The Last Spell
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castix

Uploaded by

brakbama

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/* DevConsole Mod by castix, updated by brakbama*/

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


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; }