ERM is a new technology that makes possible dynamically
changing the map objects' properties as a result of certain player's (including computer) actions.
All usual maps are played as before.
Some changes are included automatically as expansion of game (new artifact).
Others require the specially "prepared" maps with support ERM.
1. New Artifact
A new artifact called -
"Magic Wand" has been added.
You cannot simply drag it from the map editor's object toolbar but you can copy
it from the sample map included in the download package. Also you can use its
number 141 just as for any other
artifact. The Magic Wand can be put in any of the miscellaneous slots(1-5).
When put in slot one it randomly transforms head and neck artifacts at the beginning of each day.
When in slot two it affects right and left hands (swords and shields),
in slot three - rings,
in slot four - feet and torso
and when in slot 5 it transforms shoulders and slot four artifact.
Composite artifacts and their parts are not affected. Magic Wand cannot create new artifacts in empty slots either. The
probability for a particular artifact to appear depends on its value. You will have to wait very long for
some of them. Disabled artifacts cannot appear at all.
ERM AddOn does not affect regular maps while an ERM map, which is automatically
recognized,turns on new features, provided that it follows correct syntax.
If the map being loaded contains ERM elements a message box will appear:
"ZVS: Event Related Model has been found. Enabled."
To utilize the new capabilities of the AddOn in your map you need to create one or more timed events.
The only event's property that matters is its message. The rest is redundant. The message
must begin with the tag ZVSE. It may be preceded by space or CR symbols only. Whatever follows
the ZVSE tag will be parsed and searched for ERM statements.
All statements can be divided into triggers, receivers and instructions.
2. Universal format.
All Triggers, Receivers and Instructions share common format:
Header [:Body] ;
Optional elements in square brackets. In particular triggers have no Body.
Header contains information about what kind of object it denotes: Trigger(T), Receiver(R) or Instruction(I),
also it contains optional information whether the object executable.
Body contains executable ERM commands, according to type of the object ( R or I ).
Header has following format:
!{?|!|#}AB [ Identifier ] [ Conditions ]
Select only one element from elements in braces separated by '|'( '?','!','#'- means T,R,I accordingly ). String 'AB' defines - type of the T,R or I (see later).
Identifier - number denotes object. Conditions - conditions of "execution"
of the following Body for R and I or all R-s for T. If there are no Conditions, then T, R, I executes "unconditionally".
Identifier has following format:
N[/N[/N[...]]]
Symbols 'N' mean decimal numbers, number of which depends on type T, R, I (see later).
Conditions have following format:
&N[/N[/N[...]]]
Symbol '&' separates numbers in Conditions from Identifier. Execution can depend on
Conditional Flags (CF) (there are 10 of them). If you want make
T, R or I dependent on some CF, you should write it number (from 1 to 10)
between these numbers. If flag number is positive, then condition is - "if flag set", if negative, then
- "if flag is not set".
Body has format, depending on type of T, R, I (see later).
Example:
!!LE10/33/1&1/-2/5:F5 R4 B2/3;
This is a Receiver of type LE (event on map) with coordinats
X=10, Y=33, Level=Underground. Receiver Body has 3 commands: F, R and B (see. LE Receiver).
These commands (Body) would be executed only if at the execution moment 1-st and 5-th of the CF would be set but 2-nd would be not set. Otherwise Body won't execute.
3. Triggers and Receivers
Whenever a player activates a trigger it causes some actions on one or more receivers. At the
present moment only an event (located on the map) can be a trigger. The properties of the trigger
event do not matter. The action of the trigger must be described in a timed event
Triggers syntax:
Syntax | Triggers |
!?LE#1/#2/#3; |
Event on the map can be Trigger. Contents and features of the Event are not significiant. It won't be changed. It is used as Event Trigger only.
#1- X position of the Event on the map, #2- Y position on the map, #3- level (0-ground,
1-Underground). This Event has to exist in that position on map |
!?GE#; |
This is "global" event with number #. # - should be first in the Event text. It WON'T APPEAR later
in message text in the game. Example. Text " 1230 There you are!" transforms to "There you are!"
with number 1230 |
Here (and below) we assume: # - means decimal number which value used directly, $ means number #, or in combination d#, prefix d means
that sum of # and the previous value. Example. First Event day was 5-th. Set new day (option F$) F6. Now the day is 6-th. If we use Fd6, then the new day would be 5+6=11. Similar, combination c# means, that
value # would be added to the current day (beggining from 1 taking care of weeks and month). The same Example.
If current day 14-th, then Fc6 evaluate to 14+6=20, Fcd6 or Fdc6 evaluate to 14+5+6=25. Thus,
we have following combinations: for $ {#,d#,c#,cd#,dc#} and for # {#,c#}.
Receivers are following after Triggers.Syntax is the following:
Syntax | Receivers |
!!GE#:XXXX; |
Receiver is global event on the map (# - number of event). |
!!LE#1/#2/#3:XXXX; |
The Event in the specified position on the map. |
!!CE#:XXXX; |
the Event in a town(# - number of event).This is the number, which should be first in the text of the appropriate event.
It won't appear in the text of the message. |
!!MO#1/#2/#3:XXXX; |
The monsters in the specified position. |
!!AR#:XXXX; |
Artefact or resource. (# - number of art/res).
