Resource ID's

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Home Forums Modding and Map Making Resource ID's

This topic contains 28 replies, has 14 voices, and was last updated by  Player55 5 years, 1 month ago.

Viewing 29 posts - 1 through 29 (of 29 total)
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  • #93718

    Narvek
    Keymaster

    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:
    #0000000105800069

    Barrens:
    #00000001058000DF

    Wetlands:
    #00000001058000E0

    Dense Vegetation:
    #000000010580006A

    Mountains:
    #0000000105800092

    Coastal Mountains:
    #00000001058000B1

    Cavern Walls Impassable:
    #0000011000000153

    Cavern Walls Passable:
    #0000011000000154

    Water:
    #0000013D000006AA

    Frozen Water:
    #0000013D000006BB

    Blocked Water:
    #0000013D000006DB

    Mountains Impassable:
    #0000012B0000058D

    Lava:
    #0000010600000055

    CLIMES:
    Temperate:
    #0000000105800062

    Arctic:
    #0000000105800063

    Tropical:
    #00000001058000DC

    Blighted:
    #00000001058000DD

    Subterranean:
    #00000001058000DE

    Water:
    #0000010400000195

    Water Subterranean:
    #0000010400000696

    Volcanic:
    #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.

    #94099

    MarciaVB
    Member

    Hi 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:
    #0000014E00000103

    OpenedBorders+50:
    #0000014E00000104

    MadePeaceFromNeutral+100:
    #0000014E00000105

    MadePeaceFromWar+200:
    #0000014E00000106

    ForgedAlliance+100:
    #0000014E00000107

    ForgedAllianceWithFormerEnemy+100:
    #0000014E00000108

    EliminatedEvilPlayer+400:
    #0000014E00000109

    LetGuardsGo+50:
    #0000014E00000129

    RebuildCity+150:
    #0000014E0000012D

    KillDedicatedToEvilUnit+(5*tier):
    #0000014E0000012E

    CampaignSpecificEvilAlignment(-800):
    #0000030D0000000E

    CampaignSpecificGoodAlignment(+800):
    #0000030D0000000F

    CivilUnrest-50:
    #0000014E00000125

    MigrateCity-100:
    #0000014E0000010B

    RazedStructure-100:
    #0000014E00000118

    RazedOccupiedCity-150:
    #0000014E00000121

    RazedOwnCity-200:
    #0000014E00000122

    CancelledOpenBorders-100:
    #0000014E0000011D

    DeclaredWarFromNeutral-100:
    #0000014E0000011E

    DeclaredWarFromPeace-200:
    #0000014E0000011F

    BrokeAlliance-100:
    #0000014E00000120

    StartedwarAgainstFormerAlly-100:
    #0000014E00000123

    EliminatedGoodPlayer-400:
    #0000014E00000124

    SlayedGuards-50:
    #0000014E0000012A

    KillDedicatedToEvilUnit-(5*tier):
    #0000014E0000012F

    WarProvocation-100:
    #0000014E00000130


    Relation modifiers:

    Relation-50:
    #0000012000000166

    Relation-100:
    #0000012000000164

    Relation-150:
    #0000012000000168

    Relation-200:
    #0000012000000167

    Relation-300:
    #0000012000000169

    Relation-400:
    #000001200000016A

    Relation-500:
    #000001200000016B

    Relation-600:
    #000001200000016C

    Relation-800:
    #00000120000000A5

    Relation-1200:
    #00000120000000A6

    Relation+0:
    #00000120000002BB

    Relation+100:
    #0000012000000153

    Relation+150:
    #0000012000000154

    Relation+200:
    #0000012000000155

    Relation+300:
    #0000012000000156

    Relation+400:
    #0000012000000157

    Happiness modifiers:

