PUD file format revision 3 Symbols used: char occupy 1 byte. byte occupy 1 byte. word occupy 2 bytes. long occupy 4 bytes. The pud format consist of many sections, all sections start the same way: 4 char name of section long length of the data (excluding header info) ... data 0: Section 'TYPE', identifies as a PUD file 10 bytes 'WAR2 MAP' + 00 00 2 bytes unused (always set to $0a and $ff by edtior, but can be anything for the game) 4 bytes id tag (for consistence check in multiplayer) 1: Section 'VER ', identifies PUD version word version 0x11 = Maps without new heroes. (see Note1) 0x13 = Maps with new heroes. (see Note2) Note1: v1.3 supports new heroes, but the editor does not. Note2: v1.00 - 1.3 will not accept a map vith this set. It will not show up in selectlist of maps in the game. 2: Section 'DESC', PUD description 32 bytes null terminated description 3: Section 'OWNR', identifies controller of each side 8 bytes 8 player slots (0-7) 7 bytes "unusable" 7 player slots (8-14) byte neutral (15) should be: 0x02 passive computer 0x03 nobody 0x04 computer 0x05 human 0x06 rescue (passive) 0x07 rescue (active) can also be: 0x00 passive computer 0x01 computer 0x08 - 0xff passive computer See appendix E for possible use of "unusable" 7 players. 4: Section 'ERA ', terrain type. word terrain should be: $00 forest $01 winter $02 wasteland $03 swamp (see Note1 and Note2) Note1: The mapeditor, v1.0 - 1.3 will make a runtime error. v1.33 will display this as forest. Note2: The game, v1.0 - 1.2p will display this as forest. v1.3 - 1.33 will display this as swamp can also be: $04 - $ff forest 4.1: Section 'ERAX', terrain type. (Optional) *If v1.33 ERAX will be used instead of ERA, if it is present. *If v1.0 - 1.3 ERAX is ignored, ERA will be used. *This has nothing to do with what VER it is. word terrain should be: $00 forest $01 winter $02 wasteland $03 swamp can also be: $04 - $ff forest 5: Section 'DIM ', map dimensions word x word y Standard i 32x32, 64x64, 96x96 and 128x128. The minimap in the game will automatic fit it self to the size. The map can be any size you want, but max. 128x128. Just be sure that MTXM,SQN,OILM and REGN correspond to that size, or contains enough data to make a map, else you get an error. The x and y size has to be the same size, in fact no the don't, because the game will always make a map out of the y size. (looks like the x size is just fill ?) If the y size is off standard, the minimap in the game will default to 128x128, but the units movement on the map will correspond to the size, and so the white square, the fog of war thing will move as to a 128x128 map. The editor will make an error if you try to read an off standard map size. 6: Section 'UDTA', Unit Data word use default data (0 no, 1 yes) 110 words overlap frames 508 words obselete data (ignore it) was frame used by each 3 tileset: Forest, winter, wasteland. 110 longs sight range (can be 0 through 9) 110 words hit points 110 bytes magic (0 no, 1 yes) 110 bytes build time (6 = 1 sec.) 110 bytes 1/10 gold cost 110 bytes 1/10 lumber cost 110 bytes 1/10 oil cost 110 longs unit size (x then y) 110 longs box size (x then y) 110 bytes attack range 110 bytes react range (computer) 110 bytes react range (human) 110 bytes armor 110 bytes selectable via rectangle (0 no, 1 yes) 110 bytes priority (the higher, the fewer) 110 bytes basic damage 110 bytes piercing damage 110 bytes weapons upgradable (0 no, 1 yes) 110 bytes armor upgradable (0 no, 1 yes) 110 bytes missile weapon 0x00 lightning 0x01 griffon hammer 0x02 dragon breath 0x03 flame shield 4 *flame shield 5 *blizzard 6 *death and decay 0x07 big cannon 8 *black powder 9 *heal 0x0a touch of death b *rune c *whirlwind 0x0d catapult rock 0x0e ballista bolt 0x0f arrow 0x10 axe 0x11 submarine missile 0x12 turtle missile 13 *dark