This is the number, which should be first in the text of the appropriate art/res.
It won't appear in the text of the message. |
!!HE#:XXXX; |
The hero number of # (see Format H). |
!!IF:XXXX; |
Management of conditional flags (GRM). |
XXXX - command line (options) having syntax, specific to the given type the receiver.
The line can contain spaces.
Options for ALL receivers:
Z0 |
The receiver is considered to be "switched on" that is it accepts all the Instructions from the current moment.
From the very begining all the receivers are"switched on". |
Z1 |
The receiver is "switched off" that is it does not accept all the instructions from the current moment. |
Z2 |
The condition of this receivers is inverted. |
Z3 |
To restore the previous condition of the receiver (The depth of the memory is one level). |
Z4 |
The trigger - is an equivalent of this receiver is"switched on" that is its receivers starts work.
From the very begining all the triggers are"switched on". |
Z5 |
The trigger - is an equivalent of this receiver is"switched off" that is its receivers does not work. |
Z6 |
The condition of the trigger (equal the current receiver) is inverted. |
Z7 |
To restore the previous condition of the trigger(equal the current receiver).The depth of the memory is one level. |
Example.The following ERM text is given:
!?GE1;
!!LE1/2/0:...com1...Z0...com2...Z5...com3...Z1...com4...Z4...com5...;
!!LE1/2/0:...com6...;
...
!?LE1/2/0;
...
!?GE2;
!!LE1/2/0:Z4;
Imagine, the trigger GE1 occures (it is allowed) then com1 depends on the previous condition
of receiver LE1/2/0; com2 and com3 will be executed, Z5 forbids the trigger LE1/2/0;
com4 and com5 won't be executed including that Z4 does not let trigger.
Further, if the trigger GE2 executes earlier and let the trigger LE1/2/0 than the trigger
LE1/2/0 itself,the last will be allowed and its receivers will execute.In different case -they won't.
GE Receiver Options:
M^TEXT^ |
Set message text to TEXT. The text's length must not exceed the original one. It may contain any
symbols except ^. |
M# | Set message text to that of the timed event number #. |
M-1 | Do not show the message on the screen. |
F$ | Set day of first occurence to $. |
R$ | Set the interval between successive occurences to $. |
B#1/$2 |
Set the amount of resource #1 (from 0 to 6) to $2 (may be negative). |
E$ |
Set players allowed to activate the event. (see Format E) If $ begins with d that means bitwise OR,
i.e. you can allow a player to activate the event without changing the other permissions.
Example. E3 allows red and green and bans all other. Ed3 allows red and green but does not change
permission for the other players. |
N$ |
Set players NOT allowed to activate the event. (see Format E) If $ begins with d that means bitwise
AND with inversion, i.e. you can forbid a player to activate the event without changing the other permissions.
Example. N3 forbids red and green and allows all other. Nd3 forbids red and green but does not
change permission for the other players. |
H# | Apply event to human players if # = 1. |
Q# | Apply event to computer players if # = 1. |
LE Receiver Options:
M^TEXT^ |
Set message text to TEXT. The text's length must not exceed the original one.
It may contain any symbols except ^. |
M# | Set message text to that of the timed event number #. |
M-1 | Do not show the message on the screen. |
G#1/$2/$3 |
set the guardian monster in position #1 (from 0 to 6) of type $2 and number $3. This only saves the guardians but does not turn them on. |
X# |
Turn the guardians on if # is non-zero, otherwise turn them off. The check for the presence of the
guardians is not made. So it must be set by G#1/$2/$3 option or preset with the map editor. |
R#1/$2 | Set the amount of resource #1 (from 0 to 6) to $2 (may be negative). |
E$ | Set experience to $. |
P$ | Set spell points.(may be negative). |
O$ | Set morale.(from -3 to 3). |
U$ | Set luck (from -3 to 3). |
F#1/$2/$3/$4 |
Set four primary skills. |
N#1/$2/$3 |
Set secondary skill $2, level $3 (0 = basic, 1 = advanced, 2 = expert) in position #1 of the table of
secondary skill given by the event. You can only CHANGE the skill present by another one. If there is
no skill in that position it will not be set. |
A#1/$2 |
Set artifact $2 in position #1 of the table of artifacts given by the event. You can only CHANGE the
artifact present by another one. If there is no artifact in that position it will not be set. |
S#1/$2 |
Set spell $2 in position #1 of the table of spells given by the event. You can only CHANGE the
artifact present by another one. If there is no artifact in that position it will not be set. |
C#1/$2/$3 |
Set a "gift" monster in position #1 (from 0 to 6) of type $2 and number $3. |
CE Receiver Options:
M^TEXT^ |
Set message text to TEXT. The text's length must not exceed the original one.
It may contain any symbols except ^. |
M# |
Set message text to that of the timed event number #. |
M-1 | Do not show the message on the screen. |
F$ | Set day of first occurence to $. |
R$ | Set the interval between successive occurences to $. |
B#1/$2 |
Set the amount of resource #1 (from 0 to 6) to $2 (may be negative). |
E$ |
Set players allowed to activate the event. (see Format E)
If $ begins with d that means bitwise OR,i.e. you can allow a player to activate the event without changing the other
permissions. Example. E3 allows red and green and bans all other. Ed3 allows red and green but
does not change permission for the other players. |
N$ |
Set players NOT allowed to activate the event. (see Format E) If $ begins with d that means bitwise
AND with inversion, i.e. you can forbid a player to activate the event without changing the other permissions.
