
June 26th, 2008, 12:55 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Magic Item Modding
MAGIC ITEM MODDING (COMMANDS THAT DO NOT EXIST YET)- #clearitem Clears currently selected item
- #copyitem [item nbr] | "itemname" Copies specified item's attributes to currently selected new item
- #coldres [percent] Item gives specified amount of cold resistance
- #fireres [percent] Item gives specified amount of fire resistance
- #poisonres [percent] Item gives specified amount of poison resistance
- #shockres [percent] Item gives specified amount of lightning resistance
- #airshield [percent] Item gives commander an air shield of specified strength (or just #airshield which would give 80% airshield, but this would be less versatile)
- #regeneration [percent] Item gives commander specified amount of regeneration
- #forgebonus [percent] Item gives specified forge bonus
- #cursed Item is cursed and cannot be removed
- #alchemy [percent] Item gives specified alchemy bonus
- #insane [chance] [value1] [value2] Item has specified chance of increasing commander's insanity by a random amount between value1 and value2 every turn. Alternatively just #insane [chance] [value] for a chance to always increase insanity by set amount every turn the check goes through
- #shatteredsoul [chance] [value1] [value2] Item has specified chance of increasing commander's Shattered Soul attribute by a random amount between value1 and value2 every turn. Alternatively just #shatteredsoul [chance] [value] for a chance to always increase Shattered Soul by set amount every turn the check goes through
- #mapmove [bonus] [limit] Item grants unit specified increase in mapmove if unit's mapmove is lower than the limit.
- #mor [bonus] Item grants commander specified bonus to morale
- #mr [bonus] Item grants commander specified bonus to magic resistance
- #str [bonus] Item grants commander specified bonus to strength
- #att [bonus] Item grants commander specified bonus to attack
- #def [bonus] Item grants commander specified bonus to defense
- #prec [bonus] Item grants commander specified bonus to precision
- #penetration [bonus] Item grants specified penetration bonus to magic spells cast by wielder
- #exp [experience per turn] Item gives commander specified amount of experience every turn
- #cold [value] Item increases wielder's chill aura by specified amount
- #heat [value] Item increases wielder's heat aura by specified amount
- #waterbreathing [size] Item allows specified amount worth of size points to breathe underwater. For example, #waterbreathing 50 would allow 25 human-sized (size 2) units to breathe underwater. Use size 0 to make item usable by wielder only.
- #airbreathing [size] Item allows specified amount worth of size points to breathe on land if aquatic. For example, #airbreathing 50 would allow 25 human-sized (size 2) aquatic units to breathe on land. Use size 0 to make item usable by wielder only.
- #flying [size] Item allows specified amount of size points to be transported by flying. Use size 0 to make item affect wielder only.
- #magicbonus [path nbr] [bonus] Item grants specified bonus to a magic path
- #gems [path nbr] [amount] Item creates specified number of gems in wielder's gembox every turn
- #protection [value] Item grants both head and body protection of specified value (like Flame Helmet or Bracers of Protection)
- #leader [bonus] Item grants bonus to leadership
- #undeadleader [bonus] Item grants bonus to undead leadership
- #magicleader [bonus] Item grants bonus to magic leadership
- #fear [bonus] Item grants fear with value 5+[bonus]. If bonus is not specified, unit gains Fear(+0) or has 5 added to existing fear. Alternatively just #fear and grants +5 fear.
- #awe [bonus] Item grants awe to wielder. Use #awe 1 to grant awe(+0), because #awe 0 results in no awe. Would several items with #awe 0 produce awe(+0) when combined, like Crown of Command + Whip of Command + Sceptre of Authority?
- #animalawe [bonus] Item grants awe to wielder. Works like #awe
- #berserk [bonus] Item grants wielder a berserk bonus.
- #autoberserk [bonus] Item grants wielder a berserk bonus. Wielder is automatically berserk at the start of combat.
- #standard [value] Item grants wielder the standard ability at specified level or increases existing standard
- #fireshield [damage] Item grants unit a fireshield of specified strength. Default value is 6.
- #banefireshield [damage] Item grants unit a banefireshield of specified strength. Default value is 6.
- #bloodvengeance [value] Item grants wielder the bloodvengeance ability like the Vastness or adds to existing bloodvangeance ability. Bonus/malus to ability makes it harder or easier to resist.
- #pillagebonus [value] Item grants wielder a pillage bonus
- #patrolbonus [value] Item grants wielder a patrol bonus
- #castledef [bonus] Item grants wielder a castle defense bonus
- #siegebonus [value] Item grants wielder a siege bonus
- #supplybonus [value] Item grants wielder a supply bonus
- #researchbonus [value] Item grants wielder a research bonus. Owl Quill has a research bonus of 2, Lightless Lantern 6 and Skull Mentor 9.
- #douse [bonus] Item grants wielder a bonus to bloodhunting like the Sanguine Dousing Rod
- #sacrificebonus [value] Item allows wielder to sacrifice an additional number of bloodslaves per turn beyond the normal limit
- #voidsummon [bonus] Item increases wielder's void summoning skill
- #combatspell [spell nbr] | "spellname" Item allows wielder to cast specified spell as an action in combat, like Acid Bolt from Staff of Corrosion
- #autocombatspell [spell nbr] | "spellname" Item automatically casts specified spell every combat round, like Lightning Bolt from Spirit Helmet
- #battlefieldenchantment [spell nbr] | "spellname" Item automatically casts specified battlefield enchantment at the start of combat, like Banner of the North Star
- #ritual [spell nbr] | "spellname" Item allows wielder to cast a ritual spell, like Astral Window from Stone Sphere
- #quickess Item confers quickness on wielder, like Boots of Quickness
- #ethereal Item makes wielder ethereal
- #trample Item grants wielder ability to trample smaller creatures
- #autobless Item wielder is automatically blessed, whether sacred or not
- #cursed Item cannot be dropped
- #doom Item curses wielder
- #disease Item wielder becomes diseased
- #horrormark [chance] [strength] Item has a chance to increase wielder's horrormark by specified amount every turn
- #makemonsterX [monster nbr] Item allows wielder to summon allies like a wraith lord or wolfherd. Works like monster modding commands of the same name.
- #affliction [bitmask] [chance] Item has a chance to cause specified affliction on unit, like Eye of Aiming always causes loss of one eye.
Last edited by Edi; August 13th, 2008 at 02:50 PM..
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