Well-Actually War Trall The Ratt Posted December 14, 2008 Share Posted December 14, 2008 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 alhoon 1 Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall The Ratt Posted December 14, 2008 Author Share Posted December 14, 2008 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 Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Feo Takahari Posted December 14, 2008 Share Posted December 14, 2008 What's the difference between "shortsword" and "broadsword"? Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall The Ratt Posted December 14, 2008 Author Share Posted December 14, 2008 I think the amount of damage it does at different levels (a broadsword will do more damage at level 10 than a shortsword). Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice questionmarket superscrip Posted December 14, 2008 Share Posted December 14, 2008 They link to different attack abilities, the relevant difference being that shortswords do 1-4 per level and broadswords do 1-5 per level. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Øther Posted January 3, 2009 Share Posted January 3, 2009 Any chance of you knowing which stat create Ornk is? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 3, 2009 Share Posted January 3, 2009 Pretty sure they count as Battle, but they're joke creations; they're not going to be very good in combat no matter what. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Øther Posted January 3, 2009 Share Posted January 3, 2009 I know, but with a bit of scripting, they can be pretty good. I would like to know that anyways so I don't have to get them past halfway through the game, even if I'm not going to make them good. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted January 3, 2009 Share Posted January 3, 2009 With a bit of scripting anything and everything can be good. Why do you need ornks when you have another 30 creations to work with? —Alorael, who would have been pro-battle earlier if he knew ornks were included. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Øther Posted January 3, 2009 Share Posted January 3, 2009 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. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted January 3, 2009 Share Posted January 3, 2009 If you're pumping up their level anyway, why do you care about what kind of shaping skill raises their level? Just make it as high as you want it to be. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Øther Posted January 3, 2009 Share Posted January 3, 2009 No, I was wanting the ability number of create Ornk so I can learn it sooner. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Dahak Posted January 3, 2009 Share Posted January 3, 2009 #95. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Øther Posted January 4, 2009 Share Posted January 4, 2009 Hey, do you know that if you put the line it_abil_work_in_pack = 1; at the bottom of any item, it will work like a charm? 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. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted January 4, 2009 Share Posted January 4, 2009 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. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan jlsgaladriel Posted January 4, 2009 Share Posted January 4, 2009 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? Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall The Ratt Posted January 5, 2009 Author Share Posted January 5, 2009 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. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Øther Posted January 5, 2009 Share Posted January 5, 2009 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. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Blurb Posted January 5, 2009 Share Posted January 5, 2009 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. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Øther Posted January 5, 2009 Share Posted January 5, 2009 Another reason why I cheat is that in the beggining, I get tired and bored of being weaker than I was used to very quickly. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan jlsgaladriel Posted January 5, 2009 Share Posted January 5, 2009 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! 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. Quote Link to comment Share on other sites More sharing options...
Seasoned Roamer Waladil Posted February 20, 2009 Share Posted February 20, 2009 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.) Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma Ganduv Posted June 30, 2009 Share Posted June 30, 2009 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? Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug mrb Posted May 30, 2011 Share Posted May 30, 2011 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 Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall The Ratt Posted May 31, 2011 Author Share Posted May 31, 2011 I think that the number of items is hardcoded into the game, so you won't be able to create your own item. You would need to find an unused item or modify another. I could be wrong though because I haven't done stuff like this in a while. Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Trenton. Posted June 1, 2011 Share Posted June 1, 2011 Bloody hell mrb. Now that is just MAJOR necromancy. 2 years? wow... But seriously, when I go to the code section, I see all the codes in an order, but what I don't understand is all the spacing and how to put the codes! Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug mrb Posted June 6, 2011 Share Posted June 6, 2011 @The Ratt AFAIK, here are still a number of items that can be added. @Trenton... I didn't even notice the posting date! @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. Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Trenton. Posted June 7, 2011 Share Posted June 7, 2011 Can you respond to me about how to place them? Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Trenton. Posted June 7, 2011 Share Posted June 7, 2011 Can you respond to me about how to place them? EDIT: Aww crap. My first accidental double post! I'm so proud! Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Chittering Clawbug mrb Posted June 8, 2011 Share Posted June 8, 2011 @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! Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Indignus Posted February 15, 2012 Share Posted February 15, 2012 Hmmn... a really nice post... it's gradually helpful Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Lyric Posted April 20, 2012 Share Posted April 20, 2012 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 . 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. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall A less presumptuous name. Posted April 20, 2012 Share Posted April 20, 2012 I'm nearly positive that unstable creations are hard coded, and I'm sure it's been discussed before. There is also probably a text file in the scripts with all the tooltips, provided that they too are not hard coded. Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Lyric Posted April 23, 2012 Share Posted April 23, 2012 I checked all the files that didn't have a "z*" prefix, no luck though. Oh well...I'll just pretend that the guy who sold me the spells put the wrong label on 'em. Wizardman468 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.