Example. N3 forbids red and green and allows all other. Nd3 forbids red and green but does not
change permission for the other players. |
H# | Apply event to human players if # = 1. |
Q# | Apply event to computer players if # = 1. |
C#1/$2 | Set a "gift" monster of type $2 in position #1 (from 0 to 6). |
U# |
Build building number # (from 0 to 40) (see Format U). |
D# |
Do NOT build building number # (from 0 to 40) (see Format U). |
MO Receiver Options:
M^TEXT^ |
Set message text to TEXT. The text's length must not exceed the original one. It may contain any
symbols except ^. |
M# | Set message text to that of the timed event number #. |
M-1 | Do not show the message on the screen. |
A$ | Set reward artifact to $. |
B#1/$2 |
Set the amount of resource #1 (from 0 to 6) to $2 (may be negative) |
G$ | Set the amount of monsters to $. |
O# | if #=1 then the amount of monsters won't grow, differently - will be. |
U# | if #=1 then the monsters don't escape, differently - can escape. |
R# | if #=1 then the monsters will always battle, differently - they will always ask to accept them. |
AR Receiver Options:
M^TEXT^ |
Set message text to TEXT. The text's length must not exceed the original one. It may contain any
symbols except ^. |
M# | Set message text to that of the timed event number #. |
M-1 | Do not show the message on the screen. |
G#1/$2/$3 |
Set the guardian monster in position #1 (from 0 to 6) of type $2 and number $3. This only saves the
guardians but does not turn them on. |
X# |
Turn the guardians on if # is non-zero, otherwise turn them off. The check for the presence of the
guardians is not made. So it must be set by G#1/$2/$3 option or preset with the map editor. |
Artefacts and resources share common ERM numbering.
HE Receiver Options:
O$ | Change the hero's owner ($ = color).(see Format E1) |
P$1/$2/$3 |
Move hero to X = $1, Y = $2, level = $3. |
I$ | Set spell points. |
X#(...) |
Change hero's specialty. (see below). # from 0 to 6. The amount of other parameters depends on a type of specialization #. |
U$1/$2/$3 |
Change hero's patrol position and radius. Patrol position will be set to X($1),
Y($2) (the level is fixed). The radius will be set to $3 ("set free" if $3 = -1). |
C#1/#2/$3/$4 |
change monsters. If #1 = 0 then in position #2 the existing monsters will change to
$3(type)/$4(number). If $3 = #3 = -1 then monsters will be upgraded. If $3 = #3 = -2 then
monsters will be downgraded. If #1 = 1 then all monsters #2 will turn into $3(type)/$4(number). |
S#1/$2 |
set secondary skill #1 in level $2 (0 = none, 1 = basic, 2 = advanced, 3 = expert). You can set
even all(!) secondary skills (28 altogether) but only the first eight will show. |
A# |
Gives/remoes an artifact. # is the artifact's number (see Format A1). If # > 0 the artifact will be
added to the hero's backpack. If # < 0 removes the artifact from all slots. |
M#1/$2 |
Gives spell #1 (see Format SP) at level $2 (0 = none, 1 = basic, 2 = advanced, 3 = expert). |
F$1/$2/$3/$4 |
Set primary skills. |
Syntax X options for HE receiver:
0/$ | To give to a hero a secondary skill $ (see. Format SS) |
1/$ | To make the hero by the master of creatures $(and possibly $+1) (see. Format C). |
2/$ | To generate the resources $ each day. (see. Format R). |
3/$ | To give to the hero a spell $ (see. Format SP). |
4/$1/$2/$3/$4 |
Another way to make the hero by the master of creatures $1(and possibly $1+1)
(see Format C). $2 - bonus of monster's attack, $3 - bonus of monster's defense, $4 - bonus of monster's damage. |
5/# | Set hero's additional speciality (see Format AD). |
6/$1/$2/$3 |
Upgrade of creatures type $1 and $2 ($1+1 and $2+1 possible as well) to creatures type $3.
Upgrade's price is counted as difference between the prices of the creatures(if its more than zero:-) |
For "couple" creatures (basic and improved) in case we changed the first,the second will
be also changed.
In the line options should not be separated by other symbols and may be repeated with the last
canceling all the previous. The same receiver can occur several times. There might be comments
between trigger's and receivers' descriptions.
IF Receiver Options (Gamer Related Model):
M^TEXT^ |
Show the message (TEXT) on the screen IMMEDIATELY. The message (TEXT) may contain any
symbols except ^. |
Q#^TEXT^ |
Ask the player a question (TEXT) IMMEDIATELY.
The answer (Ok=1, Cancel=0) is put into conditional flag # (from 1 to 10).
The message (TEXT) may contain any symbols except ^. |
V#1/#2 |
Set conditional flag #1 (from 1 to 10) at once in the meaning #2 (1 or 0). |
AXXXX |
Set all 10 flags at once. The line XXXX consists of 10 zeroes and ones.
