SFtype & Itemtypes¶
← EXE Functions · code catalog
Friendly names for EXE category 9. Each maps to a top-level EXE code.
SetItemCost¶
SetItemCost(itemtypeNr: int, setProdCost: int) · exe 41
No in-game description provided; behaviour inferred from the function name.
Parameters
itemtypeNr(int) — ItemType NrsetProdCost(int) — Set Prod Cost
Example: exe(41,7,1)
OpDEPRECIATEDexecmodhitpoints¶
⚠️ Deprecated / obsolete. Avoid in new mods.
OpDEPRECIATEDexecmodhitpoints(sftype: int, sftypegroup: int, modifier: int) · exe 135
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType # (-1=all)sftypegroup(int) — SFTypeGroup # (-1=all)modifier(int) — Modifier (100=same, 50=half, 200=double) #
Example: exe(135,1,1,1)
ModifyAirOverrule¶
ModifyAirOverrule(sftype: int, sftypegroup: int, modifier: int) · exe 136
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType # (-1=all)sftypegroup(int) — SFTypeGroup # (-1=all)modifier(int) — Modifier (100=same, 50=half, 200=double) #
Example: exe(136,1,1,1)
ModifyEntrenchmentSpeed¶
ModifyEntrenchmentSpeed(sftype: int, sftypegroup: int, modifier: int) · exe 137
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType # (-1=all)sftypegroup(int) — SFTypeGroup # (-1=all)modifier(int) — Modifier (100=same, 50=half, 200=double) #
Example: exe(137,1,1,1)
ModifySupplyStock¶
ModifySupplyStock(sftype: int, sftypegroup: int, modifier: int, forDc4OnlySpecialMode1: int) · exe 138
Modifies supply and stockpile stats
Parameters
sftype(int) — SFType # (-1=all)sftypegroup(int) — SFTypeGroup # (-1=all)modifier(int) — Modifier (100=same, 50=half, 200=double) #forDc4OnlySpecialMode1(int) — For dc4+ only. Special Mode. <1=dont use. 1=Supply, 2=Fuel
Example: exe(138,1,1,1,1)
ModifyAttackScore¶
ModifyAttackScore(sftype: int, sftypegroup: int, versusSftypegroup: int, modifier: int) · exe 139
Modifies AttackArt,AttackPower,AttackPowerDef all 3.
Parameters
sftype(int) — SFType # (-1=all)sftypegroup(int) — SFTypeGroup # (-1=all)versusSftypegroup(int) — Versus SFTypeGroup # (-1=all)modifier(int) — Modifier (100=same, 50=half, 200=double) #
Example: exe(139,1,1,1,1)
ReduceAntiStructural¶
ReduceAntiStructural(sftype: int, percentage: int) · exe 158
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType (-1=all)percentage(int) — Percentage (100=same. 50=less >100=more)
Example: exe(158,1,50)
SFTypePower¶
SFTypePower(sftype: int, targetgroup: int, attackScore: int, defendScore: int) · exe 161
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFTypetargetgroup(int) — Targetgroup# (-1=all)attackScore(int) — Attack scoredefendScore(int) — Defend score
Example: exe(161,1,1,1,1)
SFTypeDescription¶
SFTypeDescription(sftype: int, description: string) · exe 163
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType#description(string) — Description
Example: exe(163,1,'Text')
SFTypeHP¶
SFTypeHP(sftype: int, targetgroup: int, attackHp: int, defendHp: int) · exe 164
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFTypetargetgroup(int) — Targetgroup# (-1=all)attackHp(int) — Attack HPdefendHp(int) — Defend HP
Example: exe(164,1,1,1,1)
SFTypeMoveType¶
SFTypeMoveType(sftype: int, type: int) · exe 165
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType#type(int) — Type
Example: exe(165,1,1)
SFTypeMoveRedux¶
SFTypeMoveRedux(sftype: int, redux: int) · exe 166
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType#redux(int) — Redux
Example: exe(166,1,200)
SFTypeLogo¶
SFTypeLogo(sftype: int, logo: int, value: string) · exe 168
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType#logo(int) — Logo#value(string) — value
Example: exe(168,1,1,'Text')
SFTypeFuelUse¶
SFTypeFuelUse(sftype: int, formove: int, forattack: int) · exe 170
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType#formove(int) — ForMove (10ap)forattack(int) — ForAttack (combatround)
Example: exe(170,1,1,1)
SetSFTypeVar¶
SetSFTypeVar(sftype: int, var: int, value: int) · exe 181
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFTypevar(int) — Var#value(int) — Value
Example: exe(181,1,1,1)
ModifyStockpiles¶
ModifyStockpiles(underHistoricalUnit: int, modifier: int) · exe 231
The function will cap at maximum stockpiles. So you can specify 999 or more modifier to give unit max. and 0 to set stockpile to nothing.
