documentDeep-bound objects
Hero
name
string = hero.name is equivalent to string = GetHeroName(hero)
hero.name = string is equivalent to SetHeroName(hero, string)
owner
player = hero.owner is equivalent to player = GetHeroOwner(hero)
spellpoints
points = hero.spellpoints is equivalent to points = GetSpellpoints(hero)
hero.spellpoints = points is equivalent to SetSpellpoints(hero, points)
level
lvl = hero.level is equivalent to lvl = GetHeroLevel(hero)
tempMoraleBonuses
morale = hero.tempMoraleBonuses is equivalent to morale = GetHeroTempMoraleBonuses(hero)
hero.tempMoraleBonuses = morale is equivalent to SetHeroTempMoraleBonuses(hero, morale)
tempLuckBonuses
luck = hero.tempLuckBonuses is equivalent to luck = GetHeroTempLuckBonuses(hero)
hero.tempLuckBonuses = luck is equivalent to SetHeroTempLuckBonuses(hero, luck)
mobility
mob = hero.mobility is equivalent to mob = GetHeroMobility(hero)
hero.mobility = mob is equivalent to SetHeroMobility(hero, mob)
remainingMobility
remainingMob = hero.remainingMobility is equivalent to remainingMob = GetHeroRemainingMobility(hero)
hero.remainingMobility = reaminingMob is equivalent to SetHeroRemainingMobility(hero, remainingMob)
x
xPos = hero.x is equivalent to xPos = GetHeroX(hero)
y
yPos = hero.y is equivalent to yPos = GetHeroY(hero)
Town
name
string = town.name is equivalent to string = GetTownName(town)
town.name = nam is equivalent to SetTownName(town, nam)
owner
player = town.owner is equivalent to player = GetTownOwner(town)
town.owner = player is equivalent to SetTownOwner(town, player)
faction
fac = town.faction is equivalent to fac = GetTownFaction(town)
town.faction = fac is equivalent to SetTownFaction(town, fac)
x
xPos = town.x is equivalent to xPos = GetTownX(town)
y
yPos = town.y is equivalent to yPos = GetTownY(town)
visitingHero
hero = town.visitingHero is equivalent to hero = GetVisitingHero(town)
Player
color
col = player.color is equivalent to col = GetPlayerColor(player)
numHeroes
numHro = player.numHeroes is equivalent to numHro = GetNumHeroes(player)
daysLeftWithoutCastle
daysLeft = player.daysLeftWithoutCastle is equivalent to daysLeft = GetDaysAfterTownLost(player)
player.daysLeftWithoutCastle = daysLeft is equivalent to SetDaysAfterTownLost(player, daysLeft)
BattleStack
side
sid = stack.side is equivalent to sid = GetStackSide(stack)
type
typ = stack.type is equivalent to typ = GetStackType(stack)
quantity
qty = stack.quantity is equivalent to qty = GetStackQuantity(stack)
stack.quantity = qty is equivalent to SetStackQuantity(stack, qty)
initialQuantity
initQty = stack.initialQuantity is equivalent to initQty = GetStackInitialQuantity(stack)
stack.initialQuantity = initQty is equivalent to SetStackInitialQuantity(stack, initQty)
hex
hx = stack.hex is equivalent to hx = GetStackHex(stack)
morale
mor = stack.morale is equivalent to mor = GetStackMorale(stack)
stack.morale = mor is equivalent to SetStackMorale(stack, mor)
luck
luc = stack.luck is equivalent to luc = GetStackLuck(stack)
stack.luck = luc is equivalent to SetStackLuck(stack, luc)
attack
att = stack.attack is equivalent to att = GetStackAttack(stack)
stack.attack = att is equivalent to SetStackAttack(stack, att)
defense
def = stack.defense is equivalent to def = GetStackDefense(stack)
stack.defense = def is equivalent to SetStackDefense(stack, def)
speed
spd = stack.speed is equivalent to speed = GetStackSpeed(stack)
stack.speed = spd is equivalent to SetStackSpeed(stack, spd)
shots
shts = stack.shots is equivalent to shts = GetStackShots(stack)
stack.shots = shts is equivalent to SetStackShots(stack, shots)
hp
hp = stack.hp is equivalent to hp = GetStackHp(stack)
stack.hp = hp is equivalent to SetStackHp(stack, hp)
Campaign choice
type
type = choice.type is equivalent to type = GetCampaignChoiceType()
field
field = choice.field is equivalent to field = GetCampaignChoiceField()
amount
amount = choice.amount is equivalent to amount = GetCampaignChoiceAmount()
General
MessageBox(msg)
msg: String containing message to display.
Displays a plain Heroes II style message window with the given message.
AdvMessageBox.SingleImage(msg, dialogtype, img1type, img1arg)
msg: String containing message to display.
dialogtype: dialog constant
img1type: image type constant
img1arg: image constant
Displays a plain Heroes II style message window with the given message and a single image
AdvMessageBox.DoubleImage(msg, dialogtype, img1type, img1arg, img2type, img2arg)
msg: String containing message to display.
dialogtype: dialog constant
img1type: image type constant
img1arg: image constant
img1type: image type constant
img1arg: image constant
Displays a plain Heroes II style message window with the given message and two images.
AdvancedMessageBox(10 parameters)
This is a very complicated function which is a raw interface to HoMM II's internal message box function. We highly recommend not using this in favor of one of the specialized versions, like AdvMessageBox.SingleImage. However, if you really want some kind of message box which is present in HoMM II but not available by one of these functions, have a look at the AdvancedMessageBox Documentation.
GetDay()
Returns the current day of the week.
GetWeek()
Returns the current week of the month.
GetMonth()
Returns the current month.
Input
QuestionBox(msg)
msg: String containing message to display.
Displays a yes/no Heroes message box with the given message. Returns true if the player clicks "Yes," and false if the player clicks "No."
InputBox(msg)
msg: String containing message to display.
Displays a Heroes message box with a text entry field. Returns the string the player typed into the text entry.
Players
GetPlayer(n)
n: A number (0-5) determining which player you wish to select.
A game of Heroes II can have up to 6 players, numbered 0-5. This function returns the nth player, or NULL if there is no such player.
GetCurrentPlayer()
Returns a deep-bound player object determining which player is active now.
GetNumHeroes(player)
player: The player to get the number of heroes from. (See GetPlayer.)
Returns the number of heroes owned by the given player.
GetHero(player, n)
player: The player to get the hero from. (See GetPlayer.)
n: A number (0-7) determining which hero you wish to select.
Each player can have up to 8 heroes, number 0-7. This function returns the nth hero owned by the given player, or NULL if there is no such hero. (These numbers are the same as the order heroes appear in the hero selector, and also correspond to the order heroes are placed in the map editor.)
GetHeroForHire(player, n)
player: The player to get the hero from. (See GetPlayer.)
n: A number (0-1) determining which hero you wish to select.
Each player will have up to 2 (usually exactly 2) heroes for hire at any given point. This function returns the nth hero for hire offered to the given player, or NULL if there is no such hero.
GetPlayerColor(player)
player: The player to get the color of.
