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Created by

castix

Uploaded by

socastix

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About this mod

This mod enables the hidden developer console of The Last Spell

Requirements
Permissions and credits
Changelogs
Description
_________________________________________________

This mod enables the hidden developer console in the game

I have tested every command and have a pretty good understanding of what each command does. If you have a specific question, please do not hesitate to ask me about it.

Press F5 to open and close the console.

Installation
_________________________________________________

1. Download the mod file
2. Download and extract BepInEx in the root directory of the game

2. Extract the mod .dll file in the BepInEx plugins folder (\The Last Spell\BepInEx\plugins)
3. Done. Open your game and enjoy

Console Commands
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Examples:
GenerateItemByCategory 16 5 Epic 1 false
GainPerkPoints 10
ForceSkipNightReport true

Full List
Spoiler:  
Show

TilesFlagsHideAll()
TilesFlagShow(E_TileFlagTag flag, bool show = True)
TilesFlagsShowAll()
FogShowMinMax(bool show = True)
ShowGroundsLogic(float alpha = 0.4)
ShowBoneZones(float alpha = 0.8)
HideBoneZones()
ShowBonePilesPercentage()
HideBonePilesPercentage()
SetBonePilePercentage(string pileId, int percentage)
SetBonePilePercentageForTile(int x, int y, string pileId, int percentage)
AddBonePiles(string pileId, int tilesCount)
CameraMoveTo(float x, float y)
ChangeApocalypse(int id)
SetMaxApocalypseAvailableTo(int apocalypseId)
SetMaxApocalypsePassedTo(string cityId, int apocalypseId)
SaveApplication()
DamnedSouls { get; set; }
DamnedSoulsObtainedTotal { get; }
IntroductionSeen { get; set; }
PlayRandomBarks(int barksCount = 1)
PlayBark(string barkId, int sentenceIndex = -1)
PlayCutscene(string cutsceneId = )
IncreaseFogDensity(int value = 1)
DecreaseFogDensity(int value = 1)
LightFogOnClick(bool state = True)
LightFogSpawnersRegenerate()
ReloadScene()
SaveGame()
VictorySequence(string sequenceCityId = )
TutorialSequence()
DefeatSequence()
DayNumber { get; set; }
MoveSpeedMultiplier { get; set; }
TimeScale { get; set; }
FpsEnabled { get; set; }
ToggleJoystickControllers()
ForceDisplayedControllerTypeReset()
ForceDisplayedControllerType(ControllerType controllerType)
KeyRemappingResetAll()
KeyRemappingSave()
KeyRemappingInit()
KeyRemappingShowKeyCodes(bool show = True)
OraculumForceAccess(bool forceAccess = True)
SaveMetaUpgradesAlreadySeen()
ForceEndEnemyTurn()
PlayTrapsGoals()
PlayTurretsGoals()
AddPanic(int amount = 10)
RemoveAdd(int amount = 10)
SetPanic(int amount)
RerollRewardAdd(int amount = 10)
RefreshTilesNoiseOffset()
RandomSeed { get; }
TilesNoiseOffset { get; set; }
TilesNoiseOffsetBis { get; set; }
WorkersDecreaseMax(int workersMaxToDecrease)
WorkersIncreaseMax(int workersMaxToIncrease)
forcedMaterials { get; set; }
Workers { get; set; }
Gold { get; set; }
ChangeProfile(int profile)
SaveTransferLocalToSteamFolder()
TestCameraSectorOnClick(bool state = True)
AlwaysDisplayMaxStat(bool newValue)
AlwaysDisplayUnitPortraitAttribute(bool newValue)
CompendiumHide(bool newValue)
UIScale(float newValue)
ToggleEndTurnWarning(E_EndTurnWarning warningType, bool value)
DisplaySettingsChangesWarnings(int oldestVersion, int currentVerion)
AllowAllResolutions()
VolumeAmbient { get; set; }
VolumeMaster { get; set; }
VolumeMusic { get; set; }
VolumeUi { get; set; }
ShopForceAccess(bool shopForceAccess = True)
ShowTrophiesProgressions(bool isDefeat)
UnlockTrophy(bool isDefeat, string trophyId = )
UnlockAllTrophies()
RawSoulsEarnedThisNight(int rawSouls)
EndTurnChecksByPass(bool state = True)
TutorialsDisable(bool state = True)
TutorialLocalizeActions(string tutorialId)
TutorialsClearRead(string tutorialId)
TutorialsClearReadAll()
TutorialsTrigger(string tutorialId)
ToggleHUD(bool display)
ShowAllCities()
EnemyBossSpawnEnable(string bossTemplateId = )
ShowAreaOfSkill(int minRange = 0, int maxRange = 1)
EnemySpawnDisable()
EnemySpawnEnable(string enemyTemplateId = )
EnemyEliteSpawnEnable(string enemyTemplateId = , string affixId = )
EnemiesSpawnEverywhere(string enemyTemplateId = , int spawnEveryXTiles = 1)