flame 14 *bright flame 15 *catapault 16 *black powder 17 *explosion 0x18 small cannon 19 *metal spark 1a *mini explosion 0x1b demon fire 1c *green cross 0x1d none 110 bytes unit type (0 land, 1 fly, 2 naval) only changes appearance 110 bytes decay rate (dies in rate * 6 secs time, 0 never decays) only applies to units you build or create via spell 110 bytes Annoy computer factor 58 bytes 2nd mouse button action 0x01 attack 0x02 move 0x03 harvest 0x04 haul oil 0x05 demolish 0x06 sail only the first 58 units, sometimes crashes if wrong 110 words point value for killing unit 110 bytes can target (1 land, 2 sea, 4 air, OR together) note: some missiles can't hit air units 110 longs flags bit 0: Land unit bit 1: Air unit bit 2: Explode when killed (used on catapult) bit 3: Sea unit bit 4: Critter bit 5: Is a building bit 6: Is a submarine bit 7: Can see submarine bit 8: Is a peon bit 9: Is a tanker bit10: Is a transport bit11: Is a place to get oil bit12: Is a storage for gold bit13: Not used bit14: Can ground attack (only applies to catapult and ships) bit15: Is undead (exorcism work on them) bit16: Is a Shore building bit17: Can cast spell bit18: Is a storage for wood bit19: Can attack bit20: Is a tower bit21: Is an oil patch bit22: Is a mine bit23: Is a hero bit24: Is a storage for oil bit25: Is invisibility/unholy armor kill this unit bit26: Is this unit act like a mage bit27: Is this unit organic (spells) bit28: not used bit29: not used bit30: not used bit31: not used 127 words Obselete. frame used by Swamp tileset. note: only present in map from "maindat.war" See Appendix A for correct order of units inside the 110 values. 7: Section 'ALOW', Pud restrictions (Optional) 16 longs Units and buildings allowed. (16 players) 16 longs Spell you start with. (16 players) 16 longs Spell allowed to research. (16 players) 16 longs Spell currently researching (only good for save file). 16 longs Upgrade allowed. (16 players) 16 longs Upgrade currently being acquired. (16 players) units bit order: 0000000000000000000000000000000x bit0: footman/grunt 000000000000000000000000000000x0 bit1: peasant/peon 00000000000000000000000000000x00 bit2: ballista/catapult 0000000000000000000000000000x000 bit3: knight/ogre 000000000000000000000000000x0000 bit4: archer/axe thrower 00000000000000000000000000x00000 bit5: mage/death knights 0000000000000000000000000x000000 bit6: tanker 000000000000000000000000x0000000 bit7: destroyer 00000000000000000000000x00000000 bit8: transport 0000000000000000000000x000000000 bit9: battleship/juggernault 000000000000000000000x0000000000 bit10: submarine/turtle 00000000000000000000x00000000000 bit11: flying machine/balloon 0000000000000000000x000000000000 bit12: gryphon/dragon 000000000000000000x0000000000000 bit13: unused/unused 00000000000000000x00000000000000 bit14: demo. squad/sapper 0000000000000000x000000000000000 bit15: aviary/roost 000000000000000x0000000000000000 bit16: farm 00000000000000x00000000000000000 bit17: barracks 0000000000000x000000000000000000 bit18: lumber mill 000000000000x0000000000000000000 bit19: stables/mound 00000000000x00000000000000000000 bit20: mage tower/temple 0000000000x000000000000000000000 bit21: foundry 000000000x0000000000000000000000 bit22: refinery 00000000x00000000000000000000000 bit23: inventor/alchemist 0000000x000000000000000000000000 bit24: church/altar storms 000000x0000000000000000000000000 bit25: tower 00000x00000000000000000000000000 bit26: town hall/great hall 0000x000000000000000000000000000 bit27: keep/stronghold 000x0000000000000000000000000000 bit28: castle/fortress 00x00000000000000000000000000000 bit29: blacksmith 0x000000000000000000000000000000 bit30: shipyard x0000000000000000000000000000000 bit31: unused spells bit order: 0000000000000000000000000000000x bit0: holy vision 