Monster types

To add monsters on the map with MEC, you first need to create what I decided to call "monster types". Each monster type has a label (like the terrains), and some other characteristics. For example they have an appearance (unit type), a size, an immolation radius (defining where the monster kills around it), a movement speed, a special effect to be created when the monster kills a hero, etc. Once a monster type is created, you can add as many monsters of this type as you want. And at any moment you can change the characteristics of the added monsters by changing the ones of the corresponding monster type.
  • -newMonster (newm) ‹label› ‹unitType› [‹immolationRadius› [‹speed› [‹scale› [‹isClickable›]]]]
    This command creates a new monster type. Two parameters are compulsory and four are optional. If you don't specify an optional parameter, a default value is given.

    - Compulsory parameters :
    • You give to the monster type a label of your choice. The label allows you to specify your monster type in order to use other commands allowing to create monsters or to modify or delete the monster type.
    • You specify a unit type which will define the appearance of the monsters. A unit type looks the same as a terrain type (ascii id : 'xxxx'). To find a unit type, here is how to do : go in the object editor with the JNGP, units part. Choose the unit you want to use the appearance and press ctrl + D. Near the unit name, the ascii id appears. When you type the unit type id in the command, don't forget the simple quotes.

    - Optional parameters :
    • You can choose the immolation radius defining the zone around the monsters in which the heroes will die. It must be an integer number between 0 and 400, divisible by 5. The default value is 0 (no immolation).
    • You can define the movement speed of the monster type. It is a real number which the maximum is 522 and the default value 400.
    • You can change the scale of the monster type (modifying the size of the monsters).If no scale is specified, the value 1 is chosen but this one doesn't really correspond with scale 1. If a monster type has a scale of 1, if means to use the scale specified in the object editor, which means, if you didn't change it, the scale used in the base game for the unit type. If you want to specify a precise scale, choose a value different than 1 (ex : 1.5 or 1.0001).
    • You can make the monsters being clickable, probably in order to make them being killable by meteors. For that, you can type the boolean value true (or 1 or on) as the sixth parameter (‹isClickable›). You can type the value false too, but it would be useless, the default value being already "false". If you put true the monsters will by default be killed with only one meteor.
    Examples
    -newMonster sorceress 'hsor' 70
    -newm giant 'emtg' 105 225
  • -setMonsterLabel (setml) ‹oldMonsterLabel› ‹newMonsterLabel›
    Changes the label of a monster type. All monster type labels and alias must be different.
    Examples
    -setMonsterLabel giabt giant
    -setml sorceress witch
  • -setMonsterAlias (setma) ‹monsterLabel› ‹alias›
    Puts an alias or changes the alias of a monster type. An alias is a short name which can be used like a label.
    Examples
    -setMonsterAlias giant g
    -setma crab c
  • -setMonsterUnit (setmu) ‹monsterLabel› ‹unitType›
    Changes the unit type of a monster type. The unit type defines the appearence of the monsters. A unit type looks the same as a terrain type (ascii id : 'xxxx'). To find a unit type, here is how to do : go in the object editor with the JNGP, units part. Choose the unit you want to use the appearance and press ctrl + D. Near the unit name, the ascii id appears. When you type the unit type id in the command, don't forget the simple quotes.
    Examples
    -setMonsterUnit ball 'ewsp'
    -setmu g 'emtg'
  • -setMonsterImmolation (setmi) ‹monsterLabel› ‹immolationRadius›
    Changes the immolation radius of a monster type. The immolation radius defines the zone around the monsters in which the heroes will die. It must be an integer number between 0 and 400, divisible by 5. The value 0 means no immolation at all.
    Examples
    -setMonsterImmolation giant 105
    -setmi c 50
  • -setMonsterMoveSpeed (setmms) ‹monsterLabel› ‹speed›
    Changes the movement speed of a monster type. It is a real number which the maximum is 522.
    Examples
    -setMonsterMoveSpeed giant 225
    -setmms c 400
  • -setMonsterScale (setms) ‹monsterLabel› ‹scale›
    Changes the scale of a monster type. The size of a monster depends of its scale. If a monster type has a scale of "default", it means to use the scale specified in the object editor, which means, if you didn't change it, the scale used in the base game for the unit type. To use the default scale you can use "default" or "d". To specify an other scale you can use reals higher than 0.
    Examples
    -setMonsterScale giant 3
    -setms c 1.65
    -setms ogre d
  • -setMonsterClickable (setmc) ‹monsterLabel› ‹isClickable›
    Sets if the monsters of this type will be clickable or not. If a monster is clickable, it is killable by meteors (by default, one meteor is enough). Put a boolean value (true, on, 1, false, off, 0).
    Examples
    -setMonsterClickable giant true
    -setmc c 0
  • -setMonsterMeteorsToKill (setmmtk) ‹monsterLabel› ‹meteorNumber›
    Changes the number of meteors needed to kill the monsters of the specified type. The monsters have to be clickable too, or they are invulnerable.
    Examples
    -setMonsterMeteorsToKill indomptable 3
    -setmmtk ancien 1
  • -setMonsterKillEffect (setmke) ‹monsterLabel› ‹killingEffect›
    Puts or changes the special effect to be created when the monster kills a hero. When the hero dies, if the special effect exists for the killing monster, it is created on the hero. It must be a model (.mdl) existing in Warcraft III or in the map (by importing the model). You have to put the absolute path of the model. You can get it by searching in the object editor (F6) in the JNGP.
    Examples
    -setMonsterKillEffect crab Abilities\Spells\NightElf\FanOfKnives\FanOfKnivesCaster.mdl
    -setmke g Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
  • -setMonsterHeight (setmh) ‹monsterLabel› ‹height›
    Changes the height of a monster type. You can put the default height, the one of the chosen unit type, by using the keyword "default" or "d". It is impossible to specify a negative height.
    Examples
    -setMonsterHeight hawk 0
    -setmh flyingPeasant 350
    -setmh fp default
  • -displayMonsters (dm) [‹monsterLabel›]
    Displays the characteristics of the monster types added by the maker(s). If you specify the ‹monsterLabel›, the information of the corresponding type only are displayed ; if you don't, the information of all monster types are displayed. For every monster type the displayed information are the following : label, alias, unit type, immolation skill (for example 'I070' for immolation radius 70), movement speed, scale. If you asked to display the information of a specific monster type, the path of the used special effect is displayed if it exists. If the monster type is clickable the following information are displayed too : word "clickable" and the number of meteors to kill a monster of this type.
    Examples
    -displayMonsters
    -dm crab
  • -removeMonster (remm) ‹monsterLabel›
    Removes a monster type from the game and removes all monsters of this type. Use this command carefully, it can remove hundreds of monsters and there is no way back.
    THIS COMMAND WORKS ONLY FOR ADMIN PLAYERS.
    Examples
    -removeMonster crab
    -remm g