MONSTER ATTRIBUTES (MA)
RECEIVER

Used to modify all creatures of a given type.

!!MA:XXXX; Globally changes the characteristics of a monster type for all monsters on the map of that type.
all commands allow also to get and check values

OPTIONS

A#/$;

Monster # (Format C) has an Attack of $.

B#/$;

Monster # (Format C) with spell can cast it $ times per combat.

C#/#2/$;

Monster # (Format C) Costs resource #2 (Format R) to buy.
Doesn't work with resource 7 (mithril)

D#/$;

Monster # (Format C) has a Defence of $.

E#/$;

Monster # (Format C) has a Damage High of $.

F#/$;

Monster # (Format C) has a Fight value of $.

G#/$;

Monster # (Format C) has a Grow rate of $.

H#/$;

Monster # (Format C) has an Adventure Map High of $

I#/$;

Monster # (Format C) has an AI value of $.

L#/$;

Monster # (Format C) is now considered a Level $ monster (0-6). Monster level is always one less than the actual level, so a level 1 monster is represented by a value of 0 and a level 7 with a value of 6. Monsters above level 7 will also have a value of 6.

M#/$;

Monster # (Format C) has a Damage Low of $.

N#/$;

Monster # (Format C) has $ Number of Shots.

O#/$;

Monster # (Format C) belongs to Castle $ type (Format T).
Note: a value of -1 means "neutral" (no town type).

P#/$;

Monster # (Format C) has $ Hit Points.

R#/$;

Monster # (Format C) has a Grow H of $.

S#/$;

Monster # (Format C) has a Speed of $.

T#/$;
Alpha 8.2

Manage Skeleton Transformer
     # - monster (Format C)
     $ - monster it will be skeletonized into (Format C)
Changes are stored in savefile.

U#/$; Monsters can be upgraded to any other monster at a hill fort (or hill fort dialogue box) or at any town where that monster could normally be upgraded.

Monster # (Format C) will be upgraded to a monster $.
If $=-2, do not upgrade, $=-1, use the default upgrade.

Comments:
You can set a sequence to upgrade:
!#MA:U0/1U1/2U2/3U3/4.....
It looks funny and you can upgrade them all. If you set a circled sequence of the same level creatures, the player can choose the best creature set (town) to play with. You can use a loop (it's fast) to go through all creatures and set an upgrade for each (to the next) in sequence.

In a town, you can only upgrade what you could normally upgrade. So you could set Pikemen to be upgraded to any other creature but they can only be upgraded in a Castle town or at a hill fort. If you set Halberdiers to be upgraded to another creature, this will only work at a hill fort since there's no normal town upgrade allowed for them.

To make an upgrade cost nothing, change each monster's level to a value of 0 (level 1 monster) and then you have no cost at a hill fort.

V#/$;

Monster # (Format C) has an Adventure Map Low of $

X#/$;

Set flags to $ for monster # (Format C).
Use with BIG care $ Bits: 

0x00000001 = 1 - DOUBLE_WIDE - Takes 2 square

0x00000002 = 2 - fly 

0x00000004 = 4 - shooter
If you give this ability to a non-shooter, you get several error messages along the lines of "missing
resource." Presumably the graphic showing it shooting.

0x00000008 = 8 - extended attack radius (2 square)
That is, a breath weapon (depth not radius). This doesn't function when using a range ability, but works for a
ranged unit when it hits an adjacent unit.

0x00000010 = 16 - alive 

0x00000020 = 32 - CATAPULT 
Cyclopes have this ability.

0x00000040 = 64 - SIEGE WEAPON - cannot move 

0x00000080 = 128 - KING_1 
This is all 7th level creatures and neutral dragons that aren't KING_2 or KING_3.

0x00000100 = 256 - KING_2 
Angels, Archangels, Devils, Archdevils.

0x00000200 = 512 - KING_3 
Giants, Titans

0x00000400 = 1024 - immune to mind spell

0x00000800 = 2048 - monster: 35,74,75 
This means "no obstacle penalty," since Archmages have that ability and Mages don't.
This one seems a bit mystifying. 74 and 75 are Beholders and Evil Eyes and I don't recall them ever having a "no obstacle penalty" ability.

0x00001000 = 4096 - no penalty in close combat 

0x00002000 = 8192 - ---- 

0x00004000 = 16384 - IMMUNE_TO_FIRE_SPELLS

 0x00008000 = 32768 - shoot twice 
This also makes a non-range unit attack twice - Crusader, Wolf-Raider

0x00010000 = 65536 - no enemy retaliation 
The Cerberus has this ability (in addition to Hydra etc.) However if you give a unit this ability, it will attack in all directions, not just forwards like the Cerberus. Also, you can have this ability but still allow retaliation; then the creature actually attacked will retaliate (the others won't).

0x00020000 = 131072 - no moral penalty 

0x00040000 = 262144 - undead 

0x00080000 = 524288 - attack all enemies around 

0x00100000 = 1048576 - extended radius of shooters
This is the Magog/Lich/Power Lich ability. You don't appear to be able to give a creature this ability. I assume since Magogs and Liches work differently, the program must check creature number.