Returns an integer representing the color of the given player.
ShareVision(p1, p2)
p1: A number (0-5) determining a player.
p2: A number (0-5) determining a player.
Allows player number p2 to see everything that player number p1 can see.
Note that player number 0 is the first human player, not necessarily the blue player.
CancelShareVision(p1, p2)
p1: A number (0-5) determining a player.
p2: A number (0-5) determining a player.
Cancels ShareVision(p1, p2) but player number p2 will still be able see those areas already revealed to player number p1.
GiveResource(player, resource, amount)
player: The player to give resource to. (See GetPlayer.)
resource: The type of resource to give.
amount: The amount of resource to give.
Grants to player an amount of resource.
SetResource(player, resource, value)
player: The player you set the resource of. (See GetPlayer.)
resource: The type of resource to set.
value: The value to set the resource to.
Sets the resource of player to value.
GetResource(player, resource)
player: The player you get the resource of. (See GetPlayer.)
resource: The type of resource to get.
Returns the amount of resource the player possesses.
GetDaysAfterTownLost(player)
player: The player in question.
Returns the number of days a player has to reclaim their town/castle until they lose the game.
SetDaysAfterTownLost(player, daysLeftWithoutCastle)
player: The player in question.
daysLeftWithoutCastle: The desired number of days that the given player has left to reclaim the town/castle until they lose the game.
Sets the number of days a player has left (to reclaim their town/castle until they lose the game) to the given value.
Heroes
GetCurrentHero()
Returns the currently-selected hero, or NULL if there are none.
GetHeroInPool(n)
n: A number (0-53) determining which hero you wish to select.
At the start of each game, the game will create a pool of 54 heroes, comprising heroes owned by all players, and heroes which are or may become available for hire. This function returns the nth such hero.
GetHeroName(hero)
hero: The hero to get the name of. (See, for example, GetHero).
Returns the name of the given hero as a string.
SetHeroName(hero, name)
hero: The hero to set the name for. (See, for example, GetHero).
name: String representing hero's new name.
Sets the name of the given hero.
GetHeroOwner(hero)
hero: The hero to get the owner of. (See, for example, GetHero).
Returns the owner of the given hero as deep-bound player object or nil if the hero is not owned by any player (i.e.: is or may become available for hire).
GrantArtifact(hero, artifact)
hero: The hero to grant the artifact to . (See, for example, GetHero).
artifact: The ID of the artifact to give. (See section "Artifacts".)
Grants the given artifact to the given hero.
GrantSpellScroll(hero, spell)
hero: The hero to grant the spell scroll to. (See, for example, GetHero).
spell: The ID of the spell to give. (See section "Spells".)
Grants a spell scroll of the given spell to the given hero
TakeArtifact(hero, artifact)
hero: The hero to take the artifact from. (See, for example, GetHero).
artifact: The ID of the artifact to take. (See section "Artifacts".)
Removes the given artifact from the given hero. If the hero does not have the artifact, does nothing. If the hero has multiple of the given artifact, removes only one.
HasArtifact(hero, artifact)
hero: The hero to check . (See, for example, GetHero).
artifact: The ID of the artifact to check. (See section "Artifacts".)
Returns whether the given hero has at least one of the given artifact.
CountEmptyArtifactSlots(hero)
hero: The hero to check. (See, for example, GetHero)
Returns the amount of empty artifact slots that are available.
CountEmptyCreatureSlots(hero)
hero: The hero to check. (See, for example, GetHero)
Returns the amount of empty army stack slots that are available.
GrantArmy(hero, creature, number)
hero: The hero to give the army to. (See, for example, GetHero).
creature: The ID of the creature to grant. (see section "Creatures".)
number: The number of that creature to grant.
Gives the given hero a stack of creatures of the given type and quantity, and places them in the hero's first empty army slot. Should not be used during combat.
GrantSpell(hero, spell)
hero: The hero to give the spell to. (See, for example, GetHero).
spell: The ID of the spell to give. (See section "Spells".)
Puts the given spell in the given hero's spellbook.
ForgetSpell(hero, spell)
hero: The hero who will forget the spell. (See, for example, GetHero).
spell: The ID of the spell. (See section "Spells".)
Removes the given spell from the given hero's spellbook.
SetExperiencePoints(hero, experience)
hero: The hero to set the spell points of. (See, for example, GetHero).
experience: Number of experience points to give the hero.
Sets a hero's experience points to the given quantity.
If a hero's level is consequently increased then commensurate skills will be granted.
GetExperiencePoints(hero)
hero: The hero to get the spell points of. (See, for example, GetHero).
Returns the hero's available experience points.
SetSpellpoints(hero, spellpoints)
hero: The hero to set the spell points of. (See, for example, GetHero).
spellpoints: Number of spell points to give the hero.
Sets a hero's spellpoints to the given quantity.
GetSpellpoints(hero)
hero: The hero to get the spell points of. (See, for example, GetHero).
Returns the hero's available spellpoints.
SetPrimarySkill(hero, skill, quantity)
hero: The hero to set the primary skill of. (See, for example, GetHero).
skill: The ID of the primary skill. (See section "Skills".)
quantity: The number of points.
Sets the number of points the given hero has in the given primary skill.
GetPrimarySkill(hero, skill)
hero: The hero to get the primary skill of. (See, for example, GetHero).
skill: The ID of the primary skill. (See section "Skills".)
Returns the number of points the given hero has in the given primary skill.
SetSecondarySkill(hero, skill, level)
hero: The hero to set the secondary skill of. (See, for example, GetHero).
skill: The ID of the secondary skill to set. (See section "Skills.")
level: A number 0-3 for None, Basic, Advanced, and Expert, respectively, representing the level of the skill to give.
Sets a hero's level in the given secondary skill.
GetSecondarySkill(hero, skill, level)
hero: The hero to get the secondary skill of. (See, for example, GetHero).
skill: The ID of the secondary skill. (See section "Skills.")
Returns a number 0-3 for None, Basic, Advanced, and Expert, respectively, representing the level of the skill the hero has.
GetHeroTempMoraleBonuses(hero)
hero: The hero to get the morale bonuses of. (See, for example, GetHero).
Returns the hero's morale bonuses.
SetHeroTempMoraleBonuses(hero, moraleBonus)
hero: The hero to set the morale bonuses of. (See, for example, GetHero).
moraleBonus: Morale bonus to give to the hero
Sets a hero's morale bonus to the given amount. Morale bonuses only last until the end of the first battle that is entered while the bonus is present. The bonus is applied for the battle, then is reset to 0 after the battle.
GetHeroTempLuckBonuses(hero)
hero: The hero to get the luck bonuses of. (See, for example, GetHero).
Returns the hero's luck bonuses.
SetHeroTempLuckBonuses(hero, luckBonus)
hero: The hero to set the luck bonuses of. (See, for example, GetHero).
luckBonus: Luck bonus to give to the hero
Sets a hero's luck bonus to the given amount. Luck bonuses only last until the end of the first battle that is entered while the bonus is present. The bonus is applied for the battle, then is reset to 0 after the battle.