000000000000000000000000000000x0 bit1: healing 00000000000000000000000000000x00 bit2: unused 0000000000000000000000000000x000 bit3: exorcism 000000000000000000000000000x0000 bit4: flame shield 00000000000000000000000000x00000 bit5: fireball 0000000000000000000000000x000000 bit6: slow 000000000000000000000000x0000000 bit7: invisibility 00000000000000000000000x00000000 bit8: polymorph 0000000000000000000000x000000000 bit9: blizzard 000000000000000000000x0000000000 bit10: eye of kilrog 00000000000000000000x00000000000 bit11: bloodlust 0000000000000000000x000000000000 bit12: unused 000000000000000000x0000000000000 bit13: raise dead 00000000000000000x00000000000000 bit14: death coil 0000000000000000x000000000000000 bit15: whirlwind 00000000000000x00000000000000000 bit16: haste 0000000000000x000000000000000000 bit17: unholy armor 000000000000x0000000000000000000 bit18: runes 00000000000x00000000000000000000 bit19: death and decay bit20-bit31: unused 8: Section 'UGRD', Upgrade Data word use default data (0 no, 1 yes) 52 bytes upgrade time 52 words gold cost 52 words lumber cost 52 words oil cost 52 words upgrade icon 52 words group applies to 52 longs Affect flags (What does the upgrade give) See Appendix B for correct order of upgrades inside the 52 values. 9: Section 'SIDE', Identifies race of each player 8 bytes 8 player slots (0-7) 7 bytes "unusable" 7 player slots (8-14) 1 byte neutral (15) should be: 0x00 human 0x01 orc 0x02 neutral (shows up as human, when use of non standard neutral units) can also be: 0x03 - 0xff neutral (shows up as human, when use of nonstandard neutral units) 10: Section 'SGLD', Starting gold 8 words gold for the 8 players (0-7) 7 words gold for "unusable" 7 players (8-14) 1 word gold for neutral (15) 11: Section 'SLBR', Starting lumber 8 words lumber for the 8 players (0-7) 7 words lumber for "unusable" 7 players (8-14) 1 word lumber for neutral (15) 12: Section 'SOIL', Starting oil 8 words oil for the 8 players 7 words oil for "unusable" 7 players (8-14) 1 word oil for neutral (15) 13: Section 'AIPL', AI of each player 8 bytes ai for the 8 players (0-7) 7 bytes ai for "unusable" 7 players (8-14) 1 byte ai for neutral (0x00) (15) See Appendix C for the known AIs. 14: Section 'MTXM', tiles map X * Y words tile See Appendix D for general info on map tiles. 15: Section 'SQM ', movement map X * Y words should be: 0x0001 land 0x0002 coast (corner?) 0x0011 dirt 0x0040 water 0x0081 forest and mountains 0x0082 coast 0x008d walls (crashes if not really a wall) Other good values: 0x0000 bridge (land, navy, air) 0x0fxx space (nothing) 0x02xx cave (no flying units allowed) 16: Section 'OILM', Obsolete oil concentration map. X * Y bytes Concentration level up to 7. Set it to 0 for no oil at this location. (this section was used in beta version) 17: Section 'REGM', action map X * Y words should be: 0x0000 water 0x4000 land 0xfffa (-6) island (no trans, no land) 0xfffb (-5) wall 0xfffd (-3) mountains 0xfffe (-2) forest 18: Section 'UNIT', Units length/8 units, where a unit is: word x coord word y coord byte type byte owner word if gold mine or oil well, contains 2500 * this otherwise 0 passive 1 active Appendix A: Unit Types 00 infantry 01 grunt 02 peasant 03 peon 04 ballista 05 catapult 06 knight 07 ogre 08 archer 09 axethrower 0a mage 0b death knight 0c paladin 0d ogre-mage 0e dwarves 0f goblin sapper 10 attack peasant 11 attack peon 12 ranger 13 berserker 14 alleria 15 teron gorefiend 16 kurdan and sky'ree 17 dentarg 18 khadgar 19 grom hellscream 1a human tanker 1b orc tanker 1c human transport 1d orc transport 1e elven destroyer 1f troll destroyer 20 battleship 21 juggernaught 23 deathwing 26 gnomish submarine 27 giant turtle 28 gnomish flying machine 29 goblin zepplin 2a gryphon rider 2b dragon 2c turalyon 2d eye of kilrogg 2e danath 2f khorgath