Parameters
underHistoricalUnit(int) — Under Historical Unit#modifier(int) — Modifier (100=same, 50=half, 200=double) #
Example: exe(231,1,1)
ModifyAttackScore2¶
ModifyAttackScore2(sftype: int, arg1: int, versusSftypegroup: int, newValueToBeMultiplicatedWithCurrentValueAndDividedBy100: int) · exe 234
1=Modifies AttackArt,AttackPower 2=modifies: AttackPowerDef.
Parameters
sftype(int) — SFType # (-1=all)arg1(int) — 1=offensive, 2=defensiveversusSftypegroup(int) — Versus SFTypeGroup # (-1=all)newValueToBeMultiplicatedWithCurrentValueAndDividedBy100(int) — New value to be multiplicated with current value and divided by 100
Example: exe(234,1,1,1,1)
ModifyHitpoints2¶
ModifyHitpoints2(sftype: int, versusSftypegroup: int, newValueToBeMultiplicatedWithCurrentValueAndDividedBy100: int) · exe 235
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType # (-1=all)versusSftypegroup(int) — Versus SFTypeGroup # (-1=all)newValueToBeMultiplicatedWithCurrentValueAndDividedBy100(int) — New value to be multiplicated with current value and divided by 100
Example: exe(235,1,1,1)
ModifyAttackScore3¶
ModifyAttackScore3(sftype: int, arg1: int, versusSftypegroup: int, newValueToBeMultiplicatedWithCurrentValueAndDividedBy100: int) · exe 236
1=Modifies AttackArt
Parameters
sftype(int) — SFType # (-1=all)arg1(int) — 1=art attack scoreversusSftypegroup(int) — Versus SFTypeGroup # (-1=all)newValueToBeMultiplicatedWithCurrentValueAndDividedBy100(int) — New value to be multiplicated with current value and divided by 100
Example: exe(236,1,1,1,1)
ChanceOnDeathIfMakesHit¶
ChanceOnDeathIfMakesHit(sftype: int, percentage: int) · exe 256
0% is will never die due to making a hit on enemy. 1=1% chance, etc...
Parameters
sftype(int) — SFType#percentage(int) — Percentage%
Example: exe(256,1,50)
SFTypeFavorite¶
SFTypeFavorite(sftype: int, targetgroup: int, favoriteScoreForRegularAttack: int, favoriteScoreForArtAttack: int) · exe 336
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFTypetargetgroup(int) — Targetgroup# (-1=all)favoriteScoreForRegularAttack(int) — Favorite score for regular attackfavoriteScoreForArtAttack(int) — Favorite score for art attack
Example: exe(336,1,1,1,1)
SFTypeArtPower¶
SFTypeArtPower(sftype: int, targetgroup: int, artPower: int) · exe 337
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFTypetargetgroup(int) — Targetgroup# (-1=all)artPower(int) — Art Power
Example: exe(337,1,1,1)
SFTypeStat¶
SFTypeStat(sftype: int, statNumber: int, newValue: int) · exe 338
Stat Numbers: 1=weight, 2=carrycap, 3=canDoParadrop(0/1), 4=EP, 5=BlowBridgPts, 6=BasicSupNeed, 7=SupCarry, 8=ReconPts, 9=HidePts, 10=AntiSupplyPts, 11=AntiSupplyRange, 12=AnitSupplySea, 13=InitiativeAtt, 14=InitiativeDef, 15=Attacks, 16=StackPts, 17=RearArea(0/1), 18=ArtRange, 19=Fav.Target tries, 20=AA-range, 21=HitKill%, 22=HitRetreat%, 23=ArtilleryModSfTypeNr, 24=maxAttacked, 25=moveRedux
Parameters
sftype(int) — SFTypestatNumber(int) — Stat NumbernewValue(int) — New Value
Example: exe(338,1,1,1)
SFTypeLandscapeCombatMod¶
SFTypeLandscapeCombatMod(sftype: int, landscapetype: int, offModInPercentagePoints100: int, defModInPercentagePoints100: int) · exe 339
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFType#landscapetype(int) — LandscapeType# (-1=all)offModInPercentagePoints100(int) — Off Mod in percentage points. 100=noMod, 50=half, 200=doubledefModInPercentagePoints100(int) — Def Mod in percentage points. 100=noMod, 50=half, 200=double
Example: exe(339,1,1,50,50)
SFTypeSetName¶
SFTypeSetName(sftype: int, name: string, modelname: string) · exe 340
Warning: Highly experimental if used together with model creation. Name changes the name of the current SFType. ModelName changes the name of upgrades or improvements from this sfType. The hardcoded algorithms should still remember the version and mark numbers no matter if you change the modelName.
Parameters
sftype(int) — SFType#name(string) — Name (if length>1)modelname(string) — ModelName (if length>1)
Example: exe(340,1,'Name','Name')
SFTypeReinforcementType¶
SFTypeReinforcementType(sftype: int, reinforcementtype: int) · exe 341
No in-game description provided; behaviour inferred from the function name.
Parameters
sftype(int) — SFTypereinforcementtype(int) — ReinforcementType
Example: exe(341,1,1)
This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.