The Last Spell
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File information

Last updated

Original upload

Created by

castix

Uploaded by

brakbama

Virus scan

Safe to use

About this mod

Developer Console enabled and tested on version 1.0.2.21

Permissions and credits
Updated per request since the 2.17 version has some commands that don't work.

Go and check the original mod for additional details


Press F1 to open the console. Click outside of the console and press F1 again to close it.


Installation

0. Create a backup copy of your TPLib.dll located in *\The Last Spell\The Last Spell_Data\Managed
1. Download the mod
2. Extract the .zip file in your The Last Spell folder where TheLastSpell.exe is located
3. Overwrite files when prompted to


Commands:

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; }
[/spoiler]
I think devs changed how GenerateItemByCategory works, since 16 generates cloth armours, 32 light armours, 64 medium armours, 128 heavy armours, 256 cloth helmets, etc etc. Would you please put it in the console commands list? Feel free to verify if it applies to your game yourself. Cheers. - NeverBlameMe