GetHeroMobility(hero)
hero: The hero to get the mobility of. (See, for example, GetHero).
Returns the hero's mobility.
SetHeroMobility(hero, mobility)
hero: The hero to set the mobility of. (See, for example, GetHero).
mobility: Mobility to give to the hero
Sets a hero's mobility to the given amount. It should be known that mobility represents a hero's maximum mobility points and not necessary the current remaining mobility points of the hero.
GetHeroRemainingMobility(hero)
hero: The hero to get the remaining mobility of for the current round. (See, for example, GetHero).
Returns the hero's remaining mobility for that round.
SetHeroRemainingMobility(hero, remainingMobility)
hero: The hero to set the remaining mobility of. (See, for example, GetHero).
remainingMobility: Remaining mobility to give to the hero
Sets a hero's remaining mobility to the given amount for that round.
GetHeroLevel(hero)
hero: The hero to get the level of. (See, for example, GetHero).
Gets the level of the given hero.
GetHeroX(hero)
hero: The hero to get the X position of. (See, for example, GetHero).
Gets the X position of the given hero.
GetHeroY(hero)
hero: The hero to get the Y position of. (See, for example, GetHero).
Gets the Y position of the given hero.
TeleportHero(hero, x, y)
hero: The hero (See, for example, GetHero).
x: X coordinate on the world map.
y: Y coordinate on the world map.
Sets the hero's position on the map.
Town Functions
GetCurrentTown()
Returns the currently-visited town, or NULL if not in the town screen.
GetTownName(town)
town: The town to check the name of.
Returns the string containing the name of the corresponding town.
SetTownName(town, name)
town: The town to set the name of.
name: String containing the new name of the town (max 11 characters)
Sets new name for the town.
HasVisitingHero(town)
town: The town to check for a visiting hero. (See GetCurrentTown.)
Returns whether the given town has a visiting hero.
GetVisitingHero(town)
town: The town to check for a visiting hero. (See GetCurrentTown.)
Returns the hero visiting the given town, or NULL if there is none.
BuildInCurrentTown(building)
building: The ID of the building to build. (See section "Buildings".)
Builds the given building in the current town (i.e. the town open in the town screen).
SetNumGuildSpells(town, level, num)
town: The town to modify. (See GetCurrentTown.)
level: The level of mage guild to modify.
num: The number of available spells.
Sets the number of spells available in a given level of the mage guild. How many spells are available in each level of the mage guild is predetermined, meaning this can be used whether or not the mage guild has been built to that level.
SetGuildSpell(town, level, column, spell)
town: The town to modify. (See GetCurrentTown.)
level: The level of mage guild to modify.
column: A number 0-4 representing which spell in that level to change.
spell: The spell to assign to that level and column of the mage guild.
Sets which spell is available in the mage guild at the given level and column. Which spells will be available in the mage guild is predetermined, meaning this can be used whether or not the mage guild has been built to that level. It is recommended that you call this before building a mage guild, as heroes will immediately learn whatever is in the mage guild immediately when the mage guild is built.
GetGuildSpell(town, level, column)
town: The town to modify. (See GetCurrentTown.)
level: A number representing the level of mage guild to get the spell from.
column: A number representing the level's location of the spell to get.
Gets the spell stored in the mage guild at the given level and column.
GetTown(id)
id: The id of the town.
Returns the town with the corresponding id.
GetTownByName(name)
name: String containing the town name.
Returns the town with the corresponding name.
GetPlayerTown(player, id)
player: The player that has the town.
id: The id of the town (from owned towns of this player).
Returns the n-th (id) town owned by the player.
BuildInTown(town, building)
town: The town where to build a structure.
building: Building type (See Buildings).
Creates a new building in the town.
GetTownFaction(town)
town: The town to check the faction for.
Returns the integer number representing the faction of the town.
SetTownFaction(town, faction)
town: The town to set the faction for.
faction: Integer number representing the faction.
Sets the town's faction.
GetTownOwner(town)
townID: The town to check the owner of.
Returns the integer number of the player owning the corresponding town.
SetTownOwner(townID, owner)
townID: The id of the town to set owner for.
owner: The id of the player.
Makes the specified player own the corresponding town.
GetTownX(town)
town: The town to get the X position of.
Gets the X position of the given town.
GetTownY(town)
town: The town to get the Y position of.
Gets the Y position of the given town.
GetTownIdFromPos(x, y)
x: X coordinate on the world map.
y: Y coordinate on the world map.
Returns the town id from corresponding coordinates.
SetNumberOfCreatures(town, dwelling, num)
town: The town in which the dwelling is in.
dwelling: A number representing the dwelling in which the number of creatures is to be set
num: The number of creatures.
Sets the number of creatures in dwelling to num
DisallowBuilding(townID, building)
townID: The town with this ID.
building: The ID of the building to build. (See section "Buildings".)
Makes it impossible to build a specific building in the corresponding town.
World map
MapPutArmy(x, y, creature, quantity)
x: X coordinate on the world map.
y: Y coordinate on the world map.
creature: The creature to be placed on the map.
quantity: The number of creatures.
Places a creature on the world map that you can battle against.
MapFizzle(x, y, sound)
x: X coordinate on the world map.
y: Y coordinate on the world map.
sound: Whether an appropriate sound effect should be played depending what type of location is on the world map at the provided coordinates (Boolean value).
Fades out a specified object on the world map.
PlaySoundEffect(name)
name: Which 82m-type source file to be used (Example: "killfade").
Pauses the game while playing a sound effect from the source named, and then resumes the game once it has finished.
SetInclinedToJoin(x, y, inclinedToJoin)
x: X coordinate on the world map.
y: Y coordinate on the world map.
inclinedToJoin: Whether the monster at the provided coordinates should be more willing to join a hero (Boolean value).
Monsters with this flag set will generally join the hero when the hero encounters them. However, this is not guaranteed; monsters which are as strong as the hero's army may still fight.
GetInclinedToJoin(x, y)
x: X coordinate on the world map.
y: Y coordinate on the world map.
Returns whether the monster at the provided coordinates is likely join a hero. (See SetInclinedToJoin.)
GetTooltipText(locationType, x, y)
locationType: Type of object the user has right-clicked on (see the list of Location constants below)
x: X coordinate on the world map
y: Y coordinate on the world map
Override the text shown when the user right-clicks on an object. Return TOOLTIP_DEFAULT to show the normal game text.
Campaigns
You can get info about current campaign scenario choice using functions below
GetCampaignChoice()
Returns a deep-bound campaignChoice object, that can be accessed
GetCampaignChoiceType()
Returns current campaign scenario choice type (see Campaign choice section below on this page)
GetCampaignChoiceField()
Returns current campaign scenario choice info (see Adding new campaigns)
GetCampaignChoiceAmount()
Returns current campaign scenario choice info (see Adding new campaigns)
Events
RecruitBox(hero, creature, quantity)
hero: The hero that any purchased creatures will go to. (See, for example, GetHero).
creature: The creature available for recruitment.
quantity: The number of creatures available.
