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This topic contains 28 replies, has 14 voices, and was last updated by Player55 5 years, 11 months ago.
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May 14, 2014 at 12:10 #93718
Ok here they are, but remember, if we for some reason have to change something big in them, it might stop working because the ID changed. I don’t anticipate anything like it at the moment at all, but it might be useful to make a note for that for yourself for later.
Also, not so sure this even works with following overlays: water, mountains, lava and cavern walls, or with following themes: water, water subterranean. Especially if that invalidates structures or (water) subterranean is applied to a surface layer, etc. That could lead to crashes.OVERLAYS:
Fertile Plains:
#0000000105800069Barrens:
#00000001058000DFWetlands:
#00000001058000E0Dense Vegetation:
#000000010580006AMountains:
#0000000105800092Coastal Mountains:
#00000001058000B1Cavern Walls Impassable:
#0000011000000153Cavern Walls Passable:
#0000011000000154Water:
#0000013D000006AAFrozen Water:
#0000013D000006BBBlocked Water:
#0000013D000006DBMountains Impassable:
#0000012B0000058DLava:
#0000010600000055CLIMES:
Temperate:
#0000000105800062Arctic:
#0000000105800063Tropical:
#00000001058000DCBlighted:
#00000001058000DDSubterranean:
#00000001058000DEWater:
#0000010400000195Water Subterranean:
#0000010400000696Volcanic:
#0000012F0000157C***
NOTE: jureidinim asked for this in an already existing thread, something went wrong splitting the topics, so I had to make a new thread.May 15, 2014 at 15:26 #94099Hi all, some extra resource id’s for you, namely Alignment, Relation and Happiness modifiers. What Narvek said also applies here: they would stop working if we change them, and always test your scripts thoroughly as a bug is easy to miss! I suspect some are not very useful, but I just copied everything in case you can implement it somewhere. Let us know if something doesn’t work, it’s very possible typo’s slipped in here.
Have fun making maps!
Alignment modifiers:
AbsorbCity+100:
#0000014E00000103OpenedBorders+50:
#0000014E00000104MadePeaceFromNeutral+100:
#0000014E00000105MadePeaceFromWar+200:
#0000014E00000106ForgedAlliance+100:
#0000014E00000107ForgedAllianceWithFormerEnemy+100:
#0000014E00000108EliminatedEvilPlayer+400:
#0000014E00000109LetGuardsGo+50:
#0000014E00000129RebuildCity+150:
#0000014E0000012DKillDedicatedToEvilUnit+(5*tier):
#0000014E0000012ECampaignSpecificEvilAlignment(-800):
#0000030D0000000ECampaignSpecificGoodAlignment(+800):
#0000030D0000000FCivilUnrest-50:
#0000014E00000125MigrateCity-100:
#0000014E0000010BRazedStructure-100:
#0000014E00000118RazedOccupiedCity-150:
#0000014E00000121RazedOwnCity-200:
#0000014E00000122CancelledOpenBorders-100:
#0000014E0000011DDeclaredWarFromNeutral-100:
#0000014E0000011EDeclaredWarFromPeace-200:
#0000014E0000011FBrokeAlliance-100:
#0000014E00000120StartedwarAgainstFormerAlly-100:
#0000014E00000123EliminatedGoodPlayer-400:
#0000014E00000124SlayedGuards-50:
#0000014E0000012AKillDedicatedToEvilUnit-(5*tier):
#0000014E0000012FWarProvocation-100:
#0000014E00000130
Relation modifiers:Relation-50:
#0000012000000166Relation-100:
#0000012000000164Relation-150:
#0000012000000168Relation-200:
#0000012000000167Relation-300:
#0000012000000169Relation-400:
#000001200000016ARelation-500:
#000001200000016BRelation-600:
#000001200000016CRelation-800:
#00000120000000A5Relation-1200:
#00000120000000A6Relation+0:
#00000120000002BBRelation+100:
#0000012000000153Relation+150:
#0000012000000154Relation+200:
#0000012000000155Relation+300:
#0000012000000156Relation+400:
#0000012000000157Happiness modifiers:
Happiness-25:
#0000012000000095Happiness-50:
#0000012000000087Happiness-75:
#0000012000000096Happiness-100:
#0000012000000097Happiness-150:
#0000012000000088Happiness-200:
#0000012000000098RecruitedHero+25 / 5 turns:
#0000014E0000001CFoundCity+50 / 10 turns:
