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Scripting Info[G5]


The Ratt

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Generally Useful Scripting Info

 

These are the lists for GF5, they are almost identical for GF5 and GF4. Some spells got renamed, and several spells were added. These may not be perfect so feel free to mention any inaccuracies.

 

GF5 Item Abilities: This is what an item does or attacks with. This is what you change to make curing spores into healing spores or an attack crystal.

 

0 = Melee Attack

1 = Bite

2 = Shortsword

3 = Firebolt

4 = Searer

5 = Essence Orbs

7 = Diamond Spray

10 = Stun

13 = Terror (Monster Cast)

14 = Terror (PC Cast)

15 = Dominate

16 = Fyora Fire

17 = Ice Breath

18 = Ice Spray

19 = Ice Spray (Shaila Version)

20 = Javelin

21 = Flung Rock

22 = Stunning Rock

23 = Drayk/Drakon Fire

24 = Ur-Drakon Fire

25 = Disruption

30 = Purifying Rain

31 = Shocking Rain

32 = Icy Rain

33 = Poison Rain

34 = Lightning Rain

35 = Dampening Field

36 = Erosive Field

37 = Temporal Field

38 = Terror Field

39 = Acid Shower

50 = Thorn

52 = Venom Thorn

54 = Acid Thorn

56 = Submission Thorn

58 = Reapers

60 = Decaying Ray (Ray Damage+Poison)

62 = Charm Ray (Ray Damage+Charm)

64 = Slowing Mist (Ray Damage+Slow)

65 = Confusing Mist (Ray Damage+Curse)

80 = Poison Sting (Ray Damage+Poison)

81 = Poison Bite (Ray Damage+Poison)

82 = Icy Touch (Cold Damage+Slow)

83 = Rotting Touch (Melee Damage+Acid)

84 = Stunning Blow (Melee Damage+Stun)

85 = Radiate Energy (Stronger Stunning Blow)

86 = Confusing Touch (Damage+Curse)

87 = Terror Touch (Damage+Terror)

90 = Broadsword

91 = Stunblade

92 = Venomblade

93 = Oozing Blade

94 = Draining Blade

100 = War Blessing

101 = Elemental Aura

110 = Speed

120 = Unlock

130 = Mass Restore

140 = Mass Energize

160 = Burning Spray

161 = Venomous Spray

162 = Acid Shower

164 = Aura of Flames

165 = Stunning Aura

166 = Kill

168 = Daze

170 = Strong Daze

172 = Mass Madness

174 = Mindshield Aura

176 = Chaotic Essence

178 = Essence Shield

180 = Essence Armor

182 = Essence Blade

183 = Thorny Aura

184 = Essence Infusion

185 = Regeneration

186 = Battle Roar

187 = Berserker

190 = Light

191 = Charm

192 = Wrack

192 = Essence Shackles

195 = Lightning Aura

196 = Essence Lance

197 = Unbound Death Breath

198 = Unbound Fear Breath

200 = Heal

201 = Heal Self

202 = Heal Group

206 = Minor Heal

207 = Major Heal

210 = Cure Affliction

211 = Cure Self

212 = Cure Group

213 = Banish Affliction

214 = Aura of Cleansing

215 = Haste Other

216 = Haste Self

217 = Haste Group

220 = Restore Essence

225 = Protection

226 = Shield Self

227 = Shield Group

230 = Bless Other

231 = Bless Self

232 = Bless Group

 

 

 

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This is what you change to make items do different things, such as the standard stick be the ultimate weapon, or make gloves give you +90 strength.

 

Script Code Stats GF5

0= strength

1 = dexterity

2 = intelligence

3 = endurance

4 = melee weapons

5 = missile weapons

6 = quick action

7 = parry

8 = creation armor (only works as it_pet_stats_to_affect = 8 )