Opens a dialog allowing the player to recruit a creature into the given hero's army.
StartBattle(hero, monster, monsterQuantity, switchSides)
hero: The hero to start a battle against. (See, for example, GetHero).
monster: The creature to fight against.
monsterQuantity: The number of creatures.
switchSides: 0 or 1. Setting the value to 1 will put the hero and his army on the right side of the battlefield (will also set his side to 1).
Returns the winning side.
The function starts a battle for a specified hero against a specified amount of monsters.
Game Control
SetDaysAfterTownLost(player, days)
player: The player to set this value for.
days: The number of days a player will have remaining.
Sets the number of days a player has remaining before they must capture a castle. Useful for allowing a player to go a long time without needing a castle.
ToggleAIArmySharing(toggle)
toggle: 0 or 1.
Enables or disables AI (computer player) army sharing.
Battles
BattleSummonCreature(side, hex, creature, amount)
side: The side which will control the summoned creatures (0 or 1).
hex: The position where the creatures are summoned (an int between 0 and 116 representing the position on the 13x9 battle grid).
creature: The creature you wish to summon.
amount: The number of creatures to summon.
Summons a creature to the battlefield .
BattleHasHero(side)
side: The side which control the hero (0 or 1).
Returns true if the side has a hero during the battle, false otherwise (i.e. neutral army).
BattleGetHero(side)
side: The side which control the hero (0 or 1).
Returns the hero controlled by the side.
BattleNumStacksForSide(side)
side: The side which controls the stacks of creatures (0 or 1).
Returns the amount of creature stacks controlled by the side.
BattleGetStack(side, idx)
side: The side which controls the stacks of creatures (0 or 1).
idx: The id number of the stack.
Returns the corresponding stack controlled by the side.
GetStackSide(stack)
stack: The stack of creatures on the battlefield.
Returns the side which controls the given stack.
GetStackQuantity(stack)
stack: The stack of creatures on the battlefield.
Returns the amount of creatures in the corresponding stack.
SetStackQuantity(stack, quantity)
stack: The stack of creatures on the battlefield.
quantity: The desired number of creatures for this stack.
Sets the number of creatures in the given stack to the given quantity.
GetStackInitialQuantity(stack)
stack: The stack of creatures on the battlefield.
Returns the amount of creatures that were present in the beginning of the battle for the given stack.
SetStackInitialQuantity(stack, quantity)
stack: The stack of creatures on the battlefield.
quantity: The desired number of "initial" creatures for this stack.
Changes the number of initial creatures for this stack to the given quantity, affecting the record of how many creatures were initially present and affecting gameplay accordingly.
It is advised to use this with caution. Such uses for this could perhaps include using this in tandem with the Resurrect spell, in order to add creatures to the given stack.
GetStackType(stack)
stack: The stack of creatures on the battlefield.
Returns the creature type in the corresponding stack.
GetStackHex(stack)
stack: The stack of creatures on the battlefield.
Returns the hex position on the battlefield for the corresponding stack.
IsHexEmpty(hex)
hex: The position to check for (an int between 0 and 116 representing the position on the 13x9 battle grid).
Returns true if there are no creatures in this position, false otherwise.
HasTroop(hero, creature, quantity)
hero: The hero (See, for example, GetHero).
creature: Creature type (See section "Creatures").
quantity: The number of creatures in the hero's army.
Returns true if the given hero has equal or more creatures of the specified type, false otherwise.
TakeTroop(hero, creature, quantity)
hero: The hero (See, for example, GetHero).
creature: Creature type (See section "Creatures").
quantity: The number of creatures in the hero's army.
Takes away the specified amount of corresponding creatures from the given hero's army.
GetCreatureAmount(hero, creature)
hero: The hero (See, for example, GetHero).
creature: Creature type (See section "Creatures").
Returns the number of specified creatures in the hero's army.
GetStackMorale(stack)
stack: The stack of creatures on the battlefield.
Returns the morale of the specified stack.
SetStackMorale(stack, morale)
stack: The stack of creatures on the battlefield.
morale: The desired morale of the given stack.
Sets the morale of the specified stack to the given amount.
GetStackLuck(stack)
stack: The stack of creatures on the battlefield.
Returns the luck of the specified stack.
SetStackLuck(stack, Luck)
stack: The stack of creatures on the battlefield.
morale: The desired morale of the given stack.
Sets the morale of the specified stack to the given amount.
GetStackAttack(stack)
stack: The stack of creatures on the battlefield.
Returns the attack of the specified stack.
SetStackAttack(stack, att)
stack: The stack of creatures on the battlefield.
att: The desired attack of the given stack.
Sets the attack of the specified stack to the given amount.
GetStackDefense(stack)
stack: The stack of creatures on the battlefield.
Returns the defense of the specified stack.
SetStackDefense(stack, def)
stack: The stack of creatures on the battlefield.
def: The desired defense of the given stack.
Sets the defense of the specified stack to the given amount.
GetStackSpeed(stack)
stack: The stack of creatures on the battlefield.
Returns the speed of the specified stack.
SetStackSpeed(stack, speed)
stack: The stack of creatures on the battlefield.
speed: The desired speed of the given stack.
Sets the speed of the specified stack to the given amount.
GetStackShots(stack)
stack: The stack of creatures on the battlefield.
Returns the number of shots of the specified stack.
SetStackShots(stack, shuts)
stack: The stack of creatures on the battlefield.
shots: The desired number of shots of the given stack.
Sets the number of shots of the specified stack to the given amount. Only works on ranged creatures.
GetStackHp(stack)
stack: The stack of creatures on the battlefield.
Returns the hp of the specified stack.
SetStackHp(stack, hp)
stack: The stack of creatures on the battlefield.
hp: The desired HP of the given stack.
Sets the HP remaining of the last creature in the specified stack to the given amount. Only works properly if HP is between 1 and the creature's MAX HP. If you set it to a different value, that the creature's quantity will be updated next time the creature takes damage. If the HP set is greater than its normal max HP, this will result in it actually increasing in quantity.
BattleMessage(message)
message: String containing message to display.
Displays the given message during the battle in the status bar at the bottom of the screen.
Callbacks
OnMapStart()
It is called at the start of the map. There are no arguments for this callback.
OnNewDay(month, week, day)
It is called at the beginning of every day. month, week, day will have the corresponding values.
OnTownOpen(town)
It is called when a town is opened in the Town Screen. town is the town opened as a deep-bound object.
OnHeroMove(x, y)
It is called when a hero moves on the world map. x, y is the position where the hero will move to.
OnUnitRecruit(creatureid)
It is called when a recruit box for a creature is opened. creatureid is the creature type, for example Ranger (CREATURE_RANGER).
OnBattleStart()
It is called when a battle is started. There are no arguments for this callback.
OnBattleMeleeAttack(attackerStack, targetStack, isRetaliation)
It is called when a creature hits another creature on the battlefield. attackerStack and targetStack are the stacks involved. isRetaliation is 1 or 0 (1 is when the creature fights back after being attacked).
Beware that some modifications to battle state will not work in the middle of an attack, e.g.: summoning a creature. See OnBattleMeleeAttackComplete.