0x80000000 - 2147483648 - Dragon 
This one screws you up in ERM because the same bit is used for signs. You can still use it though if you work out what the correct large negative number is. I assume all it affects is the Vial Of Dragon Blood.
And this is used also for "Dragons" Hero's specialty (Mutare).

Example:
!?OB3/6/0;
there must be an archer in 3/6/0
!!IF:M^Set Archer to shoot twice^;
!!MA:X2/?i;
!!VRi:+32768;
!!MA:X2/i;

Notes:
You must not set cost of gold (resource number 6) to 0.
If you set more than one other resource (0...5) the only the first one
will be used.
If you want to change a second resource (in addition to gold) from one to
another, set the previous resource to 0.
Example:
C1/2/3 set Ore to 3 (gold+ore)
C1/2/0C1/0/5 set Wood to 5 and Ore to 0 (gold+wood)


Monster Damage Ratios
This is mostly for Tim, due to the idea of +20% monster growth per combat round, but the statistics might be useful for other things, so I'm providing them for everybody.
The important thing to note is that any creature with a ratio smaller than 5:1 (greater 20% of health done in damage) will eventually finish a battle against itself. Any creature which allows retaliation will finish a battle with itself if the ratio is smaller than 10:1 (10%). Any creature with a larger ratio than 10:1 (5:1 if no retaliation) will most likely only finish
an even battle with itself if there are several morale boosts. Any creature with a larger ratio than 20:1 (and there is one such- the faerie dragon, after magic is used up) will NEVER finish a battle.
Note that if the hero's defense is greater than the enemy offense, then the ratios get larger.
My personal opinion is that if it is reduced to 10% growth per round, and level 7+ creatures are excluded, then there should be no problem. Note that most ranged troops that have melee penalties have fairly high ratios if they run out of ammo.
All damages are considered by the average of the range, when the creature is attacking.
Ranged attacks assume no distance penalty.
(any) indicates the ratio does not change if upgraded.
percentages are the percentage of health that average damage does Only special abilities considered are multiple strike, charging and Lord of Thunder's lighting strike. (since the LoT lightning is a guaranteed hit, as opposed to the Thunderbird which does not always work)

Castle:

Pikeman

 5:1

 20%

Halberdier

 4:1

 25%

Archer (ranged)

 4:1

 25%

Archer (any, melee)

 8:1

 12.5%

Marksman (ranged)

 2:1

 50%

Griffin (any)

 50:9

 18%

Swordsman

 14:3

 21.4%

Crusader

 35:17

 48.6%

Monk (any, ranged)

 30:11

 37%

Monk (melee)

 60:11

 19%

Zealot (melee)

 30:11

 37%

Cavalier (normal)

 5:1

 20%

Cavalier (max. charge)

 10:3

 30%

Champion (normal)

 40:9

 22.5%

Champion (max. charge)

 80:27

 33.8%

Angel

 4:1

 25%

Archangel

 5:1

 20%

Supreme Archangel

 20:3

 15%

Dungeon:

Troglodyte

 5:2

 40%

Infernal Troglodyte

 3:1

 33.3%

Harpy (any)

 28:5

 17.9%

Beholder (any)

 11:2

 18.2%

Medusa

 25:7

 28%

Medusa Queen

 30:7

 23.3%

Minotaur (any)

 25:8

 32%

Manticore (any)

 80:17

 21.3%

Red Dragon

 4:1

 25%

Black Dragon

 20:3

 15%

Darkness Dragon

 80:9

 11.3%

Fortress:

Gnoll (any)

 12:5

 41.7%

Lizardman (range)

 28:5

 17.9%

Lizardman (melee)

 56:5

 8.9%

Lizard Warrior (range)

 30:7

 23.3%

Lizard Warrior (melee)

 60:7

 11.7%

Serpent Fly (any)

 40:7

 17.5%

Basilisk

 35:8

 22.9%

Greater Basilisk

 5:1

 20%

Gorgon (any)

 5:1

 20%

Wyvern

 35:8

 22.9%

Wyvern Monarch

 7:2

 28.6%

Hydra

 5:1

 20%

Chaos Hydra

 50:7

 14%

Hell Hydra

 500:53

 10.6%

Inferno:

Imp (any)

 8:3

 37.5%

Gog (any, ranged)

 13:3

 23.1%

Gog (any, melee)

 26:3

 11.5%

Hell Hound (any)

 50:9

 18%

Demon

 35:8

 22.9%

Horned Demon

 5:1

 20%

Pit Fiend (any)

 3:1

 33.3%

Efreeti (any)

 9:2

 22.2%

Devil

 32:7

 21.9%

Archdevil

 40:7

 17.5%

Antichrist

 160:21

 13.1%

Necropolis:

Skeleton (any)

 3:1

 33.3%

Walking Dead

 6:1

 16.7%

Zombie

 8:1

 12.5%

Wight (any)

 9:2

 22.2%

Vampire

 60:13

 21.7%

Vampire Lord

 80:13

 16.3%

Lich (ranged)