Example:A0100010000 - set all conditional flags into 0 but the second and six.
At the beginning of game all the flags set into zero.
|
SXXXX |
Set the pointed out of the ten flags.The line XXXX consists of 10 zeroes and ones.
Example:S0100010000 set the secondand the six into one,the rest are not changed. |
RXXXX |
Set off the pointed out flags.The line XXXX consist of 10 zeroes and ones.
Example:R0100010000 set the second and six into zero,the rest are not changed. |
4. Instructions.
Instructions are the AddOn directives executed immediately after the map is loaded.
They have the following syntax:
!#XXXX:YYYY;
where XXXX is the instruction type and YYYY
is its options, symbol #is the symbol itself.
The type of instruction XXXX:
Collection of instructions are fully equal to the collection of receivers.
Syntax is just the same but two first symbols.
Examlpe: We have receiver !!LE1/2/3:G5/2/3; its fully analogue as
the instruction will be the following !#LE1/2/3:G5/2/3;
Instruction (in a difference from receivers) can take place in any space.
Example:
ZVSE Event Related Model
!?LE3/1/0; Trigger Event at 3x1x0
!!GE2:F3R1; Shift the day of first occurence and set the frequency for event #2.
!!GE3:F3R2; The same for event #3
!!LE4/1/0:M^Hello,buddy!^Ed100Pd-100
O-1U1R2/100R6/100F1/2/3/4;
For the event at 4x1x0 change the message text, give 100 experience, remove 100 spell points
boost morale and luck, give 100 ore and 100 gold, +1 attack, +2 defence, +3 spell power ш +4 knowledge.
!!LE4/1/0:N1/5/1N2/7/2A1/10A2/66S0/5S1/55
C0/5/10C1/10/1C2/45/2;
For the same Event change the 1st and the 2nd (counting from 0) secondary skills, the 1st and the 2nd
artifacts, the 0th and the 1st spell, give three monsters.
!!LE4/1/0:G3/6/4G5/10/11G0/0/100G0/-1/0X1;
For the same Event set guardians in the 3rd, 5th and 0th position, then remove from the 0th position
and turn the guard on.
!?LE4/1/0; Another trigger.
!!GE100:F2R0; The corresponding receiver. (event #100)
Currently ERM maps can only be replayed by reloading the map. "Replay Scenario' in system options works incorrectly.
It is not good to change the "owner" of the hero. But some times it may take
place for some purposes. You can experience this actions.
Format E. The colours of the players (bits).
Each color is coded by one bit. The colours:
red=1
blue=2
tan=4
green=8
orange=16
purple=32
teal=64
pink=128
For example, blue, green and purple would be 2+8+32=42
Format E1. The colours of the players.
red = 0
blue = 1
tan = 2
green = 3
orange = 4
purple = 5
teal = 6
pink = 7
Format U. Buildings.
The same buildings for all towns |
0-Town Hall | 1-City Hall | 2-Capitol | 3-Fort | 4-Citadel |
5-Castle | 6-Tavern | 7-Blacksmith | 8-Marketplace | 9-Resource Silo |
Some numbers of buildings also coincide.They are placed in the table for everyone cities for convenience.
Castle |
10-NOT USED | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-Mage Guild level 4 | 15-NOT USED |
16-Shipyard | 17-Colossus |
18-Lighthouse | 19-Brotherhood of the Sword |
20-Stables | 21-NOT USED |
22-Guardhouse | 23-Upg. Guardhouse |
24-NOT USED | 25-Archers' Tower |
26-Upg. Archers' Tower | 27-NOT USED |
28-Griffin Tower | 29-Upg. Griffin Tower |
30-Griffin Bastion | 31-Barracks |
32-Upg. Barracks | 33-NOT USED |
34-Monastery | 35-Upg. Monastery |
36-NOT USED | 37-Training Grounds |
38-Upg. Training Grounds | 39-Portal of Glory |
40-Upg. Portal of Glory |
Rampart |
10-NOT USED | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-Mage Guild level 4 | 15-Mage Guild level 5 |
16-NOT USED | 17-Spirit Guardian |
18-Mystic Pond | 19-Fountain of Fortune |
20-Treasure | 21-NOT USED |
22-Centaur Stables | 23-Upg. Centaur Stables |
24-NOT USED | 25-Dwarf Cottage |
26-Upg. Dwarf Cottage | 27-Miner's Guild |
28-Homestead | 29-Upg. Homestead |
30-NOT USED | 31-Enchanted Spring |
32-Upg. Enchanted Spring | 33-NOT USED |
34-Dendroid Arches | 35-Upg. Dendroid Arches |
36-Dendroid Saplings | 37-Unicorn Glade |
38-Upg. Unicorn Glade | 39-Dragon Cliffs |
40-Dragon Cliffs |
|
10-Artefact Merchants | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-Mage Guild level 4 | 15-Mage Guild level 5 |