bladefist 31 cho'gall 32 lothar 33 gul'dan 34 uther lightbringer 35 zuljin 37 skeleton 38 daemon 39 critter 3a farm 3b pig farm 3c human barracks 3d orc barracks 3e church 3f altar of storms 40 human scout tower 41 orc scout tower 42 stables 43 ogre mound 44 gnomish inventor 45 goblin alchemist 46 gryphon aviary 47 dragon roost 48 human shipyard 49 orc shipyard 4a town hall 4b great hall 4c elven lumber mill 4d troll lumber mill 4e human foundry 4f orc foundry 50 mage tower 51 temple of the damned 52 human blacksmith 53 orc blacksmith 54 human refinery 55 orc refinery 56 human oil well 57 orc oil well 58 keep 59 stronghold 5a castle 5b fortress 5c gold mine 5d oil patch 5e human start 5f orc start 60 human guard tower 61 orc guard tower 62 human cannon tower 63 orc cannon tower 64 circle of power 65 dark portal 66 runestone 67 human wall 68 orc wall Appendix B: Upgrade types 00 sword 1 01 sword 2 02 axe 1 03 axe 2 04 arrow 1 05 arrow 2 06 spear 1 07 spear 2 08 human shield 1 09 human shield 2 0a orc shield 1 0b orc shield 2 0c human ship cannon 1 0d human ship cannon 2 0e orc ship cannon 1 0f orc ship cannon 2 10 human ship armor 1 11 human ship armor 2 12 orc ship armor 1 13 orc ship armor 2 14 catapult 1 15 catapult 2 16 ballista 1 17 ballista 2 18 train rangers 19 longbow 1a ranger scouting 1b ranger marksmanship 1c train berserkers 1d lighter axes 1e berserker scouting 1f berserker regeneration 20 train ogre-mages 21 train paladins 22 holy vision 23 healing 24 exorcism 25 flame shield 26 fireball 27 slow 28 invisibility 29 polymorph 2a blizzard 2b eye of kilrogg 2c bloodlust 2d raise dead 2e death coil 2f whirlwind 30 haste 31 unholy armor 32 runes 33 death and decay Appendix C: Computer AIs $00 land attack $01 passive $02 Orc 3 $03 Human 4 $04 Orc 4 $05 Human 5 $06 Orc 5 $07 Human 6 $08 Orc 6 $09 Human 7 $0A Orc 7 $0B Human 8 $0C Orc 8 $0D Human 9 $0E Orc 9 $0F Human 10 $10 Orc 10 $11 Human 11 $12 Orc 11 $13 Human 12 $14 Orc 12 $15 Human 13 $16 Orc 13 $17 Human 14 (Orange) $18 Orc 14 (Blue) $19 sea attack $1a air attack $1b Human 14 (Red) $1c Human 14 (White) $1d Human 14 (Black) $1e Orc 14 (Green) $1f Orc 14 (White) $20 Expansion 1 ... $52 Expansion 51 Appendix D: General map tiles solid tiles 001x light water 002x dark water 003x light coast 004x dark coast 005x light ground 006x dark ground 007x forest 008x mountains 009x human wall 00ax orc walls 00bx human walls 00cx orc walls boundry tiles 09.. orc wall 08.. human wall 07.. forest and grass 06.. dark grass and grass 05.. coast and grass 04.. mount and coast 03.. dark coast and coast 02.. water and coast 01.. dark water and water where .. is: filled clear 0x Dx upper left 1x Cx upper right 2x Bx upper half 3x Ax lower left 4x 9x left half 7x 6x lower right 8x 5x upper left, lower right Black Plague tiles: these tiles have no swamp terrain counterpart and must be remapped. $003a $003b $004a $004b Appendix E: "Unusable" 7 players. This 7 players is not really in the game, so the can't be used as normal players. However there are some use for them. They don't work as passive computer, human or computer, if set to this they just stand there, looking funny. If set to rescue(active), you can rescue them, and the become you units, whom you can control as normally. If rescue(active) has a peon/peasant, he will only build a town hall and x number of farm, depending of the number of peon/peasant he has, then stop and do nothing. If set to rescue(passive), you can rescue his units, and then control them. So if you are in need of more rescue players on your map, you can used the "unusable" 7 players. Note : player 14 unit will never be displayed ?, but he's units IS on the map, because you can't build were he's units would have been !. Credits: Daniel Lemberg. Simon Pelsser (Scorpions). Lasse Jensen.