Hex & Areaslots¶
← EXE Functions · code catalog
Friendly names for EXE category 4. Each maps to a top-level EXE code.
JoinArea¶
JoinArea(areaslot: int, areacode: int, toRegime: int, unitsFleeTooAreacode: int) · exe 14
All units not allied with the new owner will be either flee or be destroyed or removed or keep hex.
Parameters
areaslot(int) — Areaslot# (0-9)areacode(int) — AreacodetoRegime(int) — To Regime#unitsFleeTooAreacode(int) — Units flee too areacode (-1=destr,-2=keephex)
Example: exe(14,1,1,4,1)
DoStructuralDamage¶
DoStructuralDamage(x: int, y: int, damagePts: int) · exe 17
If you give negative ammount of points it is handled as a repair
Parameters
x(int) — xy(int) — ydamagePts(int) — damage pts
Example: exe(17,12,8,10)
SetLandscape¶
SetLandscape(x: int, y: int, newLt: int) · exe 18
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — YnewLt(int) — New LT#
Example: exe(18,12,8,1)
SetSprite¶
SetSprite(x: int, y: int, newSprite: int) · exe 19
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — YnewSprite(int) — New Sprite#
Example: exe(19,12,8,1)
SetSlot¶
SetSlot(x: int, y: int, areaslot: int, areacode: int) · exe 20
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — Yareaslot(int) — AreaSlotareacode(int) — AreaCode
Example: exe(20,12,8,1,1)
ChangeRiver¶
ChangeRiver(x: int, y: int, fromRiver: int, tooRiver: int) · exe 25
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — YfromRiver(int) — From River #tooRiver(int) — Too River #
Example: exe(25,12,8,1,1)
ChangeRoad¶
ChangeRoad(x: int, y: int, fromRoad: int, tooRoad: int) · exe 26
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — YfromRoad(int) — From Road #tooRoad(int) — Too Road #
Example: exe(26,12,8,1,1)
ChangeBridge¶
ChangeBridge(x: int, y: int, direction: int, arg1: bool) · exe 27
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — Ydirection(int) — Direction = 0(North),1,2,3,4,5(NorthWest)arg1(bool) — -1=no bridge, >=0 = bridge
Example: exe(27,12,8,1,1)
ChangeLocationType¶
ChangeLocationType(x: int, y: int, loctype: int, people: int, text: string) · exe 29
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — Yloctype(int) — Loctype (-1=remove any location)people(int) — People #text(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(29,12,8,1,2,'Example Text')
GiveSupply¶
GiveSupply(x: int, y: int, supplyPointsToTheTopHqOfTheClosestHqToX: int, overruleRecipientRegimeWithRegime: int, text: string) · exe 30
Overule recipient is inactive if put to 0. If no overrule the supplies are given to closest unit owned by regime that owns hex. But >0 is overrule 1=reg 0, 2=reg1 !!!! This +1 shift is inhere to keep backwards compatible with AdvTactics scenarios. String is for the name of the supply source (all same name or none will be same off-map supply source)
Parameters
x(int) — Xy(int) — YsupplyPointsToTheTopHqOfTheClosestHqToX(int) — Supply Points to the top hq of the closest hq to x,yoverruleRecipientRegimeWithRegime(int) — Overrule recipient regime with regime #text(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(30,12,8,10,4,'Example Text')
ChangePeople¶
ChangePeople(x: int, y: int, changesThePeopleAtLocationX: int) · exe 32
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — YchangesThePeopleAtLocationX(int) — Changes the people at location x,y
Example: exe(32,12,8,2)
ChangeVP¶
ChangeVP(x: int, y: int, newVpAmount0: int) · exe 43
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — YnewVpAmount0(int) — new VP amount. 0(none) - 999
Example: exe(43,12,8,1)
SetLabelold¶
SetLabelold(x: int, y: int, type: int, slot: int, text: string) · exe 60
If there is a value > 0 in tempvar999 it is ammended to the end of the string.
Parameters
x(int) — X (tempvar999>0 overwrites datastring)y(int) — Ytype(int) — Type (0-10)slot(int) — Slot (1-2)text(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(60,12,8,1,1,'Example Text')
AreaSpreadOut¶
AreaSpreadOut(areaslot: int, divideby: int) · exe 72
No in-game description provided; behaviour inferred from the function name.
Parameters
areaslot(int) — AreaSlot #divideby(int) — Divideby
Example: exe(72,1,1)
AddAntiSupply¶
AddAntiSupply(x: int, y: int, regime: int, points: int) · exe 152
Must be used in early turn check in order to be used after regular setting of AS and before Supply system...