16-NOT USED | 17-Skyship |
18-Library | 19-Wall of Knowledge |
20-Lookout Tower | 21-NOT USED |
22-Workshop | 23-Upg. Workshop |
24-NOT USED | 25-Parapet |
26-Upg. Parapet | 27-Sculptor's Wings |
28-Golem Factory | 29-Upg. Golem Factory |
30-NOT USED | 31-Mage Tower |
32-Upg. Mage Tower | 33-NOT USED |
34-Altar of Wishes | 35-Upg. Altar of Wishes |
36-NOT USED | 37-Golden Pavilion |
38-Upg. Golden Pavilion | 39-Cloud Temple |
40-Upg. Cloud Temple |
Inferno |
10-NOT USED | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-Mage Guild level 4 | 15-Mage Guild level 5 |
16-NOT USED | 17-Deity of Fire |
18-Brimstone Stormclouds | 19-Castle Gate |
20-Order of Fire | 21-NOT USED |
22-Imp Crucible | 23-Upg. Imp Crucible |
24-Birthing Pools | 25-Hall of Sins |
26-Upg. Hall of Sins | 27-NOT USED |
28-Kennels | 29-Upg. Kennels |
30-Cages | 31-Demon Gate |
32-Upg. Demon Gate | 33-NOT USED |
34-Hell Hole | 35-Upg. Hell Hole |
36-NOT USED | 37-Fire Lake |
38-Upg. Fire Lake | 39-Forsaken Palace |
40-Upg. Forsaken Palace |
Necropolis |
10-NOT USED | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-Mage Guild level 4 | 15-Mage Guild level 5 |
16-Shipyard | 17-Soul Prison |
18-Cover of Darkness | 19-Necromancy amplifier |
20-Skeleton Transformer | 21-NOT USED |
22-Cursed Temple | 23-Upg. Cursed Temple |
24-Unearthed Graves | 25-Graveyard |
26-Upg. Graveyard | 27-NOT USED |
28-Tomb of Souls | 29-Upg. Tomb of Souls |
30-NOT USED | 31-Estate |
32-Upg. Estate | 33-NOT USED |
34-Mausoleum | 35-Upg. Mausoleum |
36-NOT USED | 37-Hall of Darkness |
38-Upg. Hall of Darkness | 39-Dragon Vault |
40-Upg. Dragon Vault |
Dungeon |
10-Artefact Merchants | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-Mage Guild level 4 | 15-Mage Guild level 5 |
16-NOT USED | 17-Guardian of Earth |
18-Mana Vortex | 19-Portal of Summoning |
20-Battle Scholar Academy | 21-NOT USED |
22-Warren | 23-Upg. Warren |
24-Mushroom Rings | 25-Harpy Loft |
26-Upg. Harpy Loft | 27-NOT USED |
28-Pillar of Eyes | 29-Upg. Pillar of Eyes |
30-NOT USED | 31-Stilled Voices |
32-Upg. Stilled Voices | 33-NOT USED |
34-Labyrinth | 35-Upg. Labyrinth |
36-NOT USED | 37-Manticore Lair |
38-Upg. Manticore Lair | 39-Dragon Cave |
40-Upg. Dragon Cave |
Stronghold |
10-NOT USED | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-NOT USED | 15-NOT USED |
16-NOT USED | 17-Warlord's Monument |
18-Escape Tunnel | 19-Гшыьфшя Нрхьэых Ррсютэшъют |
20-Ballista Yard | 21-Hall of Valhala |
22-Goblin Barracks | 23-Upg. Goblin Barracks |
24-Mess Hall | 25-Wolf Pen |
26-Upg. Wolf Pen | 27-NOT USED |
28-Orc Tower | 29-Upg. Orc Tower |
30-NOT USED | 31-Ogre Fort |
32-Upg. Ogre Fort | 33-NOT USED |
34-Cliff Nest | 35-Upg. Cliff Nest |
36-NOT USED | 37-Cyclops Cave |
38-Upg. Cyclops Cave | 39-Behemoth Lair |
40-Upg. Behemoth Lair |
Fortress |
10-NOT USED | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-NOT USED | 15-NOT USED |
16-Shipyard | 17-Carnivorous Plant |
18-Cage of Warlords | 19-Glyphs of Fear |
20-Blood Obelisk | 21-NOT USED |
22-Gnoll Hut | 23-Upg. Gnoll Hut |
24-Captain's Quarters | 25-Lizard Den |
26-Upg. Lizard Den | 27-NOT USED |
28-Serpent Fly Hive | 29-Upg. Serpent Fly Hive |
30-NOT USED | 31-Basilisk Pit |
32-Upg. Basilisk Pit | 33-NOT USED |
34-Gorgon Lair | 35-Upg. Gorgon Lair |
36-NOT USED | 37-Wyvern Nest |
38-Upg. Wyvern Nest | 39-Hydra Pond |
40-Upg. Hydra Pond |
Conflux |
10-Artefact Merchants | 11-Mage Guild level 1 |
12-Mage Guild level 2 | 13-Mage Guild level 3 |
14-Mage Guild level 4 | 15-Mage Guild level 5 |
16-Shipyard | 17-Aurora Borealias |
18-Magic University | 19-NOT USED |
20-NOT USED | 21-NOT USED |
22-Magic Lantern | 23-Upg. Magic Lantern |
24-Garden of Life | 25-Altar of Air |
26-Upg. Altar of Air | 27-NOT USED |
28-Altar of Water | 29-Upg. Altar of Water |
30-NOT USED | 31-Altar of Fire |
32-Upg. Altar of Fire | 33-NOT USED |
34-Altar of Earth | 35-Upg. Altar of Earth |
36-NOT USED | 37-Altar of Thought |
38-Upg. Altar of Thought | 39-Pyre |
40-Upg. Pyre |
If you will build level "N" of Magic Guild - the level "N-1" will be also built.
