COMMANDER
(CO)
RECEIVER
Commanders ERM support
(!?CO# trigger occurs when open|close commander dialog, buy or revive commander.)
!!CO#:XXXX; !#CO#:XXXX; |
#=-4
- Apply to all Commanders at defending side #=-3 - Apply to all Commanders at attacking side #=-2 - Apply to all Commanders #=-1 - Apply to current Commander (for current hero) #>=0 - Apply to specific Commander |
Every Commander has the same number as its hero-owner
A1/#1/#2;![]() |
Add a Commander artifact by type #1 - artifact type (from 146...155) #2 - number of won battles Results: v1=0 - artifact added v1=1 - not a Commander artifact v1=3 - Commander has this artifact already v1=4 - no free slot |
A2/#1;
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Remove a Commander artifact by type #1 - artifact type (from 146...155) Results: v1=0 - artifact is removed v1=1 - Commander does not have this artifact |
A3/#1/$1/$2;
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Control a Commander artifact in a slot
#1 - artifact slot (0...5) $1 - artifact type (from 146...155) $2 - number of won battles Results: You may get/check or set artifact and/or number of won battles. No additional checks is made for artifact type so be careful to avoid incorrect types or duplication. |
A4;
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A4/$1/$2/$3/$4/$5/$6/$7/$8/$9/$10/$11/$12;
- Control Commander artifacts in all slots $1 - artifact type (from 146...155) in slot 0 $2 - number of won battles for art in slot 0 $3 - artifact type (from 146...155) in slot 1 $4 - number of won battles for art in slot 1 $5 - artifact type (from 146...155) in slot 2 $6 - number of won battles for art in slot 2 $7 - artifact type (from 146...155) in slot 3 $8 - number of won battles for art in slot 3 $9 - artifact type (from 146...155) in slot 4 $10 - number of won battles for art in slot 4 $11 - artifact type (from 146...155) in slot 5 $12 - number of won battles for art in slot 5 Results: You may get/check or set artifacts and/or number of won battles. No additional checks are made for artifact type so be careful to avoid incorrect types or duplication. Comments: May not be applied to all Commanders (-2). |
B#/$1/$2; | Special Bonus # - Type of set 0 - All spec bonuses at once 1 - One specific special bonus 2 - All spec bonuses disabling at once 3 - One specific spec bonus disabling You can see which extra abilities the Commander will receive below |
B0/$; | Special Bonus :
all spec bonuses at once $ - 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 You can see which extra abilities the Commander will receive below |
B1/$1/$2; | Special Bonus : One specific special bonus $1 - number of bonus (0...14) $2 - has(1) or not(0) You can see which extra abilities the Commander will receive below |
B2/$; | Special Bonus : All specific bonuses disabling at once $ - mask as a sum of (bit dependent): bit=1 if may have and 0 if not |
B3/$1/$2; | Special Bonus :
One specific spec bonus disabling $1 - number of bonus (0...14) $2 - may have(1) or not(0) Comments. You may apply any command to all Commanders but only to set values. For every specific Commander you can set/check/get as usual. |
D$; | Dead/Alive
Commanders 1 - Dead 0 - Alive |
E$; | Enable/disable Commander(s) -1 - Disabled 0 - Can be hired 1 - Exists < /td> |
H$; | Owner Hero's type see Format HC |
N$; | Set/get the name
of Commander You can set or get the name of Commander. $ - 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. |
P#/$; | Commander statistics # - type of statistics 0 - Attack 1 - Defense 2 - Hit Points 3 - Damage 4 - Magic Power 5 - Speed 6 - Magic Resistance $ - value |
P$; |
Set/check/get the "Custom Primary Skill Control". |
S#/$; | 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 normally advances simultaneously when a Commander gains Magic Power skill through experience, but you must set Resistance separately if you advance the skill through ERM.) |
T$; | Commander type (0...8) see Format CC |
X#/$; | Commander experience # - type of experience 0 - Hero's Exp taken as a basic for the next level 1 - Current Commander exp 2 - Current Commander Level $ - Value (see Format HL) |
USING COMMANDERS WITH ERM
All Commanders that will be placed on a map with ERM will have the same primary and secondary skills and the same statistic (but ability depends on a type of them). Actually it is one Commander that may have many looks.