OnBattleMeleeAttackComplete(attackerStack, targetStack)
Called after every melee exchange. If Creature A attacks Creature B, and Creature B retaliates, this will be only called once, after the retaliation. Use this to perform state changes in response to a melee attack.
OnLocationVisit(type, x, y)
It is called when a player (human players only) attempts to visit any game's special location that has an event associated to it. x, y is the position of the campfire on the world map. See the possible type's in Locations.
May return an optional boolean result. Return true to indicate that the game should skip the normal event associated with this location, and false to indicate the game should perform the normal event associated with this location. Returning nothing is equivalent to returning false.
Note that both boarding and disembarking from a boat will trigger this event.
OnMonsterInteract(x, y)
It is called when a hero interacts with a monster on the adventure map.
OnMapVictory()
It is called when a player wins the map. There are no arguments for this callback.
OnMapLoss()
It is called when a player loses the map. There are no arguments for this callback.
OnCastleConquered(CastleId, PlayerId)
It is called when a castle is conquered and at the start of the map for each owned town. CastleId is the ID of the castle and PlayerId is the ID of the player who conquered the castle.
OnArtifactGive(hero, id)
It is called when a hero is given an artifact. hero is a deepbound object, id is artifact ID (See Artifacts)
OnArtifactTake(hero, id)
It is called when a hero artifact is taken. hero is a deepbound object, id is artifact ID (See Artifacts)
OnCalcMobility(hero, mobility)
It is called during hero mobility calculation. hero is a deepbound object, mobility is an integer value representing how much mobility original game code gives
In order to modify the mobility you must return modified mobility e.g. "return mobility + 500" to increase mobility by 500.
OnCalcManaCost(hero, spell, cost)
It is called during calculation of a spell mana cost for a specific hero. hero is a deepbound object, spell is an ID of the spell (See Spells), cost is an integer value representing what original game code calculated
In order to modify the cost you must return modified cost e.g. "return cost + 5" to increase cost by 5.
OnCalcSpellChance(army, spell, chance)
It is called during calculation of spell chance when a spell is used against a specific army stack on the combat field. army is a deepbound object, spell is an ID of the spell (see Spells), chance is a real number between 0.0 and 1.0 representing what original game code calculated
In order to modify the chance you must return modified chance e.g. "return 0.5" to make the chance 50%
OnCalcLuck(hero, army, town, luck)
It is called during calculation of luck and depends on hero, calculated army stack and town if it's a castle battle. hero, army and town are deepbound objects. luck is an integer number from -3 to 3 representing what original game code calculated
In order to modify the luck you must return modified luck e.g. "return 0" to neutralize all luck bonuses
OnShowLuckInfo(hero)
It is called when a player right-clicks on the luck icon in hero overview screen. hero is a deepbound object
In order to add special message for an artifact for example you can return a string here after checking if the hero has this artifact e.g. "return 'My lucky artifact +2'". The string will be added to the list of other luck bonuses
OnCalcMorale(hero, town, morale)
It is called during calculation of luck and depends on hero and town if it's a castle battle. hero and town are deepbound objects. Morale is an integer number from -3 to 3 representing what original game code calculated
In order to modify the morale you must return modified morale e.g. "return 3" to make the highest possible morale
OnShowMoraleInfo(hero)
It is called when a player right-clicks on the morale icon in hero overview screen. hero is a deepbound object
In order to add special message for an artifact for example you can return a string here after checking if the hero has this artifact e.g. "return 'My sad artifact -1'". The string will be added to the list of other morale bonuses
mapVariables
A list containing the name of all the variables you wish to save.
This option allows variables to be persistent through saves and loads. See Basics of Scripting.
Artifacts
Following is a list of available artifact IDs.
ARTIFACT_ULTIMATE_BOOK_OF_KNOWLEDGE
ARTIFACT_ULTIMATE_SWORD_OF_DOMINION
ARTIFACT_ULTIMATE_CLOAK_OF_PROTECTION
ARTIFACT_ULTIMATE_WAND_OF_MAGIC
ARTIFACT_ULTIMATE_SHIELD
ARTIFACT_ULTIMATE_STAFF
ARTIFACT_ULTIMATE_CROWN
ARTIFACT_GOLDEN_GOOSE
ARTIFACT_ARCANE_NECKLACE_OF_MAGIC
ARTIFACT_CASTERS_BRACELET_OF_MAGIC
ARTIFACT_MAGES_RING_OF_POWER
ARTIFACT_WITCHS_BROACH_OF_MAGIC
ARTIFACT_MEDAL_OF_VALOR
ARTIFACT_MEDAL_OF_COURAGE
ARTIFACT_MEDAL_OF_HONOR
ARTIFACT_MEDAL_OF_DISTINCTION
