Draft:Two Worlds:Creating Items: Difference between revisions
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==Spells== | ==Spells== | ||
*MAGIC_# | *MAGIC_# | ||
**<nowiki>#</nowiki> = Name of card/booster | **<nowiki>#</nowiki> = Name of a non-summoning card, without spaces or underscores. | ||
* | **Example, Strength of God: <code>magic_strengthofgod</code> | ||
**Known Exceptions: | |||
***Ring of Fire: <code>magic_firering</code> | |||
***Blessing: <code>magic_bless</code> | |||
***Lightning (missing an n): <code>magic_lighting</code> | |||
***Lightning Shield (same mispelling): <code>magic_lightingshield</code> | |||
***Push Wave: <code>magic_push_wave</code> | |||
***Grapple Ivy: <code>magic_ivy</code> | |||
***Earth Eruption: <code>magic_eruption</code> | |||
***Adamantium Shield: ??? | |||
***Reflection Shield: ??? | |||
*MAGIC_SUMMON_# | |||
**# = Name of the summoned creature, without spaces or underscores. | |||
**Example, Summon Stone Golem: <code>magic_summon_stonegolem</code> | |||
**Known Exceptions: | |||
***Summon Skeleton Archer: <code>magic_summon_archer</code> | |||
***Summon Scorpion: <code>magic_summon_scorpio</code> | |||
***Summon Soul Defender: ??? | |||
***Summon Steel Golem: <code>magic_summon_irongolem</code> | |||
***Summon Adamantium Golem: ??? | |||
*MAGIC_BOOST_# | |||
**# = keyword for booster (<code>level</code>, <code>time</code>, <code>damage</code>, or <code>summon</code>) | |||
**Example, Spell Booster: <code>magic_boost_level</code> | |||
== External Sources == | == External Sources == |
Revision as of 00:26, January 18, 2021
The codes on this page currently apply to the original Two Worlds (TW1) only.
You should read the Cheats page before you read any of the following.
With the CREATE command you are able to spawn all objects of the game. Objects, that don't need any parameter, i.e. all ingredients, can be spawned by simply typing the object. No CREATE is needed. Level = The level of the item. It should be a value near the level of your own character.
Enhancements = Addons like Magic. Boolean, so 0
means no enhancements while any integer equal or above 1
means a random enhancement.
Item ID = ID of the item - you can find most of the ID's by visiting the pictured list for an object.
create !(@,#,$)
! =Item name @ =Level # =Enhancement $ =Item ID
Example: create robe_1(19,1,11)
This will create a Hooded white robe with a random enhancement.
Armour Sets
Chain Armour
- AR_WOOD_ARMOUR(Level10,Enhancements,Item ID)
- AR_WOOD_TROUSERS(Level10,Enhancements,Item ID)
- AR_WOOD_BOOTS(Level10,Enhancements,Item ID)
- AR_WOOD_GLOVES(Level10,Enhancements,Item ID)
- AR_WOOD_HELMET(Level10,Enhancements,Item ID)
Half Plate Armour
- AR_HALF_PLATE_ARMOUR(Level,Enhancements,Item ID)
- AR_HALF_PLATE_TROUSERS(Level,Enhancements,Item ID)
- AR_HALF_PLATE_BOOTS(Level,Enhancements,Item ID)
- AR_HALF_PLATE_GLOVES(Level,Enhancements,Item ID)
- AR_HALF_PLATE_HELMET(Level,Enhancements,Item ID)
Leather Armour
- AR_LEATHER_ARMOUR(Level,Enhancements,Item ID)
- AR_LEATHER_TROUSERS(Level,Enhancements,Item ID)
- AR_LEATHER_BOOTS(Level,Enhancements,Item ID)
- AR_LEATHER_GLOVES(Level,Enhancements,Item ID)
- AR_LEATHER_HELMET(Level,Enhancements,Item ID)
Plate Armour
- AR_PLATE_ARMOUR(Level,Enhancements,Item ID)
- AR_PLATE_TROUSERS(Level,Enhancements,Item ID)
- AR_PLATE_BOOTS(Level,Enhancements,Item ID)
- AR_PLATE_GLOVES(Level,Enhancements,Item ID)
- AR_PLATE_HELMET(Level,Enhancements,Item ID)
Equipment
Rings
- AR_RING_##
- ## = Item ID, f.e. CREATE AR_RING_14
Robes
- ROBE_0(Level,Enhancement,Item ID)
- ROBE_0 = Non hooded
- ROBE_1 = Hooded
Shields
- AR_BUCKLER(Level,Enhancement,Item ID)
- AR_ROUNDSHIELD(Level,Enhancement,Item ID)
- AR_SHIELD(Level,Enhancement,Item ID)
- AR_TOWERSHIELD(Level,Enhancement,Item ID)
Weapons
Axes
- WP_AXE_##(Level,Enhancement)
- 0 = Small Tatchet
- 1 = Small Axe
- 2 = Two Hand Hatchet
- 3 = Axe
- 4 = Taber
- 5 = Ornamented
- 6 = Two Hand Axe
- 7 = Two Hand Ornamented
- 8 = Two Hand Taber
Bows and Quivers
- WP_BOW_##(Level,Enhancement)
- AR_QUIVER_##(Level,Enhancement)
Daggers
- WP_DAGGER_##(Level,Enhancement)
Maces
- WP_MACE_#(Level,Enhancement,Item ID)
- 0 = Club
- 1 = War Club
- 2 = Heavy Club
- 3 = Heavy Knobbed Club
- 4 = Flanged Club
- 5 = Morningstar
- 6 = Warhammer
- 7 = Ornamented
- 8 = Ornamented Warhammer
Polearms
- WP_POLE_ARM_#(Level,Enhancement,Item ID)
- 0-9 = Missing
Staffs
- WP_STAFF_#(Level,Enhancement)
- # = Item ID
Swords
- WP_SWORD_#(Level,Enhancement,Item ID)
- 0 = Shortsword
- 1 = Machete
- 2 = Bastard Word
- 3 = Cord
- 4 = Sabre
- 5 = Longsword
- 6 = Katana
- 7 = Two Handed Sword
- 8 = Two Katana
Quest Items
- QITEM_##
- ## = Item ID
Spells
- MAGIC_#
- # = Name of a non-summoning card, without spaces or underscores.
- Example, Strength of God:
magic_strengthofgod
- Known Exceptions:
- Ring of Fire:
magic_firering
- Blessing:
magic_bless
- Lightning (missing an n):
magic_lighting
- Lightning Shield (same mispelling):
magic_lightingshield
- Push Wave:
magic_push_wave
- Grapple Ivy:
magic_ivy
- Earth Eruption:
magic_eruption
- Adamantium Shield: ???
- Reflection Shield: ???
- Ring of Fire:
- MAGIC_SUMMON_#
- = Name of the summoned creature, without spaces or underscores.
- Example, Summon Stone Golem:
magic_summon_stonegolem
- Known Exceptions:
- Summon Skeleton Archer:
magic_summon_archer
- Summon Scorpion:
magic_summon_scorpio
- Summon Soul Defender: ???
- Summon Steel Golem:
magic_summon_irongolem
- Summon Adamantium Golem: ???
- Summon Skeleton Archer:
- MAGIC_BOOST_#
- = keyword for booster (
level
,time
,damage
, orsummon
)
- = keyword for booster (
- Example, Spell Booster:
magic_boost_level
External Sources
All credit goes to Phalynx from Inside Two Worlds.