#0000014E0000001EIsThroneCity+50:
#0000014E00000026WonABattle+100 / 5 turns:
#0000014E00000019RichEmpire+100:
#0000014E0000001BVanquishedEnemyLeader+100 / 10 turns:
#0000014E0000001FAddedCityToEmpire+150 / 10 turns:
#0000014E0000001AHeroDied-25 / 5 turns:
#0000014E0000003BLostABattle-100 / 10 turns:
#0000014E00000020LostCity-100 / 10 turns:
#0000014E00000021RazedOwnCity-100 / 10 turns:
#0000014E00000037LeaderDead-100 / 10 turns:
#0000014E00000038LostACityToRebellion-100 / 10 turns:
#0000014E00000039TreasureEmpties-100:
#0000014E0000003AHurryProduction-100 / 5 turns:
#0000014E0000003EMigratedCity-100 / 5 turns:
#0000014E00000131Happiness+20:
#0000012000000076Happiness+30:
#0000012000000078Happiness+40:
#000001200000007FHappiness+50:
#0000012000000079Happiness+60:
#0000012000000080Happiness+70:
#0000012000000081Happiness+75:
#0000012000000082Happiness+80:
#00000120000000E3Happiness+100:
#0000012000000083Happiness+120:
#0000012000000084Happiness+125:
#000001200000008EHappiness+140:
#0000012000000085Happiness+150:
#000001200000008FHappiness+160:
#0000012000000086Happiness+175:
#000001200000008DHappiness+200:
#0000012000000089Happiness+225:
#000001200000008AHappiness+250:
#000001200000008BHappiness+275:
#000001200000008CHappiness+300:
#0000012000000091Happiness+375:
#0000012000000092Happiness+400:
#00000120000000A4Happiness+450:
#0000012000000093Happiness+525:
#0000012000000094LeaderDead-400 Unique:
#0000014E00000011CityPreferredClime+100 Unique:
#0000014E000000A5CityHasHero+100 Unique:
#000001200000009ECityHasLeader+50 Unique:
#00000120000000A1CityPlundering-800 Unique:
##0000014E00000017CityRecoveredRebellion+400:
#000001730000000CNovember 27, 2014 at 11:24 #136133Dear Marcia,
We were wondering how (and if) the CampaignSpecificEvilAlignment(-800) can be used to a player in a custom map: say that we want to begin the game with one player as evil. Would this be possible? And how?
Thank you,
M.Ul.E
December 20, 2014 at 13:21 #140965Could someone please post spell resource ids? Especially Grimbreak Crows would be useful.
January 6, 2015 at 10:32 #145515Hey @bensku
sorry for the late reply. Is it just Grimbreak Crows you want or other spells as well? I can’t post all spells resource id’s since there are so many.Grimbreak Crows:
#0000014D00000443January 6, 2015 at 15:41 #145625We were wondering how (and if) the CampaignSpecificEvilAlignment(-800) can be used to a player in a custom map: say that we want to begin the game with one player as evil. Would this be possible? And how?
Yes, completely possible.
Just create a timer and set Number of Rounds: 1
Add your script to it: HexWorld:GetScriptingS():PlayerApplyAlignmentModifier(“PLAYER1”, “#0000030D0000000E”, “Im evil now”)
Now player 1 is evil (-800 alignment from CampaignSpecificEvilAlignment)January 19, 2015 at 22:56 #150768What are IDs for the following spells:
1. Glyphs of warding
2. Enchanted walls
3. Hallowed domain
4. Thorhedge walls
5. Poison domain??
January 21, 2015 at 14:49 #151363Here I found them:
1. Glyphs of warding: #0000012C000000EB
2. Enchanted walls: #0000013D000004AE
3. Hallowed domain: #0000011A0000001D
4. Thorhedge walls: #0000013D00000473
5. Poison domain: #0000011A0000112DJanuary 21, 2015 at 17:10 #151430Here I found them:<br>
1. Glyphs of warding: #0000012C000000EB<br>
2. Enchanted walls: #0000013D000004AE<br>
3. Hallowed domain: #0000011A0000001D<br>
4. Thorhedge walls: #0000013D00000473<br>
5. Poison domain: #0000011A0000112DThank you so much 🙂
January 23, 2015 at 02:26 #152040Can you please also check the resource ID for Night Wish?
January 23, 2015 at 13:01 #152187Night Wish: #0000011A0000083F 😉
March 10, 2015 at 23:23 #165186Oi!
Kindly asking where to find the strings to use in HexWorld:GetScriptingS():PlayThisMusic(string)
🙂EDIT: Nevermind, found it’s the same as in the Campaign Window
But a different question: Cant we use it to script “event” music, like war / respawn / evil deed ?