ARTIFACT_FIZBIN_OF_MISFOURTUNE
ARTIFACT_THUNDER_MACE_OF_DOMINION
ARTIFACT_ARMORED_GAUNTLETS_OF_PROTECTION
ARTIFACT_DEFENDER_HELM_OF_PROTECTION
ARTIFACT_GIANT_FLAIL_OF_DOMINION
ARTIFACT_BALLISTA_OF_QUICKNESS
ARTIFACT_STEALTH_SHIELD_OF_PROTECTION
ARTIFACT_DRAGON_SWORD_OF_DOMINION
ARTIFACT_POWER_AXE_OF_DOMINION
ARTIFACT_DIVINE_BREASTPLATE_OF_PROTECTION
ARTIFACT_MINOR_SCROLL_OF_KNOWLEDGE
ARTIFACT_MAJOR_SCROLL_OF_KNOWLEDGE
ARTIFACT_SUPERIOR_SCROLL_OF_KNOWLEDGE
ARTIFACT_FOREMOST_SCROLL_OF_KNOWLEDGE
ARTIFACT_ENDLESS_SACK_OF_GOLD
ARTIFACT_ENDLESS_BAG_OF_GOLD
ARTIFACT_ENDLESS_PURSE_OF_GOLD
ARTIFACT_NOMAD_BOOTS_OF_MOBILITY
ARTIFACT_TRAVELERS_BOOTS_OF_MOBILITY
ARTIFACT_LUCKY_RABBITS_FOOT
ARTIFACT_GOLDEN_HORSESHOE
ARTIFACT_GAMBLERS_LUCKY_COIN
ARTIFACT_FOUR_LEAF_CLOVER
ARTIFACT_TRUE_COMPASS_OF_MOBILITY
ARTIFACT_SAILORS_ASTROLABE_OF_MOBILITY
ARTIFACT_EVIL_EYE
ARTIFACT_ENCHANTED_HOURGLASS
ARTIFACT_GOLD_WATCH
ARTIFACT_SKULLCAP
ARTIFACT_ICE_CLOAK
ARTIFACT_FIRE_CLOAK
ARTIFACT_LIGHTNING_HELM
ARTIFACT_EVERCOLD_ICICLE
ARTIFACT_EVERHOT_LAVA_ROCK
ARTIFACT_LIGHTNING_ROD
ARTIFACT_SNAKE_RING
ARTIFACT_ANKH
ARTIFACT_BOOK_OF_ELEMENTS
ARTIFACT_ELEMENTAL_RING
ARTIFACT_HOLY_PENDANT
ARTIFACT_PENDANT_OF_FREE_WILL
ARTIFACT_PENDANT_OF_LIFE
ARTIFACT_SERENITY_PENDANT
ARTIFACT_SEEING_EYE_PENDANT
ARTIFACT_KINETIC_PENDANT
ARTIFACT_PENDANT_OF_DEATH
ARTIFACT_WAND_OF_NEGATION
ARTIFACT_GOLDEN_BOW
ARTIFACT_TELESCOPE
ARTIFACT_STATESMANS_QUILL
ARTIFACT_WIZARDS_HAT
ARTIFACT_POWER_RING
ARTIFACT_AMMO_CART
ARTIFACT_TAX_LIEN
ARTIFACT_HIDEOUS_MASK
ARTIFACT_ENDLESS_POUCH_OF_SULFUR
ARTIFACT_ENDLESS_VIAL_OF_MERCURY
ARTIFACT_ENDLESS_POUCH_OF_GEMS
ARTIFACT_ENDLESS_CORD_OF_WOOD
ARTIFACT_ENDLESS_CART_OF_ORE
ARTIFACT_ENDLESS_POUCH_OF_CRYSTAL
ARTIFACT_SPIKED_HELM
ARTIFACT_SPIKED_SHIELD
ARTIFACT_WHITE_PEARL
ARTIFACT_BLACK_PEARL
ARTIFACT_MAGIC_BOOK
ARTIFACT_SPELL_SCROLL
ARTIFACT_ARM_OF_THE_MARTYR
ARTIFACT_BREASTPLATE_OF_ANDURAN
ARTIFACT_BROACH_OF_SHIELDING
ARTIFACT_BATTLE_GARB_OF_ANDURAN
ARTIFACT_CRYSTAL_BALL
ARTIFACT_HEART_OF_FIRE
ARTIFACT_HEART_OF_ICE
ARTIFACT_HELMET_OF_ANDURAN
ARTIFACT_HOLY_HAMMER
ARTIFACT_LEGENDARY_SCEPTER
ARTIFACT_MASTHEAD
ARTIFACT_SPHERE_OF_NEGATION
ARTIFACT_STAFF_OF_WIZARDRY
ARTIFACT_SWORD_BREAKER
ARTIFACT_SWORD_OF_ANDURAN
ARTIFACT_SPADE_OF_NECROMANCY
ARTIFACT_PANDORA_BOX
Buildings
Following is a list of all available building IDs. Note that BUILDING_TAVERN is also used for the Necromancer's Shrine.
BUILDING_MAGE_GUILD
BUILDING_THIEVES_GUILD
BUILDING_TAVERN
BUILDING_DOCK
BUILDING_WELL
BUILDING_TENT
BUILDING_CASTLE
BUILDING_STATUE
BUILDING_LEFT_TURRET
BUILDING_RIGHT_TURRET
BUILDING_MARKET
BUILDING_SPECIAL_GROWTH
BUILDING_MOAT
BUILDING_SPECIAL
BUILDING_BOAT
BUILDING_CAPTAIN
BUILDING_DWELLING_1
BUILDING_DWELLING_2
BUILDING_DWELLING_3
BUILDING_DWELLING_4
BUILDING_DWELLING_5
BUILDING_DWELLING_6
BUILDING_UPGRADE_1
BUILDING_UPGRADE_2
BUILDING_UPGRADE_3
BUILDING_UPGRADE_4
BUILDING_UPGRADE_5
BUILDING_UPGRADE_5B
Creatures
GetCreatureCost(creature)
creature: The creature of interest.
Returns the cost of the creature.
Following is a list of creature IDs.
CREATURE_PEASANT
CREATURE_ARCHER
CREATURE_RANGER
CREATURE_PIKEMAN
CREATURE_VETERAN_PIKEMAN
CREATURE_SWORDSMAN
CREATURE_MASTER_SWORDSMAN
CREATURE_CAVALRY
CREATURE_CHAMPION
CREATURE_PALADIN
CREATURE_CRUSADER
CREATURE_GOBLIN
CREATURE_ORC
CREATURE_ORC_CHIEF
CREATURE_WOLF
CREATURE_OGRE
CREATURE_OGRE_LORD
CREATURE_TROLL
CREATURE_WAR_TROLL
CREATURE_CYCLOPS
CREATURE_SPRITE
CREATURE_DWARF
CREATURE_BATTLE_DWARF
CREATURE_ELF
CREATURE_GRAND_ELF
CREATURE_DRUID
CREATURE_GREATER_DRUID
CREATURE_UNICORN
CREATURE_PHOENIX
CREATURE_CENTAUR
CREATURE_GARGOYLE
CREATURE_GRIFFIN
CREATURE_MINOTAUR
CREATURE_MINOTAUR_KING
CREATURE_HYDRA
CREATURE_GREEN_DRAGON
CREATURE_RED_DRAGON
CREATURE_BLACK_DRAGON
CREATURE_HALFLING
CREATURE_BOAR
CREATURE_IRON_GOLEM
CREATURE_STEEL_GOLEM
CREATURE_ROC
CREATURE_MAGE
CREATURE_ARCHMAGE
CREATURE_GIANT
CREATURE_TITAN
CREATURE_SKELETON
CREATURE_ZOMBIE
CREATURE_MUTANT_ZOMBIE
CREATURE_MUMMY
CREATURE_ROYAL_MUMMY
CREATURE_VAMPIRE
CREATURE_VAMPIRE_LORD
CREATURE_LICH
CREATURE_POWER_LICH
CREATURE_BONE_DRAGON
CREATURE_ROGUE
CREATURE_NOMAD
CREATURE_GHOST
CREATURE_GENIE
CREATURE_MEDUSA
CREATURE_EARTH_ELEMENTAL
CREATURE_AIR_ELEMENTAL
CREATURE_FIRE_ELEMENTAL
CREATURE_WATER_ELEMENTAL
CREATURE_KOBOLD
CREATURE_BLOODSUCKER
CREATURE_HARPY
CREATURE_BLACK_KNIGHT
CREATURE_CATOBLEBA
CREATURE_TREANT
Skills
Following is a list of primary skill IDs.
PRIMARY_SKILL_ATTACK
PRIMARY_SKILL_DEFENSE
PRIMARY_SKILL_SPELLPOWER
PRIMARY_SKILL_KNOWLEDGE
Following is a list of secondary skill IDs.
SECONDARY_SKILL_PATHFINDING
SECONDARY_SKILL_ARCHERY
SECONDARY_SKILL_LOGISTICS
SECONDARY_SKILL_SCOUTING
SECONDARY_SKILL_DIPLOMACY
SECONDARY_SKILL_NAVIGATION
SECONDARY_SKILL_LEADERSHIP
SECONDARY_SKILL_WISDOM
SECONDARY_SKILL_MYSTICISM
SECONDARY_SKILL_LUCK
SECONDARY_SKILL_BALLISTICS
SECONDARY_SKILL_EAGLE_EYE
SECONDARY_SKILL_NECROMANCY
SECONDARY_SKILL_ESTATES
Spells
Following is a list of available spell IDs.
