Draft:Two Worlds:Creating Items
Revision as of 10:40, November 27, 2023 by Korra II A Royal (talk | contribs) (47 revisions imported)
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.<syntaxhighlight>
CREATE Name(Level,Enhancements,Item Id)
</syntaxhighlight>
Name
= Item nameLevel
= The level of the item. It should be a value near the level of your own character.Enhancements
= Addons like Magic. Boolean, so0
means no enhancements while any integer equal or above1
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.
Example:<syntaxhighlight> CREATE ROBE_1(19,1,11) </syntaxhighlight>This will create a level 19 hooded white robe with a random enhancement.
Armour Sets
Chain Armour
AR_CHAIN_ARMOUR(Level,Enhancements,Item ID)
AR_CHAIN_TROUSERS(Level,Enhancements,Item ID)
AR_CHAIN_BOOTS(Level,Enhancements,Item ID)
AR_CHAIN_GLOVES(Level,Enhancements,Item ID)
AR_CHAIN_HELMET(Level,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)
Orc Camouflage Armour
ORC_ARMOUR(Level,Enhancements)
Equipment
Rings
AR_RING_##
- ## = Item ID, e.g.
CREATE AR_RING_14
- ## = Item ID, e.g.
Robes
ROBE_0(Level,Enhancement,Item ID)
ROBE_0
= Non hoodedROBE_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. The number is always three digits long, with leading zeros as necessary. Not all numbers yield items, and some of the ones that do are unused ingame, with a generic name and sometimes placeholder graphics.
- Goblin Totem:
QITEM_009
- King's Key to the Barrow:
QITEM_031
- Satrius' Crown (Cheap Imitation):
QITEM_032
- Insect's Egg:
QITEM_038
- Big Pack of Food:
QITEM_040
- Small Pack of Food:
QITEM_042
- Anti-Taint Inspection Device:
QITEM_045
- Key to the Tharbakin Caves:
QITEM_051
- Ancient Dwarven Key:
QITEM_061
- The Cure:
QITEM_063
- A Dwarven Contraption:
QITEM_070
- Excavation Reports:
QITEM_072
- Excavation Key:
QITEM_073
- Merchant's Association Package:
QITEM_096
- Underpants:
QITEM_104
- Letter:
QITEM_111
- Whisky:
QITEM_112
- Necro Orc Killer:
QITEM_128
- Depoisoner:
QITEM_136
- Order for Armor:
QITEM_146
- Summon Spider Figurine:
QITEM_154
- Arrows for Rigwell:
QITEM_157
- Beautiful Flower:
QITEM_161
- Love Potion:
QITEM_165
- Wilcor's Braid:
QITEM_174
- Catapult Trigger:
QITEM_175
- Compass:
QITEM_181
- Moon Eye Crystal:
QITEM_191
- Figurine of Throglin:
QITEM_204
- Counterfeit:
QITEM_214
- Moonshine:
QITEM_221
- Archmage Earth Staff (Quest Item):
QITEM_225
- Hangman's Rope:
QITEM_241
- Black Magic Doll:
QITEM_242
- Engagement Ring:
QITEM_255
- Magical Mirror:
QITEM_264
- Red Dress:
QITEM_270
- Key to the Temple in Ashos:
QITEM_271
- Blacksmith's Will:
QITEM_272
- Medicine for the Mayor:
QITEM_273
- Magic Dust:
QITEM_278
- Poet's Letters:
QITEM_286
- Military Armor:
QITEM_292
- Poison:
QITEM_295
- Medal:
QITEM_296
- Wife's Necklace:
QITEM_303
- Family Heirloom:
QITEM_304
- Necromancer's Poison:
QITEM_353
Special Items
- Taint Shoot:
THE_TAINT
- Lockpick:
LOCKPICK
- Personal Teleport:
PERSONAL_TELEPORT
- Teleport Activator:
TELEPORT_ACTIVATOR
- The Relic:
RELIC_##
- ## = Number representing which elements it contains, from 00 to 15. It's a bit field , where
- 0b0001 = 1 = Earth element
- 0b0010 = 2 = Water element
- 0b0100 = 4 = Fire element
- 0b1000 = 8 = Air element
- To get a relic with a single element, just use the number above, otherwise, to get a relic with multiple elements, add together the numbers that represent the ones you want. e.g. A relic with both the water and air elements is RELIC_10, as 2+8 = 10. The number is always two digits, with a leading zero when necessary.
- ## = Number representing which elements it contains, from 00 to 15. It's a bit field , where
- Relic Stones:
RELIC_STONE_0#
- # = Number representing the element of the relic stone, same as above. e.g. Fire Relic Stone:
RELIC_STONE_04
- # = Number representing the element of the relic stone, same as above. e.g. Fire Relic Stone:
Spells
Non-Summoning 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
- Bone Armor:
MAGIC_BONEARMOUR
- Rust Armor:
MAGIC_RUSTARMOUR
- Blessing:
MAGIC_BLESS
- Lightning (missing an n):
MAGIC_LIGHTING
- Lightning Shield (same misspelling):
MAGIC_LIGHTINGSHIELD
- Lightning Storm (same misspelling):
MAGIC_LIGHTINGSTORM
- Protection From Fire:
MAGIC_PROTFROMFIRE
- Push Wave:
MAGIC_PUSH_WAVE
- Grapple Ivy:
MAGIC_IVY
- Earth Eruption:
MAGIC_ERUPTION
- Adamantium Shield:
MAGIC_ADAMANTIUM
- Reflection Shield:
MAGIC_REFLECTINGSHIELD
- Ring of Fire:
Summoning Spells
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 Octogron:
MAGIC_SUMMON_MINION
- Summon Scorpion:
MAGIC_SUMMON_SCORPIO
- Summon Soul Defender:
MAGIC_SUMMON_AIR_ELEMENTAL
- Summon Steel Golem:
MAGIC_SUMMON_IRONGOLEM
- Summon Adamantium Golem:
MAGIC_SUMMON_ADAMEGOLEM
- Summon Skeleton Archer:
Booster Cards
MAGIC_BOOST_#
- # = Keyword for booster (LEVEL,
TIME
,DAMAGE
,MANA
, orSUMMON
) - Example, Spell Booster:
MAGIC_BOOST_LEVEL
- # = Keyword for booster (LEVEL,
References
All credit goes to Phalynx from Inside Two Worlds.