Format H. List of Heroes' id's.
Knights |
0 Orrin |
1 Valeska |
2 Edric |
3 Sylvia |
4 Lord Haart |
5 Sorsha |
6 Christian |
7 Tyris |
Clerics |
8 Rion |
9 Adela |
10 Guthbert |
11 Adelaide |
12 Ingham |
13 Sanya |
14 Loynis |
15 Caitlin |
Rangers |
16 Mephala |
17 Ufretin |
18 Jenova |
19 Ryland |
20 Thorgrim |
21 Ivor |
22 Clancy |
23 Kyrre |
Druids |
24 Coronius |
25 Uland |
26 Elleshar |
27 Gem |
28 Malcom |
29 Melodia |
30 Alagar |
31 Aeris |
Alchemists |
32 Piquedram |
33 Thane |
34 Josephine |
35 Neela |
36 Torosar |
37 Fafner |
38 Rissa |
39 Iona |
Wizards |
40 Astral |
41 Halon |
42 Serena |
43 Daremyth |
44 Theodorus |
45 Solmyr |
46 Cyra |
47 Aine |
Demoniacs |
48 Fiona |
49 Rashka |
50 Marius |
51 Ignatius |
52 Octavia |
53 Calh |
54 Pyre |
55 Nymus |
Heretics |
56 Ayden |
57 Xyron |
58 Axsis |
59 Olema |
60 Calid |
61 Ash |
62 Zydar |
63 Xarfax |
Death Knights |
64 Straker |
65 Vokial |
66 Moandor |
67 Charna |
68 Tamika |
69 Isra |
70 Clavius |
71 Galthran |
Necromancers |
72 Septienna |
73 Aislinn |
74 Sandro |
75 Nimbus |
76 Thant |
77 Xsi |
78 Vidomina |
79 Nagash |
Overlords |
80 Lorelei |
81 Arlach |
82 Dace |
83 Ajit |
84 Damacon |
85 Gunnar |
86 Synca |
87 Shakti |
Warlocks |
88 Alamar |
89 Jaegar |
90 Malekith |
91 Jeddite |
92 Geon |
93 Deemer |
94 Sephinroth |
95 Darkstorn |
Barbarians |
96 Yog |
97 Gurnisson |
98 Jabarkas |
99 Shiva |
100 Gretchin |
101 Krellion |
102 Crag Hack |
103 Tyraxor |
Battle Mages |
104 Gird |
105 Vey |
106 Dessa |
107 Terek |
108 Zubin |
109 Gundula |
110 Oris |
111 Saurug |
Beastmasters |
112 Bron |
113 Drakon |
114 Wystan |
115 Tazar |
116 Alkin |
117 Korbac |
118 Gerwulf |
119 Broghild |
Witches |
120 Mirlanda |
121 Rosic |
122 Voy |
123 Verdish |
124 Merist |
125 Styg |
126 Andra |
127 Tiva |
Planeswalkers |
128 Pasis |
129 Thunar |
130 Ignissa |
131 Lacus |
132 Monere |
133 Erdamon |
134 Fiur |
135 Kalt |
Elementalists |
136 Luna |
137 Brissa |
138 Ciele |
139 Labetha |
140 Inteus |
141 Aenain |
142 Gelare |
143 Grindan |
Extension Heroes |
144 Sir Mullich |
145 Adrienne |
146 Catherine |
147 Dracon |
148 Gelu |
149 Kilgor |
150 Lord Haart |
151 Mutare |
152 Roland |
153 Mutare Drake |
154 Boragus |
155 Xeron |
Format SS. List of Secondary Skills.
0 Pathfinding |
1 Archery |
2 Logistics |
3 Scouting |
4 Diplomacy |
5 Navigation |
6 Leadership |
7 Wisdom |
8 Mysticism |
9 Luck |
10 Ballistics |
11 Eagle Eye |
12 Necromancy |
13 Estates |
14 Fire Magic |
15 Air Magic |
16 Water Magic |
17 Earth Magic |
18 Scholar |
19 Tactics |
20 Artillery |
21 Learning |
22 Offence |
23 Armorer |
24 Intelligence |
25 Sorcery |
26 Resistance |
27 First Aid |
Format А1. List of Artifacts Numbers.