SPELL_FIREBALL
SPELL_FIREBLAST
SPELL_LIGHTNING_BOLT
SPELL_CHAIN_LIGHTNING
SPELL_TELEPORT
SPELL_CURE
SPELL_MASS_CURE
SPELL_RESURRECT
SPELL_RESURRECT_TRUE
SPELL_HASTE
SPELL_MASS_HASTE
SPELL_SLOW
SPELL_MASS_SLOW
SPELL_BLIND
SPELL_BLESS
SPELL_MASS_BLESS
SPELL_STONESKIN
SPELL_STEELSKIN
SPELL_CURSE
SPELL_MASS_CURSE
SPELL_HOLY_WORD
SPELL_HOLY_SHOUT
SPELL_ANTI_MAGIC
SPELL_DISPEL_MAGIC
SPELL_MASS_DISPEL
SPELL_MAGIC_ARROW
SPELL_BERZERKER
SPELL_ARMAGEDDON
SPELL_ELEMENTAL_STORM
SPELL_METEOR_SHOWER
SPELL_PARALYZE
SPELL_HYPNOTIZE
SPELL_COLD_RAY
SPELL_COLD_RING
SPELL_DISRUPTING_RAY
SPELL_DEATH_RIPPLE
SPELL_DEATH_WAVE
SPELL_DRAGON_SLAYER
SPELL_BLOOD_LUST
SPELL_ANIMATE_DEAD
SPELL_MIRROR_IMAGE
SPELL_SHIELD
SPELL_MASS_SHIELD
SPELL_SUMMON_EARTH_ELEMENTAL
SPELL_SUMMON_AIR_ELEMENTAL
SPELL_SUMMON_FIRE_ELEMENTAL
SPELL_SUMMON_WATER_ELEMENTAL
SPELL_EARTHQUAKE
SPELL_VIEW_MINES
SPELL_VIEW_RESOURCES
SPELL_VIEW_ARTIFACTS
SPELL_VIEW_TOWNS
SPELL_VIEW_HEROES
SPELL_VIEW_ALL
SPELL_IDENTIFY
SPELL_SUMMON_BOAT
SPELL_DIMENSION_DOOR
SPELL_TOWN_GATE
SPELL_TOWN_PORTAL
SPELL_VISIONS
SPELL_HAUNT
SPELL_SET_EARTH_GUARDIAN
SPELL_SET_AIR_GUARDIAN
SPELL_SET_FIRE_GUARDIAN
SPELL_SET_WATER_GUARDIAN
Resources
Following is a list of available resource IDs.
RESOURCE_WOOD
RESOURCE_MERCURY
RESOURCE_ORE
RESOURCE_SULFUR
RESOURCE_CRYSTAL
RESOURCE_GEMS
RESOURCE_GOLD
Locations
Following is a list of available location IDs.
LOCATION_ALCHEMIST_LAB
LOCATION_SIGN
LOCATION_BUOY
LOCATION_SKELETON
LOCATION_DAEMON_CAVE
LOCATION_TREASURE_CHEST
LOCATION_FAERIE_RING
LOCATION_CAMPFIRE
LOCATION_FOUNTAIN
LOCATION_GAZEBO
LOCATION_ANCIENT_LAMP
LOCATION_GRAVEYARD
LOCATION_ARCHERS_HOUSE
LOCATION_GOBLIN_HUT
LOCATION_DWARF_COTTAGE
LOCATION_PEASANT_HUT
LOCATION_LOG_CABIN
LOCATION_ROAD
LOCATION_EVENT
LOCATION_DRAGON_CITY
LOCATION_LIGHTHOUSE
LOCATION_WATERWHEEL
LOCATION_MINE
LOCATION_ARMY_CAMP
LOCATION_OBELISK
LOCATION_OASIS
LOCATION_RESOURCE
LOCATION_SAWMILL
LOCATION_ORACLE
LOCATION_SHRINE_FIRST
LOCATION_SHIPWRECK
LOCATION_SEA_CHEST
LOCATION_DESRT_TENT
LOCATION_TOWN
LOCATION_STONE_LITHS
LOCATION_WAGON_CAMP
LOCATION_WELL
LOCATION_WHIRLPOOL
LOCATION_WINDMILL
LOCATION_ARTIFACT
LOCATION_HERO
LOCATION_BOAT
LOCATION_RANDOM_ARTIFACT
LOCATION_RANDOM_RESOURCE
LOCATION_RANDOM_MONSTER
LOCATION_RANDOM_TOWN
LOCATION_RANDOM_CASTLE
LOCATION_RANDOM_MONSTER_WEAK
LOCATION_RANDOM_MONSTER_MEDIUM
LOCATION_RANDOM_MONSTER_STRONG
LOCATION_RANDOM_MONSTER_VERY_STRONG
LOCATION_RANDOM_HERO
LOCATION_NOTHING_SPECIAL
LOCATION_WATCH_TOWER
LOCATION_TREE_HOUSE
LOCATION_TREE_CITY
LOCATION_RUINS
LOCATION_FORT
LOCATION_TRADING_POST
LOCATION_ABANDONED_MINE
LOCATION_DWARF_CABIN
LOCATION_STANDING_STONES
LOCATION_IDOL
LOCATION_TREE_OF_KNOWLEDGE
LOCATION_WITCH_DOCTORS_HUT
LOCATION_TEMPLE
LOCATION_HILL_FORT
LOCATION_HALFLING_HOLE
LOCATION_MERCENARY_CAMP
LOCATION_SHRINE_SECOND_ORDER
LOCATION_SHRINE_THIRD_ORDER
LOCATION_PYRAMID
LOCATION_CITY_OF_DEAD
LOCATION_EXCAVATION
LOCATION_SPHINX
LOCATION_WAGON
LOCATION_TAR_PIT
LOCATION_ARTESIAN_SPRING
LOCATION_TROLL_BRIDGE
LOCATION_WATERING_HOLE
LOCATION_WITCH_HUT
LOCATION_XANADU
LOCATION_CAVE
LOCATION_LEAN_TO
LOCATION_MAGELLANS_MAPS
LOCATION_FLOTSAM
LOCATION_DERELICT_SHIP
LOCATION_SHIPWRECK_SURVIVOR
LOCATION_BOTTLE
LOCATION_MAGIC_WELL
LOCATION_MAGIC_GARDEN
LOCATION_OBSERVATION_TOWER
LOCATION_FREEMANS_FOUNDRY
LOCATION_STREAM
LOCATION_TREES
LOCATION_MOUNTAINS
LOCATION_VOLCANO
LOCATION_FLOWERS
LOCATION_ROCK
LOCATION_LAKE
LOCATION_MANDRAKE
LOCATION_DEAD_TREE
LOCATION_STUMP
LOCATION_CRATER
LOCATION_CACTUS
LOCATION_MOUND
LOCATION_DUNE
LOCATION_LAVA_POOL
LOCATION_SHRUB
LOCATION_HOLE
LOCATION_OUTCROPPING
LOCATION_RANDOM_ARTIFACT_TREASURE
LOCATION_RANDOM_ARTIFACT_MINOR
LOCATION_RANDOM_ARTIFACT_MAJOR
LOCATION_BARRIER
LOCATION_TRAVELLER_TENT
LOCATION_EXPANSION_DWELLING
LOCATION_ALCHEMIST_TOWER
LOCATION_JAIL
Campaign choice type
Following is a list of available campaign choice type IDs.