    Happiness-25:
    #0000012000000095

    Happiness-50:
    #0000012000000087

    Happiness-75:
    #0000012000000096

    Happiness-100:
    #0000012000000097

    Happiness-150:
    #0000012000000088

    Happiness-200:
    #0000012000000098

    RecruitedHero+25 / 5 turns:
    #0000014E0000001C

    FoundCity+50 / 10 turns:
    #0000014E0000001E

    IsThroneCity+50:
    #0000014E00000026

    WonABattle+100 / 5 turns:
    #0000014E00000019

    RichEmpire+100:
    #0000014E0000001B

    VanquishedEnemyLeader+100 / 10 turns:
    #0000014E0000001F

    AddedCityToEmpire+150 / 10 turns:
    #0000014E0000001A

    HeroDied-25 / 5 turns:
    #0000014E0000003B

    LostABattle-100 / 10 turns:
    #0000014E00000020

    LostCity-100 / 10 turns:
    #0000014E00000021

    RazedOwnCity-100 / 10 turns:
    #0000014E00000037

    LeaderDead-100 / 10 turns:
    #0000014E00000038

    LostACityToRebellion-100 / 10 turns:
    #0000014E00000039

    TreasureEmpties-100:
    #0000014E0000003A

    HurryProduction-100 / 5 turns:
    #0000014E0000003E

    MigratedCity-100 / 5 turns:
    #0000014E00000131

    Happiness+20:
    #0000012000000076

    Happiness+30:
    #0000012000000078

    Happiness+40:
    #000001200000007F

    Happiness+50:
    #0000012000000079

    Happiness+60:
    #0000012000000080

    Happiness+70:
    #0000012000000081

    Happiness+75:
    #0000012000000082

    Happiness+80:
    #00000120000000E3

    Happiness+100:
    #0000012000000083

    Happiness+120:
    #0000012000000084

    Happiness+125:
    #000001200000008E

    Happiness+140:
    #0000012000000085

    Happiness+150:
    #000001200000008F

    Happiness+160:
    #0000012000000086

    Happiness+175:
    #000001200000008D

    Happiness+200:
    #0000012000000089

    Happiness+225:
    #000001200000008A

    Happiness+250:
    #000001200000008B

    Happiness+275:
    #000001200000008C

    Happiness+300:
    #0000012000000091

    Happiness+375:
    #0000012000000092

    Happiness+400:
    #00000120000000A4

    Happiness+450:
    #0000012000000093

    Happiness+525:
    #0000012000000094

    LeaderDead-400 Unique:
    #0000014E00000011

    CityPreferredClime+100 Unique:
    #0000014E000000A5

    CityHasHero+100 Unique:
    #000001200000009E

    CityHasLeader+50 Unique:
    #00000120000000A1

    CityPlundering-800 Unique:
    ##0000014E00000017

    CityRecoveredRebellion+400:
    #000001730000000C

    #136133

    max.magician
    Member

    Dear 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

    #140965

    bensku
    Member

    Could someone please post spell resource ids? Especially Grimbreak Crows would be useful.

    #145515

    savriend
    Member

    Hey @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:
    #0000014D00000443

    #145625

    savriend
    Member

    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?

    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)

    #150768

    Preagafr
    Member

    What are IDs for the following spells:

    1. Glyphs of warding
    2. Enchanted walls
    3. Hallowed domain
    4. Thorhedge walls
    5. Poison domain

    ??

    #151363

    savriend
    Member

    Here I found them:
    1. Glyphs of warding: #0000012C000000EB
    2. Enchanted walls: #0000013D000004AE
    3. Hallowed domain: #0000011A0000001D
    4. Thorhedge walls: #0000013D00000473
    5. Poison domain: #0000011A0000112D

    #151430

    Preagafr
    Member

    Here 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: #0000011A0000112D

    Thank you so much 🙂

    #152040

    nssquirrel99
    Member

    Can you please also check the resource ID for Night Wish?

    #152187

    savriend
    Member

    Night Wish: #0000011A0000083F 😉

    #165186

    Charlatan
    Member

    Oi!

    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 ?

    #192251

    Charlatan
    Member

    It seems the terrain IDs are now displayed right in the Editor, but the spell IDs changed 🙁

    #202877

    Sartarius
    Member

    Hi, 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?

    #203586

    Narvek
    Keymaster

    Corrupt the Source: #0000033A000007F3

    Animate Ruins: #0000032F000002EF

    Yes that should work, they won’t have any effect then though.

    #206006

    max.magician
    Member

    Dear 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 Omen

    last but not least we were wondering for the possibility of scripting cosmic events. Any help here?

    Thank you,

    Max and co.

    #206550

    max.magician
    Member

    Dear 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

    #223212

    Narvek
    Keymaster

    (Had answered this somewhere else before, copy-pasting it here.)

    ID’s of the Spells:

    Insect Plague:
    #0000012C000001A5

    City Quake:
    #0000014D00000396

    Dread Omen:
    #0000014D00000261

    Wrath of God:
    #0000011B000005CB

    Also Spell ID’s for:
    1. Glyphs of warding
    1) #0000014D00000252

    2. Enchanted walls
    2) #0000013D000004B0

    3. Age of Magic
    3) #0000014D00000112

    4. Hallowed domain
    4) #0000014D0000015A

    5. Armageddon
    5) #0000014D0000016C

    6. The Great Purge
    6) #0000014D0000015C

    7. Global Assault
    7) #0000014D000000DF

    8. Thorhedge walls
    8) #0000013D00000475

    9. Poison domain
    9) #0000011A00001131

    10. The Wild Hunt
    10)#0000011A00001148

    11. The Great Mobilization
    11)#0000014D000001E2

    12. Dragon Oil
    12)#0000013D0000048A

    13. Age of Death
    13)#0000032F0000035F

    14. Damnation
    14)#0000032F00000358

    15. Power Ritual
    15)#0000032F00000343

    16. Age of Deception
    16)#0000014D00000206

    And:
    Anti Magic Field Skill: #0000014D00000294

    Anti 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: #0000012C00000248

    EDIT2:
    INCITE REVOLT Skill: #0000011A0000060C
    INCITE REVOLT Spell: #0000011A00000606

    WARP DOMAIN skill: #0000032B00000021
    WARP DOMAIN spell: #0000032B00000024

    EDIT3:

    Produce Juggernaut Skill ID: #0000011A0000069D
    Summon Horned God Skill ID: #0000012C00000055
    Summon Horned God Spell ID: #0000012C00000057
    Produce Shadow Stalker Skill ID: #0000011A00000588

    #224589

    Matzestinkt
    Member

    Can you also post the ID of Scorched Earth, please?

    #224604

    Narvek
    Keymaster

    Scorched Earth Skill ID: #0000013D00000400
    Scorched Earth Spell ID: #0000013D00000410

    You’re welcome 🙂

    #224893

    max.magician
    Member

    Produce Juggernaut ID is wrong! There is an additional 0
    The correct ID is:

    Produce Juggernaut Skill ID: #0000011A0000069D

    Regards,

    Max

    #224991

    Narvek
    Keymaster

    True. Typo, sorry. Edited.

    #227771

    Bob5
    Member

    Do you have the resource ID of Martial Arts Training please?

    #228199

    Bob5
    Member

    Got it from the mod maker, Martial Arts training is #0000014D0000020F

    #229297

    Matzestinkt
    Member

    What 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.

    #244563

    Gilafron
    Member

    I am requesting the ResourceId of all spells to be posted. Thank you.

    #244566

    Gloweye
    Member

    I 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.

    #244594

    Gilafron
    Member

    Excellent! Thanks Gloweye. I suggest this tip be added to LEVELED & SCRIPTING TUTORIALS/RESOURCES.

    #247156

    Player55
    Member

    Oi!

    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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