So all zu viel ist da leider nicht zu finden. Manche der verlinkten Seiten gibt es nicht mehr. Daher hier mal der Auszug aus meiner Kopie der erm-Dokumentation:
!!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
A#/$;
Monster # (Format C) has an Attack of $.
B#/$;
Monster # (Format C) with spell can cast it $ times per combat.
C#/#2/$;
Monster # (Format C) Costs resource #2 (Format R) to buy.
D#/$;
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 $.
U#/$; 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;
Sorry wg. Formatierung, hab's grade mit copy&paste reingehauen