CAMPAIGN_CHOICE_RESOURCE
CAMPAIGN_CHOICE_ARTIFACT
CAMPAIGN_CHOICE_SPELL
CAMPAIGN_CHOICE_SECONDARY_SKILL
CAMPAIGN_CHOICE_ARMY
CAMPAIGN_CHOICE_PUZZLE_PIECES
CAMPAIGN_CHOICE_EXPERIENCE
CAMPAIGN_CHOICE_NOT_AVAILABLE
CAMPAIGN_CHOICE_ALIGNMENT
CAMPAIGN_CHOICE_PRIMARY_SKILL
CAMPAIGN_CHOICE_SPELL_SCROLL
LOCATION_ALCHEMIST_LAB |
LOCATION_SIGN |
LOCATION_BUOY |
LOCATION_SKELETON |
LOCATION_DAEMON_CAVE |
LOCATION_TREASURE_CHEST |
LOCATION_FAERIE_RING |
LOCATION_CAMPFIRE |
LOCATION_FOUNTAIN |
LOCATION_GAZEBO |
LOCATION_ANCIENT_LAMP |
LOCATION_GRAVEYARD |
LOCATION_ARCHERS_HOUSE |
LOCATION_GOBLIN_HUT |
LOCATION_DWARF_COTTAGE |
LOCATION_PEASANT_HUT |
LOCATION_LOG_CABIN |
LOCATION_ROAD |
LOCATION_EVENT |
LOCATION_DRAGON_CITY |
LOCATION_LIGHTHOUSE |
LOCATION_WATERWHEEL |
LOCATION_MINE |
LOCATION_ARMY_CAMP |
LOCATION_OBELISK |
LOCATION_OASIS |
LOCATION_RESOURCE |
LOCATION_SAWMILL |
LOCATION_ORACLE |
LOCATION_SHRINE_FIRST |
LOCATION_SHIPWRECK |
LOCATION_SEA_CHEST |
LOCATION_DESRT_TENT |
LOCATION_TOWN |
LOCATION_STONE_LITHS |
LOCATION_WAGON_CAMP |
LOCATION_WELL |
LOCATION_WHIRLPOOL |
LOCATION_WINDMILL |
LOCATION_ARTIFACT |
LOCATION_HERO |
LOCATION_BOAT |
LOCATION_RANDOM_ARTIFACT |
LOCATION_RANDOM_RESOURCE |
LOCATION_RANDOM_MONSTER |
LOCATION_RANDOM_TOWN |
LOCATION_RANDOM_CASTLE |
LOCATION_RANDOM_MONSTER_WEAK |
LOCATION_RANDOM_MONSTER_MEDIUM |
LOCATION_RANDOM_MONSTER_STRONG |
LOCATION_RANDOM_MONSTER_VERY_STRONG |
LOCATION_RANDOM_HERO |
LOCATION_NOTHING_SPECIAL |
LOCATION_WATCH_TOWER |
LOCATION_TREE_HOUSE |
LOCATION_TREE_CITY |
LOCATION_RUINS |
LOCATION_FORT |
LOCATION_TRADING_POST |
LOCATION_ABANDONED_MINE |
LOCATION_DWARF_CABIN |
LOCATION_STANDING_STONES |
LOCATION_IDOL |
LOCATION_TREE_OF_KNOWLEDGE |
LOCATION_WITCH_DOCTORS_HUT |
LOCATION_TEMPLE |
LOCATION_HILL_FORT |
LOCATION_HALFLING_HOLE |
LOCATION_MERCENARY_CAMP |
LOCATION_SHRINE_SECOND_ORDER |
LOCATION_SHRINE_THIRD_ORDER |
LOCATION_PYRAMID |
LOCATION_CITY_OF_DEAD |
LOCATION_EXCAVATION |
LOCATION_SPHINX |
LOCATION_WAGON |
LOCATION_TAR_PIT |
LOCATION_ARTESIAN_SPRING |
LOCATION_TROLL_BRIDGE |
LOCATION_WATERING_HOLE |
LOCATION_WITCH_HUT |
LOCATION_XANADU |
LOCATION_CAVE |
LOCATION_LEAN_TO |
LOCATION_MAGELLANS_MAPS |
LOCATION_FLOTSAM |
LOCATION_DERELICT_SHIP |
LOCATION_SHIPWRECK_SURVIVOR |
LOCATION_BOTTLE |
LOCATION_MAGIC_WELL |
LOCATION_MAGIC_GARDEN |
LOCATION_OBSERVATION_TOWER |
LOCATION_FREEMANS_FOUNDRY |
LOCATION_STREAM |
LOCATION_TREES |
LOCATION_MOUNTAINS |
LOCATION_VOLCANO |
LOCATION_FLOWERS |
LOCATION_ROCK |
LOCATION_LAKE |
LOCATION_MANDRAKE |
LOCATION_DEAD_TREE |
LOCATION_STUMP |
LOCATION_CRATER |
LOCATION_CACTUS |
LOCATION_MOUND |
LOCATION_DUNE |
LOCATION_LAVA_POOL |
LOCATION_SHRUB |
LOCATION_HOLE |
LOCATION_OUTCROPPING |
LOCATION_RANDOM_ARTIFACT_TREASURE |
LOCATION_RANDOM_ARTIFACT_MINOR |
LOCATION_RANDOM_ARTIFACT_MAJOR |
LOCATION_BARRIER |
LOCATION_TRAVELLER_TENT |
LOCATION_EXPANSION_DWELLING |
LOCATION_ALCHEMIST_TOWER |
LOCATION_JAIL |
TILE_HAS_EVENT |
o hero
§ name
§ owner
§ spellpoints
§ level
§ tempMoraleBOnuses
§ tempLuckBonuses
§ mobility
§ remainingMobility
o town
§ name
§ owner
§ faction
o playerData
§ daysLeftWithoutCastle
o army
§ side
§ type
§ quantity
§ initialQuantity
§ hex
§ morale
§ luck
· Query
o hero
§ name
§ owner
§ spellpoints
§ level
§ tempMoraleBonuses
§ tempLuckBonuses
§ mobility
§ remainingMobility
§ x
§ y
o town
§ name
§ owner
§ faction
§ x
§ y
§ visitingHeroIdx
§ visitingHero
o playerData
§ color
§ numHeroes
§ daysLeftWithoutCastle
o army
§ side
§ type
§ creatureIdx
§ quantity
§ initialQuantity
§ hex
§ morale
§ luck
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