Parameters
x(int) — Xy(int) — Yregime(int) — Regimepoints(int) — Points
Example: exe(152,12,8,4,10)
SetSpecial¶
SetSpecial(specialtype: int, specialsprite: int, x: int, y: int) · exe 157
Either Type is a LanscapeType slot with corresponding Sprite or it is -1 and a smallgfx slot will be used.
Parameters
specialtype(int) — SpecialTypespecialsprite(int) — SpecialSpritex(int) — Xy(int) — Y
Example: exe(157,1,1,12,8)
SetHexOwner¶
SetHexOwner(x: int, y: int, owner: int) · exe 174
No in-game description provided; behaviour inferred from the function name.
Parameters
x(int) — Xy(int) — Yowner(int) — Owner #
Example: exe(174,12,8,1)
SetLabel¶
SetLabel(x: int, y: int, type: int, string: string) · exe 197
Slot 1 is always used. Auto complete is used and name can stretch several hexes.
Parameters
x(int) — Xy(int) — Ytype(int) — Type (0-10)string(string) — String
Example: exe(197,12,8,1,'Text')
ClearAllLabels¶
ClearAllLabels() · exe 198
No in-game description provided; behaviour inferred from the function name.
Example: exe(198)
ClearSpecialTypesOnMap¶
ClearSpecialTypesOnMap(whichSpecialType: int, whichSprite: int) · exe 247
Remember that special types are just landscape types under another name.
Parameters
whichSpecialType(int) — Which special type # (-1=all)whichSprite(int) — Which sprite # (-1=all)
Example: exe(247,1,1)
SetSmallLabel¶
SetSmallLabel(x: int, y: int, text: string) · exe 250
Set to empty string to reset a label to nothing. Max 9 letters will be displayed in 64x48 hex mode. but label texts can be bigger, they will just not be fully shown.
Parameters
x(int) — Xy(int) — Ytext(string) — Text
Example: exe(250,12,8,'Text')
GiveSupplyImmediateDisperse¶
GiveSupplyImmediateDisperse(x: int, y: int, supplyPointsToBeSharedByAllUnits: int, apModifier100: int) · exe 258
This exec acts basically like an airdrop from ATG would work. All units in range, modified for distance immediately receive supplies. Stats are updated. It uses rulevar 99 for movement type. ap range is rulevar 3. penalties used from rulevar 51,52,53. You should call this in a late turn event.
Parameters
x(int) — Xy(int) — YsupplyPointsToBeSharedByAllUnits(int) — Supply Points to be shared by all unitsapModifier100(int) — AP modifier %. 100=normal. 50=only half range. 200=double range.
Example: exe(258,12,8,200,50)
ChangeLocationHQ¶
ChangeLocationHQ(locationSlot: int, hqUnitSlot: int) · exe 306
No in-game description provided; behaviour inferred from the function name.
Parameters
locationSlot(int) — Location Slot#hqUnitSlot(int) — HQ Unit Slot#
Example: exe(306,1,1)
LocStats¶
LocStats(loc: int, stat: int, mode0: bool, value: int) · exe 351
Stats: 1=supply points, 2=fuel points, 3=mode var, 4=fixed var
Parameters
loc(int) — Loc#stat(int) — Stat #mode0(bool) — Mode 0/1=%, 2=absolute new valuevalue(int) — Value
Example: exe(351,1,1,1,1)
ChangeUnitStats¶
ChangeUnitStats(unit: int, stat: int, value: int) · exe 353
Stat # 1=Readiness, 2=Entrenchment, 3=Morale, 4=Experience
Parameters
unit(int) — Unit #stat(int) — Stat #value(int) — Value
Example: exe(353,1,1,1)
ChangeLocationType2¶
ChangeLocationType2(x: int, y: int, loctype: int, people: int, text: string) · exe 354
Only use this for Supply Base/Source location types.
Parameters
x(int) — Xy(int) — Yloctype(int) — Loctype (-1=remove any location)people(int) — People #text(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(354,12,8,1,2,'Example Text')
GiveFuel¶
GiveFuel(x: int, y: int, fuelPointsOnX: int, overruleRecipientRegimeWithRegime: int) · exe 355
Only works for Supply Sources active (471). Overule recipient is inactive if put to 0. If no overrule the supplies are given to closest unit owned by regime that owns hex. But >0 is overrule 1=reg 0, 2=reg1 !!!! This +1 shift is inhere to keep backwards compatible with AdvTactics scenarios.
Parameters
x(int) — Xy(int) — YfuelPointsOnX(int) — Fuel Points on x,yoverruleRecipientRegimeWithRegime(int) — Overrule recipient regime with regime #
Example: exe(355,12,8,10,4)
This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.