0 Spellbook |
1 Spell Scroll |
2 Grail |
3 Catapult |
4 Ballista |
5 Ammo Cart |
6 First Aid Tent |
7 Centaur Axe |
8 Blackshard of the Dead Knight |
9 Greater Gnoll's Flail |
10 Ogre's Club of Havoc |
11 Sword of Hellfire |
12 Titan's Gladius |
13 Shield of the Dwarven Lords |
14 Shield of the Yawning Dead |
15 Buckler of the Gnoll King |
16 Targ of the Rampaging Ogre |
17 Shield of the Damned |
18 Sentinel's Shield |
19 Helm of the Alabaster Unicorn |
20 Skull Helmet |
21 Helm of Chaos |
22 Crown of the Supreme Magi |
23 Hellstorm Helmet |
24 Thunder Helmet |
25 Breastplate of Petrified Wood |
26 Rib Cage |
27 Scales of the Greater Basilisk |
28 Tunic of the Cyclops King |
29 Breastplate of Brimstone |
30 Titan's Cuirass |
31 Armor of Wonder |
32 Sandals of the Saint |
33 Celestial Necklace of Bliss |
34 Lion's Shield of Courage |
35 Sword of Judgement |
36 Helm of Heavenly Enlightenment |
37 Quiet Eye of the Dragon |
38 Red Dragon Flame Tongue |
39 Dragon Scale Shield |
40 Dragon Scale Armor |
41 Dragonbone Greaves |
42 Dragon Wing Tabard |
43 Necklace of Dragonteeth |
44 Crown of Dragontooth |
45 Still Eye of the Dragon |
46 Clover of Fortune |
47 Cards of Prophecy |
48 Ladybird of Luck |
49 Badge of Courage |
50 Crest of Valor |
51 Glyph of Gallantry |
52 Speculum |
53 Spyglass |
54 Amulet of the Undertaker |
55 Vampire's Cowl |
56 Dead Man's Boots |
57 Garniture of Interference |
58 Surcoat of Counterpoise |
59 Boots of Polarity |
60 Bow of Elven Cherrywood |
61 Bowstring of the Unicorn's Mane |
62 Angel Feather Arrows |
63 Bird of Perception |
64 Stoic Watchman |
65 Emblem of Cognizance |
66 Statesman's Medal |
67 Diplomat's Ring |
68 Ambassador's Sash |
69 Ring of the Wayfarer |
70 Equestrian's Gloves |
71 Necklace of Ocean Guidance |
72 Angel Wings |
73 Charm of Mana |
74 Talisman of Mana |
75 Mystic Orb of Mana |
76 Collar of Conjuring |
77 Ring of Conjuring |
78 Cape of Conjuring |
79 Orb of the Firmament |
80 Orb of Silt |
81 Orb of Tempestuous Fire |
82 Orb of Driving Rain |
83 Recanter's Cloak |
84 Spirit of Oppression |
85 Hourglass of the Evil Hour |
86 Tome of Fire Magic |
87 Tome of Air Magic |
88 Tome of Water Magic |
89 Tome of Earth Magic |
90 Boots of Levitation |
91 Golden Bow |
92 Sphere of Permanence |
93 Orb of Vulnerability |
94 Ring of Vitality |
95 Ring of Life |
96 Vial of Lifeblood |
97 Necklace of Swiftness |
98 Boots of Speed |
99 Cape of Velocity |
100 Pendant of Dispassion |
101 Pendant of Second Sight |
102 Pendant of Holiness |
103 Pendant of Life |
104 Pendant of Death |
105 Pendant of Free Will |
106 Pendant of Negativity |
107 Pendant of Total Recall |
108 Pendant of Courage |
109 Everflowing Crystal Cloak |
110 Ring of Infinite Gems |
111 Everpouring Vial of Mercury |
112 Inexhaustible Cart of Ore |
113 Eversmoking Ring of Sulfur |
114 Inexhaustible Cart of Lumber |
115 Endless Sack of Gold |
116 Endless Bag of Gold |
117 Endless Purse of Gold |
118 Legs of Legion |
119 Loins of Legion |
120 Torso of Legion |
121 Arms of Legion |
122 Head of Legion |
123 Sea Captain's Hat |
124 Spellbinder's Hat |
125 Shackles of War |
126 Orb of Inhibition |
127 Vial of Dragon Blood |
128 Armageddon's Blade |
129 Angelic Alliance |
130 Cloak of the Undead King |
131 Elixir of Life |
132 Armor of the Damned |
133 Statue of Legion |
134 Power of the Dragon Father |
135 Titan's Thunder |
136 Admiral's Hat |
137 Bow of the Sharpshooter |
138 Wizard's Well |
139 Ring of the Magi |
140 Cornucopia |
141 Magic Wand |
(142-Mired in Neutrality) | (143-Ironfist of the Ogre) |
Format SP. List of Spells.
Adventure Spells |
0-Summon Boat | 1-Scuttle Boat |
2-Visions | 3-View Earth |
4-Disguise | 5-View Air |
6-Fly | 7-Water Walk |
8-Dimension Door | 9-Town Portal |
Combat Spells |
10-Quicksand | 11-Land Mine |
12-Force Field | 13-Fire Wall |
14-Earthquake | 15-Magic Arrow |
16-Ice Bolt | 17-Lightning Bolt |
18-Implosion | 19-Chain Lightning |
20-Frost Ring | 21-Fireball |
22-Inferno | 23-Meteor Shower |
24-Death Ripple | 25-Destroy Undead |
26-Armageddon | 27-Shield |
28-Air Shield | 29-fire Shield |
30-Protection from Air | 31-Protection from Fire |
32-Protection from Water | 33-Protection from Earth |
34-Anti-Magic | 35-Dispel |
36-Magic Mirror | 37-Cure |
38-Resurrection | 39-Animate Dead |
40-Sacrifice | 41-Bless |
42-Curse | 43-Bloodlust |
44-Precision | 45-Weakness |
46-Stone Skin | 47-Disrupting Ray |
48-Prayer | 49-Mirth |
50-Sorrow | 51-Fortune |
52-Misfortune | 53-Haste |
54-Slow | 55-Slayer |
56-Frenzy | 57-Titan's Lightning Bolt |
58-Counterstrike | 59-Berserk |
60-Hypnotize | 61-Forgetfulness |
62-Blind | 63-Teleport |
64-Remove Obstacle | 65-Clone |
66-Fire Elemental | 67-Earth Elemental |
68-Water Elemental | 69-Air Elemental |
Format R. List of Resources.