 5:2

 40%

Lich (melee)

 10:2

 20%

Power Lich (ranged)

 40:13

 32.5%

Power Lich (melee)

 80:13

 16.3%

Black Knight (any)

 16:3

 18.8%

Bone Dragon

 4:1

 25%

Ghost Dragon

 16:3

 18.8%

Blood Dragon

 800:113

 14.1%

Rampart:

Centaur

 16:5

 31.3%

Centaur Captain

 4:1

 25%

Dwarf (any)

 20:3

 15%

Wood Elf (ranged)

 15:4

 26.7%

Wood Elf (any, melee)

 30:4

 13.3%

Grand Elf (ranged)

 15:8

 53.3%

Pegasus (any)

 30:7

 23.3%

Dendroid Guard

 55:12

 21.8%

Dendroid Soldier

 65:12

 18.5%

Unicorn

 9:2

 22.2%

War Unicorn

 11:2

 18.2%

Green Dragon

 4:1

 25%

Gold Dragon

 50:9

 18%

Diamond Dragon

 200:27

13.5%

Stronghold:

Goblin (any)

 10:3

 30%

Wolf Rider

 10:3

 30%

Wolf Raider

 10:7

 70%

Orc (ranged)

 30:7

 23.3%

Orc (melee)

 60:7

 11.7%

Orc Chieftain (ranged)

 40:7

 17.5%

Orc Chieftain (melee)

 80:7

 8.8%

Ogre

 40:9

 22.5%

Ogre Mage

 20:3

 15%

Roc (any)

 60:13

 21.7%

Cyclops (any, ranged)

 35:9

 25.7%

Cyclops (any, melee)

 70:9

 12.9%

Behemoth

 4:1

 25%

Ancient Behemoth

 15:2

 13.3%

Ghost Behemoth

 10:1

 10%

Tower:

Gremlin

 8:3

 37.5%

Master Gremlin (ranged)

 8:3

 37.5%

Master Gremlin (melee)

 16:3

 13.7%

Stone Gargoyle (any)

 32:5

 15.6%

Stone Golem

 20:3

 15%

Iron Golem

 70:9

 12.9%

Mage

 25:8

 32%

Archmage

 15:4

 26.7%

Genie (any)

 80:29

 36.3%

Naga

 11:2

 18.2%

Naga Queen

 11:3

 27.3%

Giant

 3:1

 33.3%

Titan

 6:1

 16.7%

Lord of Thunder (ranged)

 40:9

 22.5%

Lord of Thunder (melee)

 240:31

 12.9%

Conflux:

Pixie

 2:1

 50%

Sprite

 3:2

 66.7%

Air Elemental

 5:1

 20%

Storm Elemental (ranged)

 5:1

 20%

Storm Elemental (melee)

 10:1

 10%

Water Elemental

 6:1

 16.7%

Ice Elemental (ranged)

 6:1

 16.7%

Ice Elemental (melee)

 12:1

 8.3%

Fire Elemental (any)

 7:1

 14.3%

Earth Elemental

 20:3

 15%

Magma Elemental

 5:1

 20%

Psychic Elemental

 5:1

 20%

Magic Elemental

 4:1

 25%

Firebird

 30:7

 23.3%

Phoenix

 40:7

 17.5%

Sacred Phoenix

 160:21

 13.1%

SoD Neutrals:

Peasant

 1:1

 100%

Halfling (ranged)

 2:1

 50%

Halfling (melee)

 4:1

 25%

Rogue

 10:3

 30%

Boar

 6:1

 16.7%

Nomad

 15:2

 13.3%

Mummy

 15:2

 13.3%

Troll

 16:5

 31.3%

Sharpshooter (ranged)

 5:3

 60%

Sharpshooter (melee)

 10:3

 30%

Enchanter (ranged)

 15:7

 46.7%

Enchanter (melee)

 30:7

 23.3%

Gold Golem

 50:9

 18%

Diamond Golem

 5:1

 20%

Ballista

 100:attack & artillary skill

 attack skill% (minimum)

Other War machine

 0%

Faerie Dragon (spell)

500:
spell power 5 minimum
50 maximum 575

 10% to 115%

Faerie Dragon (melee)

 20:1

 5%

Rust Dragon

 15:1

 6.7%

Crystal Dragon

 320:27

 8.4%

Azure Dragon

 40:3

 7.5%

WoG Neutrals:

Fire Messenger

 140:31

 22.1%

Earth Messenger

 35:6

 17.1%

Air Messenger

 35:6

 17.1%

Water Messenger

 20:3

 15%

Sharpshooter (any, ranged)

 5:3

 60%

Sharpshooter (any, melee)

 10:3

 30%

War Zealot

 40:11

 27.5%

Gorynych

 50:7

 14%

Nightmare

 11:2

 18.2%

Santa Gremlin (spell, 1 SG)

 1:4

 400%

Santa Gremlin (spell, small stack)

 5:2

 40%

Santa Gremlin (spell, large stack)

 5:1

 20%

Santa Gremlin (melee)

 2:1

 50%

S.G. Guard- as creature type, but cannot attack.