EnemiesSpawnDirection(E_Direction direction = East)
EnemiesSpawnAllEnable(bool enable = True, bool includeElites = True)
EnemiesSetStatAll(string statId, float newStatValue)
EnemiesKillAllButOne()
EnemiesCount()
EnemiesAddStatusAll(string statusId, int turnsCount, int value = 1)
GatherUnitsForVictorySequence()
AddTrait(string traitId, bool forceAdd = False)
AddStatus(string statusId, int turnsCount, int value = 1)
AddStatusWithStat(string statusId, string statId, int turnsCount, int value = 1)
AddAllImmunity()
DisableHealthDisplay()
EnableHealthDisplay()
GainActionPoints(int amount = 100)
GainArmor(int amount = 1000)
GainExperience(int amount = 1000000)
GainLevel()
GainHealth(int amount = 1000)
GainMana(int amount = 100)
GainMovePoints(int amount = 100)
GetStat(string statId, bool isFinalValue = False)
GainPerkPoints(int perksPoints = 1)
ReplenishEquippedSkills()
ReplenishEverything()
SetFaceId(string faceId)
GenerateRandomPortrait(bool changeFaceId = True, bool changeBackgroundColor = True, bool changeHairSkinEyesColor = True)
RemoveTrait(string traitId)
RemoveAllTraits()
SetHairPalette(string hairPaletteId)
SetRandomPortraitBGColor()
SetSkinPalette(string skinPaletteId)
SetStat(string statId, float newStatValue)
ForceSkipNightReport(bool forceSkipNightReport = True)
ToggleHealthDisplay()
DismissHeroToggleValidityChecks(bool check = False)
EquipmentSlotAdd(E_ItemSlotId slotType = Usables, int amount = 1)
EquipmentSlotRemove(E_ItemSlotId slotId = Usables, int amount = 1)
PerksUnlockAllTiers()
PerkUnlock(string perkId)
PerkUnlockAll()
PerkReroll()
UltimateCheat()
SetStatSwole()
BestFiendShowList()
OverrideCurrentSpawnWave(string spawnId, string directionId)
GenerateNewWave(bool isReroll = False)
RotateWaveTo(int rotation)
RotateWaveAddingValue(int value = 1)
SeerToggleDetailedInfos(bool value = True)
TurretsResetTurn()
TrapsResetTurn()
ChangePlaylist()
ToggleSkillCastValidityCheck(bool state = False)
SkillsForceCanRotate(bool state = True)
SkillsAllowAllPhases(bool state = True)
GlyphEnabled()
GlyphSelect(string glyphId)
GlyphUnselect(string glyphId)
GlyphsForceUnlock { get; set; }
ShowActivationConditionsForUpgrade(string upgradeId)
ShowUnlockConditionsForUpgrade(string upgradeId)
LocalizeMetaConditions(string upgradeId)
LocalizeAllMetaConditions()
RefreshMetaConditions()
MetaRenewRunContext()
NarrationDoneThisDay { get; set; }
VisualEvolutionForced { get; set; }
RefreshFulfilledUpgrades()
InventoryForceAccess(bool forceInventoryAccess = True)
InventoryClear()
GenerateItem(string itemId, int level = 0, E_Rarity rarity = None, int amountToGenerate = 1, bool skipMalusAffixes = False)
GenerateAllPotions()
GenerateItemByCategory(E_Category category, int level, E_Rarity rarity, int amountToGenerate = 1, bool skipMalusAffixes = False)
ShowAllItemsInList(string listId)
AnyUnlockedOneArmedItemInList(string itemsListDefinitionId)
GenerateItemsInList(string itemsListDefinitionId, int level = 0, string rarityProbabilityList = AlwaysCommon, int amountToGenerate = 1, bool skipMalusAffixes = False)
GenerateAllItemsInList(string itemsListDefinitionId, int level = 0, string rarityProbabilityList = AlwaysCommon)
RefreshShop()
MagicCircleMageCount(int newMageCount)
MagicCircleMageSlotCount(int newMageSlotCount)
MagicCircleToggleIndestructibility(bool isIndestructible = True)
ReplenishUsesPerTurn()
SetBarricadeOnAllTilesOutOfCity()
SetTrapOnAllTilesOutOfCity()
SetBuildingOnAllTilesOutOfCity(string buildingId)
ForceUseBuildingActionAllPhases(bool forceUseBuildingActionAllPhases = True)
RandomBuildingsClear()
RandomBuildingsReroll(bool instantly = False)
RandomBuildingsReroll(string directionId = , bool instantly = False)
RandomBuildingsReroll(int rotationsCount = -1, bool instantly = False)
RandomBuildingsReroll(string directionId = , int rotationsCount = -1, bool instantly = False)
BonePileSimulateLimitProgression(string cityId)
ForceConstructionAllowed(bool forceConstructionAllowed = True)
AchievementUnlock(string achievementId)
AchievementUnlockAllButOne()
AchievementReset()
MCDW()
ToggleSmartCast()
SelectNextLanguage()
SelectPreviousLanguage()
ForwardAllLogsToDevConsole { get; set; }
Alpha { get; set; }
Width { get; set; }
Height { get; set; }