May 1, 2015 at 00:15 #192251It seems the terrain IDs are now displayed right in the Editor, but the spell IDs changed 🙁
May 20, 2015 at 19:42 #202877Hi, I need IDs for:
– corrupt the source spell
– animate ruins spell
Am I right I can cast them via script on specific location without a valid target? So that would it be casted on a clear land not on the razed city or proper POI?May 22, 2015 at 13:06 #203586Corrupt the Source: #0000033A000007F3
Animate Ruins: #0000032F000002EF
Yes that should work, they won’t have any effect then though.
May 29, 2015 at 01:57 #206006Dear Marcia, dear Narvek,
As a suggestion you might want to check again the given values for the modifiers. It seems they have changed.
we would also appreciate the ids for:
Insect Plague
City Quake
Dread Omenlast but not least we were wondering for the possibility of scripting cosmic events. Any help here?
Thank you,
Max and co.
May 30, 2015 at 23:42 #206550Dear Marcia and Narvek,
In addition to Insect Plague, City Quake and Dread Omen, the resource ID for Wrath of God would also be much appreciated.
Thank you again,
Max
August 19, 2015 at 09:13 #223212(Had answered this somewhere else before, copy-pasting it here.)
ID’s of the Spells:
Insect Plague:
#0000012C000001A5City Quake:
#0000014D00000396Dread Omen:
#0000014D00000261Wrath of God:
#0000011B000005CBAlso Spell ID’s for:
1. Glyphs of warding
1) #0000014D000002522. Enchanted walls
2) #0000013D000004B03. Age of Magic
3) #0000014D000001124. Hallowed domain
4) #0000014D0000015A5. Armageddon
5) #0000014D0000016C6. The Great Purge
6) #0000014D0000015C7. Global Assault
7) #0000014D000000DF8. Thorhedge walls
8) #0000013D000004759. Poison domain
9) #0000011A0000113110. The Wild Hunt
10)#0000011A0000114811. The Great Mobilization
11)#0000014D000001E212. Dragon Oil
12)#0000013D0000048A13. Age of Death
13)#0000032F0000035F14. Damnation
14)#0000032F0000035815. Power Ritual
15)#0000032F0000034316. Age of Deception
16)#0000014D00000206And:
Anti Magic Field Skill: #0000014D00000294Anti Magic Field Spell: #0000014D00000296
Rotten Wall Skill: #0000032F0000032D
Rotten Wall Spell: #0000032F0000032F
(I might have missed some other posts with resource ID’s, but at least this post adds some more to the stickied thread so it’s easier to find them.)
EDIT:
Forge Blast Spell: #0000012C00000248EDIT2:
INCITE REVOLT Skill: #0000011A0000060C
INCITE REVOLT Spell: #0000011A00000606WARP DOMAIN skill: #0000032B00000021
WARP DOMAIN spell: #0000032B00000024EDIT3:
Produce Juggernaut Skill ID: #0000011A0000069D
Summon Horned God Skill ID: #0000012C00000055
Summon Horned God Spell ID: #0000012C00000057
Produce Shadow Stalker Skill ID: #0000011A00000588August 26, 2015 at 14:42 #224589Can you also post the ID of Scorched Earth, please?
August 26, 2015 at 15:18 #224604Scorched Earth Skill ID: #0000013D00000400
Scorched Earth Spell ID: #0000013D00000410You’re welcome 🙂
August 27, 2015 at 14:32 #224893Produce Juggernaut ID is wrong! There is an additional 0
The correct ID is:Produce Juggernaut Skill ID: #0000011A0000069D
Regards,
Max
August 28, 2015 at 09:19 #224991True. Typo, sorry. Edited.
September 10, 2015 at 19:06 #227771Do you have the resource ID of Martial Arts Training please?
September 12, 2015 at 15:08 #228199Got it from the mod maker, Martial Arts training is #0000014D0000020F
September 16, 2015 at 20:53 #229297What are the IDs of Lightning Storm?
I’d also like you to delete short posts like this one from this thread and edit the answers into the more comprehensive posts.
Thx in advance.
May 14, 2016 at 13:34 #244563I am requesting the ResourceId of all spells to be posted. Thank you.
May 14, 2016 at 15:23 #244566I am requesting the ResourceId of all spells to be posted. Thank you.
You can get them from the mod tools. Just open up the rpk containing them and take them from the top.
May 15, 2016 at 19:55 #244594Excellent! Thanks Gloweye. I suggest this tip be added to LEVELED & SCRIPTING TUTORIALS/RESOURCES.
September 11, 2016 at 00:59 #247156Oi!
Kindly asking where to find the strings to use in HexWorld:GetScriptingS():PlayThisMusic(string)
EDIT: Nevermind, found it’s the same as in the Campaign Window
But a different question: Cant we use it to script “event” music, like war / respawn / evil deed ?
What do you mean same as in Campaign Window? Tried the names in the mod editor, didnt work.
Also did you find the answer to your second question?
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