9 = battle magic

10 = mental magic

11 = blessing magic

12 = spellcraft

15 = fire shaping

16 = battle shaping

17 = magic shaping

18 = healing craft

20 = leadership

21 = mechanics

22 = luck

40 = firebolt

41 = burning spray

42 = searer

43 = ice spray

44 = lighting aura

45 = Shocking rain

46 = acid Shower

47 = kill

48 = essence Lances

49 = purifying rain

50 = daze

51 = mindshield aura

52 = wrack

53 = unlock

54 = terror

55 = dominate

56 = essence shackles

57 = strong daze

58 = charm

59 = mass Madness

60 = war blessing

61 = protection

62 = essence shield

63 = speed

64 = thorny aura

65 = battle aura

66 = essence blade

67 = essence armor

68 = elemental cloak

69 = battle roar

70 = minor heal

71 = cure affliction

72 = essence infusion

73 = heal

74 = regeneration

75 = group heal

76 = banish affliction

77 = major heal

78 = aura of cleansing

79 = mass restore

80 = create fyora

81 = create roamer

82 = create drayk

83 = create kyshakk

84 = create drakon

85 = create thahd

86 = create clawbug

87 = create battle alpha

88 = create rotghroth

89 = create war trall

90 = create artila

91 = create vlish

92 = create glaahk

93 = create wingbolt

94 = create gazer

95 = create ornk

100 = set of spore mine early; 1= blue, 2= green, 3= red

200 = melee damage protection

201 = action points

202 = chance to hit, multiplied by 5

203 = levels damage in combat

204 = hostile effect resistance

205 = energy resistance

206 = fire resistance

207 = poison resistance

208 = acid resistance

210 = mind effect resistance

211 = stun resistance

212 = cold resistance

213 = damage shield

214 = energy preservation

215 = stealth

216 = damage vs undead, constucts

217 = vampiric touch

220 = blessing

221 = fire essence

222 = cold essence

223 = acid infusion

224 = curse power

225 = magic essence

226 = speed

227 = spines

228 = stability

229 = strong blessing

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  • 3 weeks later...

Because with scripting I can pump up their level, health, speed, and power. I can also give them a super powerful ultimate attack. Even with those changes, an Ornk with maxed out stats still costs only around 100 essence, but I don't really need to do that, it would be fun just to have them.

 

Not only that, since you don't really battle any Ornks, you don't make yourself any ultimate enimies, either.

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Couldn't you just take a charm and add whatever stats you want to it? Or take an arbitrary item you find near the beginning of the game and do the same?

 

—Alorael, who really does believe that eventually the ingenuity and power of cheating stops being worthwhile because you can already one hit kill everything. Actually, you could probably pull off one-half hit kills.

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Quote:
So if you have two equally good pieces of armor, and you need the stats from both, plug in the line, wear one, and both will give you their stats.


I don't get why that would be fun, doom! Doesn't the game lose its charm if you never have to balance one thing against the other? Or have the anticipation of how *cool* an artifact will be when you can finally make it?

I'm not trying to pick on you for doing the scripting, I'm just curious as to what's left when the challenge is gone. Maybe the story of it? What do you like best about geneforge?
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I noticed this back in GF4, but like Alorael said, why bother when you can just make an uber item. Generally I only change item stats of the artifacts, or endgame items. Therefore it lowers the "effect" of the cheating. Though I have yet to do this with GF5, and at the rate I'm going probably won't.

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Alorael

I put the code there so anyone can have the stats of two pieces of the same kind of armor. You could put the stats onto charms, but items can only have a limited number of stats, and you might need to find them all for you to do it. This is just a quick line you add in so you can keep a piece of armor in your pack and still benifit from it.

 

jlsgaladriel

I do this kind of thing because I have already beaten the game normally, I then use cheats to blast through the game and uncover all the secrets and do all the things I hadn't done in my prievious game. I do the cheats so I don't have to waste time training a whole lot, I can just go anywhere and do anything I please. I'm not really trying to do it for the challenge, I already had that in my first run through, and I want to see all the endings and do everything that I didn't do or passed by because I wasn't strong enough. So I cheat, and I get to do everything.

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I don't really know how to cheat, at least not in the sense of using editors or changing scripts, so I can't comment on what it does to game play. I do like the challenge of beating an area by using some ingenuity. However, once that has been done a number of times, cheating with editors and scripting might be fun.

 

I can certain see some value in replaying it with the cheats DW talks about just for curiosity sake. It would enable you to see a lot, like all the endings, and rather quickly.

 

Heck, I'm replaying the game now, factionless, just to test out best stat boosting for a character. I'm tired of killing nice people/serviles, so I'm not even going to finish the game. I'm having a relaxing run just doing this.

 

There are many ways to have fun playing this game.

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Quote:
I'm not really trying to do it for the challenge, I already had that in my first run through, and I want to see all the endings...


Aha, it *is* for the story of it! smile

Yep, that makes sense to me. I still need to do a Ghaldring run to complete the walkthrough, but I really don't want to
Click to reveal..
slaughter everyone on the shaper council
. I'll probably do this by taking one of my extant level-50 characters through, on the theory that the ickiness will go by quickly, and I will at least get to see the ending.
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  • 1 month later...

Ya. It isn't so much for fun than for the heck of it. I made an Agent, and at first I re-scripted the game to get to lvl 61 ASAP (that is the cap,) then I turned canisters into super-stat buffs(10 to five at a time, no negative effects) and now I'm burning my way across Terrestria, with a character almost as tough as God. (God has better items than I do.)

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  • 4 months later...

Yeah I'm having a scripting problem, I'm trying to put an intel bonus on Shaper Robe but every time it says -1 mental abilitys of creations or something?

