 Misc. Slot 4
15 Ballista Slot
16 Ammo Cart Slot
17 First Aid Tent Slot
18 Catapult Slot
19 Spell Book Slot
20 Misc. Slot 5
40 Backpack Slot 1
41 Backpack Slot 2
42 Backpack Slot 3
43 Backpack Slot 4
44 Backpack Slot 5
45 Hero Portrait
46 Attack (value)
47 Defense (value)
48 Power (value)
49 Knowledge (value)
50 Attack Icon
51 Defense Icon
52 Power Icon
53 Knowledge Icon
68 Troop Slot 1
69 Troop Slot 2
70 Troop Slot 3
71 Troop Slot 4
72 Troop Slot 5
73 Troop Slot 6
74 Troop Slot 7
77 Backpack Scroll Left Arrow
78 Backpack Scroll Right Arrow
79 1st Skill Icon
80 2nd Skill Icon
81 3rd Skill Icon
82 4th Skill Icon
83 5th Skill Icon
84 6th Skill Icon
85 7th Skill Icon
86 8th Skill Icon
87 1st Skill Name
88 2nd Skill Name
89 3rd Skill Name
90 4th Skill Name
91 5th Skill Name
92 6th Skill Name
93 7th Skill Name
94 8th Skill Name
95 1st Skill Level
96 2nd Skill Level
97 3rd Skill Level
98 4th Skill Level
99 5th Skill Level
100 6th Skill Level
101 7th Skill Level
102 8th Skill Level
103 Attack (text)
104 Defense (text)
105 Power (text)
106 Knowledge (text)
107 Blessings and Curses Icon
108 Experience (text)
109 Spell Points (text)
110 Quest Log (text)
111 Dismiss Hero (text)
112 Experience
113 Spell Points
115 Rollover Bar (hint text)
116 Morale Icon
117 Luck Icon
118 Specialty Icon
119 Experience Icon
120 Spell Points Icon
122 Loose Combat Formation Button
124 Tight Combat Formation Button
126 Disable/Enable Tactics Button
127 Split Creature Stack Button
128 Quest Log Button
129 Dismiss Hero Button
130 1st Hero in Hero List
131 2nd Hero in Hero List
132 3rd Hero in Hero List
133 4th Hero in Hero List
134 5th Hero in Hero List
135 6th Hero in Hero List
136 7th Hero in Hero List
137 8th Hero in Hero List
138 Current Hero in Hero List (regardless of position)
139 God Bonus Icon
140 Level and Class
141 Flag above Hero List
30720 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
Common
0 Empty Areas
115 Attack Icon
116 Defense Icon
117 Power Icon
118 Knowledge Icon
300 Rollover Bar (hint text)
301 Central Area with Double Arrows
30720 OK Button (Checkmark)
Left Hero
1 Hero Portrait
3 Attack
4 Defense
5 Power
6 Knowledge
13 1st Troop Slot
14 2nd Troop Slot
15 3rd Troop Slot
16 4th Troop Slot
17 5th Troop Slot
18 6th Troop Slot
19 7th Troop Slot
27 Head Slot
28 Shoulder Slot
29 Neck Slot
30 Right Hand Slot
31 Left Hand Slot
32 Torso Slot
33 Right Ring Slot
34 Left Ring Slot
35 Feet Slot
36 Misc. Slot 1
37 Misc. Slot 2
38 Misc. Slot 3
39 Misc. Slot 4
40 Ballista Slot
41 Ammo Cart Slot
42 First Aid Tent Slot
43 Catapult Slot
44 Spell Book Slot
45 Misc. Slot 5
65 Number of Troops in Slot 1
66 Number of Troops in Slot 2
67 Number of Troops in Slot 3
68 Number of Troops in Slot 4
69 Number of Troops in Slot 5
70 Number of Troops in Slot 6
71 Number of Troops in Slot 7
81 Experience
83 Spell Points
85 Quest Log Button
87 Name, Level and Class
89 Backpack Slot 1
90 Backpack Slot 2
91 Backpack Slot 3
92 Backpack Slot 4
93 Backpack Slot 5
99 Backpack Scroll Left Arrow
101 Backpack Scroll Right Arrow
103 Split Creature Stack Button
105 Specialty Icon
107 Morale Icon
109 Luck Icon
111 Experience Icon
113 Spell Points Icon
200 1st Skill Icon
201 2nd Skill Icon
202 3rd Skill Icon
203 4th Skill Icon
204 5th Skill Icon
205 6th Skill Icon
206 7th Skill Icon
207 8th Skill Icon
Right Hero
2 Hero Portrait
8 Attack
9 Defense
10 Power
11 Knowledge
20 1st Troop Slot
21 2nd Troop Slot
22 3rd Troop Slot
23 4th Troop Slot
24 5th Troop Slot
25 6th Troop Slot
26 7th Troop Slot
46 Head Slot
47 Shoulder Slot
48 Neck Slot
49 Right Hand Slot
50 Left Hand Slot
51 Torso Slot
52 Right Ring Slot
53 Left Ring Slot
54 Feet Slot
55 Misc. Slot 1
56 Misc. Slot 2
57 Misc. Slot 3
58 Misc. Slot 4
59 Ballista Slot
60 Ammo Cart Slot
61 First Aid Tent Slot
62 Catapult Slot
63 Spell Book Slot
64 Misc. Slot 5
72 Number of Troops in Slot 1
73 Number of Troops in Slot 2
74 Number of Troops in Slot 3
75 Number of Troops in Slot 4
76 Number of Troops in Slot 5
77 Number of Troops in Slot 6
78 Number of Troops in Slot 7
82 Experience
84 Spell Points
86 Quest Log Button
88 Name, Level and Class
94 Backpack Slot 1
95 Backpack Slot 2
96 Backpack Slot 3
97 Backpack Slot 4
98 Backpack Slot 5
100 Backpack Scroll Left Arrow
102 Backpack Scroll Right Arrow
104 Split Creature Stack Button
106 Specialty Icon
108 Morale Icon
110 Luck Icon
112 Experience Icon
113 Spell Points Icon
208 1st Skill Icon
209 2nd Skill Icon
210 3rd Skill Icon
211 4th Skill Icon
212 5th Skill Icon
213 6th Skill Icon
214 7th Skill Icon
215 8th Skill Icon
4. Here's the Combat Screen Mouse Click Item Codes. There's fewer than other s
creens.
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 t
he Hex Grid
1 Hex Grid spaces (except some have a value of 0)
2000 Border Area around Buttons
2001 Surrender Button
2002 Retreat Button
2003 Combat Options Button
2004 Auto Combat Button
2005 Combat Text Window
2006 Scroll Up Arrow for Combat Text Window
2007 Scroll Down Arrow for Combat Text Window
2008 Cast Spell Button
2009 Wait Button
2010 Defend Button
2200 Statistics/Active Spell Box
2205 Primary Skills in Statistics/Active Spell Box
2207 Primary Skills in Statistics/Active Spell Box
2214 Troop Picture in Statistics/Active Spell Box
2216 Middle Slot in Statistic/Active Spell Box
2217 Lower Slot in Statistics/Active Spell Box
2218 Upper Slot in Statistics/Active Spell Box
Notes:
1. The Statistics/Active Spell Box only appears if this option is selected in th
e Combat Options screen. The box is rather tricky to click on and probably not o
f much use in this fashion. The information for parts of the box is probably inc
omplete 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.

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