Wood = 0
Mercury = 1
Ore = 2
Sulfur = 3
Crystal = 4
Gems = 5
Gold = 6
Format C. List of Creatures.
Basic | Improved |
0-Pikeman | 1-Halberdier |
2-Archer | 3-Marksman |
4-Griffin | 5-Royal Griffin |
6-Swordsman | 7-Crusader |
8-Monk | 9-Zealot |
10-Cavalier | 11-Champion |
12-Angel | 13-Archangel |
14-Centaur | 15-Centaur Captain |
16-Dwarf | 17-Battle Dwarf |
18-Wood Elf | 19-Grand Elf |
20-Pegasus | 21-Silver Pegasus |
22-Dendroid Guard | 23-Dendroid Soldier |
24-Unicorn | 25-War Unicorn |
26-Green Dragon | 27-Gold Dragon |
28-Gremlin | 29-Master Gremlin |
30-Stone Gargoyle | 31-Obsidian Gargoyle |
32-Stone Golem | 33-Iron Golem |
34-Mage | 35-Arch Mage |
36-Genie | 37-Master Genie |
38-Naga | 39-Naga Queen |
40-Giant | 41-Titan |
42-Imp | 43-Familiar |
44-Gog | 45-Magog |
46-Hell Hound | 47-Cerberus |
48-Demon | 49-Horned Demon |
50-Pit Fiend | 51-Pit Lord |
52-Efreeti | 53-Efreet Sultan |
54-Devil | 55-Arch Devil |
56-Skeleton | 57-Skeleton Warrior |
58-Walking Dead | 59-Zombie |
60-Wight | 61-Wraith |
62-Vampire | 63-Vampire Lord |
64-Lich | 65-Power Lich |
66-Black Knight | 67-Dread Knight |
68-Bone Dragon | 69-Ghost Dragon |
70-Troglodyte | 71-Infernal Troglodyte |
72-Harpy | 73-Harpy Hag |
74-Beholder | 75-Evil Eye |
76-Medusa | 77-Medusa Queen |
78-Minotaur | 79-Minotaur King |
80-Manticore | 81-Scorpicore |
82-Red Dragon | 83-Black Dragon |
84-Goblin | 85-Hobgoblin |
86-Wolf Rider | 87-Upgr.Wolf Rider |
88-Orc | 89-Orc Chieftain |
90-Ogre | 91-Ogre Mage |
92-Roc | 93-Thunderbird |
94-Cyclops | 95-Cyclops King |
96-Behemoth | 97-Ancient Behemoth |
98-Gnoll | 99-Gnoll Marauder |
100-Lizardman | 101-Lizard Warrior |
102-Gorgon | 103-Mighty Gorgon |
104-Serpent Fly | 105-Dragon Fly |
106-Basilisk | 107-Greater Basilisk |
108-Wyvern | 109-Wyvern Monarch |
110-Hydra | 111-Chaos Hydra |
112-Air Elemental |
113-Earth Elemental |
114-Fire Elemental |
115-Water Elemental |
116-Gold Golem |
117-Diamond Golem |
118-Pixie | Sprite |
120-Psychic Elemental | Magic Elemental |
122-NOT USED (1) | 123-Ice Elemental |
124-NOT USED (2) | 125-Magma Elemental |
126-NOT USED (3) | 127-Storm Elemental |
128-NOT USED (4) | 129-Energy Elemental |
130-Firebird | Phoenix |
132-Azure Dragon |
133-Crystal Dragon |
134-Faerie Dragon |
135-Rust Dragon |
136-Enchanter |
137-Sharpshooter |
138-Halfling |
139-Peasant |
140-Boar |
141-Mummy |
142-Nomad |
143-Rogue |
144-Troll |
145-Catapult (speciality X1) |
146-Ballista (speciality X1) |
147-First Aid Tent(speciality X1 :-) |
148-Ammo Cart (speciality X1 :-) |
149-Arrow Towers (speciality X1 :-) |
Format AD. List of Specialities.
X5/2 - All creatures receive +2 speed. (Sir Mullich spec.)
If you are interested in ERM abilities you can
help us a lot taking part in our project by yourselves and creating the maps and
the campaigns with ERM support. Send them to us!
Thank you for reading this text and we apologize for possible mistakes.
Please inform us about it - we'll correct them at once.You can also help us to make this text "more English"
and send to us improved it (in the current format).
HMM3.5 Team h3nl@narod.ru