Heres the original:

begindefineitem 29;

import = 25;

it_name = "Shaper Robe";

it_protection = 12;

it_value = 2000;

it_stats_to_affect 0 = 15;

it_stats_addition 0 = 1;

it_stats_to_affect 1 = 16;

it_stats_addition 1 = 1;

it_stats_to_affect 2 = 17;

it_stats_addition 2 = 1;

it_stats_to_affect 3 = 18;

it_stats_addition 3 = 1;

it_extra_description = -1;

it_graphic_coloradj = 256;

Now heres the modified:

begindefineitem 29;

import = 25;

it_name = "Shaper Robe";

it_protection = 12;

it_value = 2000;

it_stats_to_affect 0 = 15;

it_stats_addition 0 = 1;

it_stats_to_affect 1 = 16;

it_stats_addition 1 = 1;

it_stats_to_affect 2 = 17;

it_stats_addition 2 = 1;

it_stats_to_affect 3 = 18;

it_stats_addition 3 = 1;

it_stats_to_affect 4 = 2;

it_stats_addition 4 = 10;

it_extra_description = -1;

it_graphic_coloradj = 256;

Can somebody tell me what I'm doing wrong and how to fix it?

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  • 1 year later...

These two lines are the problem:

 

it_stats_to_affect 4 = 2;

it_stats_addition 4 = 10;

 

You can only have 4 stats affected for a single item, numbered 0 to 3.

 

Option 1:

You'll have to change another item, possibly using one that only has 2 or 3 stats defined to begin with. There are a number of those.

 

Option 2:

You could also make an entirely new item, using:

 

begindefineitem xxx;//pick an unused number

import = 25;

it_name = "Uber Robe";//for example

it_protection = 24;

it_value = 2000;

it_stats_to_affect 0 = 15;

it_stats_addition 0 = 1;

it_stats_to_affect 1 = 16;

it_stats_addition 1 = 1;

it_stats_to_affect 2 = 17;

it_stats_addition 2 = 1;

it_stats_to_affect 3 = 2;//this is what you wanted

it_stats_addition 3 = 10;

 

Option 3:

You can also just add the desired stat to a charm that works in your pack:

 

it_abil_work_in_pack = 1;//this is what it says

 

it_stats_to_affect 0 = 1;

it_stats_addition 0 = 10;

Charms often just affect one stat, so you could add the second stat line.

it_stats_to_affect 1 = 2;

it_stats_addition 1 = 10;

 

Cheers,

 

Razid

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@The Ratt

AFAIK, here are still a number of items that can be added.

 

@Trenton...

I didn't even notice the posting date! smile

 

@Ganduv (who may or may not be present...)

 

Remember to create a backup of the original files before you make any edits to the scripts. I just copy, then rename the original to e.g. gf5itemschars-O.txt.

 

That message was a reference to the fact that you can also add stats to your shaped creations, for example:

 

it_pet_stats_to_affect 0 = 210;

it_pet_stats_addition 0 = 10;

 

So, it's up to 4 stats for the item and 4 more for the creations.

 

A Solution:

Just find another item, let's say a gold ring, then add the two lines in bold:

 

begindefineitem 181;

// imported for all rings

import = 0;

it_name = "Gold Ring";

it_graphic_sheet = 2;

it_which_icon_ground = 4;

it_which_icon_inven = 6;

it_variety = 5;

it_weight = 1;

it_value = 100;

it_stats_to_affect 0 = 2;

it_stats_addition 0 = 10;

it_can_augment = 1;

 

That should do it - unless you can't find a gold ring. smile

 

 

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@Trenton Uchiba...

 

First, copy the text below:

 

begindefineitem 181;

// imported for all rings

import = 0;

it_name = "Gold Ring";

it_graphic_sheet = 2;

it_which_icon_ground = 4;

it_which_icon_inven = 6;

it_variety = 5;

it_weight = 1;

it_value = 100;

it_stats_to_affect 0 = 2;

it_stats_addition 0 = 10;

it_can_augment = 1;

 

Open the gf5itemschars.txt file, and locate the "Gold Ring" definition. Select the entire entry and paste the text. Save... Voila! Of course, you need to find and wear a gold ring for this to be useful... :-)

 

Don't forget to backup the gf5itemschars.txt file first.

 

Cheers!

 

 

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  • 8 months later...
  • 2 months later...

Does anyone know what file one has to edit in order to modify the tooltips (for example the text describing a spell in the spellbook, etc) ?

 

I ask because I started playing with the character abilities, like making essence lances hit three enemies, modded shocking rain into behaving like essence orbs, etc, and would like the text to remain consistent with the abilities tongue.

 

Also, is it possible to edit unstable creation into being.. well, stable ? Or are they hardcoded and always die when leaving an area ?

 

Sorry for resurrecting this, but I didn't feel like creating a new topic.

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