How to Enable Console (Dev Mode)
You have to open the 00console.rpy file in Seeds of Chaos\renpy\common and change config.console = False to config.console = True
There’s actually a lot of built in cheats too. After you enable the console as mentioned earlier in the thread, open it up with Shift+O and put this in:
- config.developer = True
Note: This is python code, so the capital letter matters when spelling True. This applies to enabling the console as well. The value should be set to True, no quotes, with a capital T.
This will enable several in-game UI tools that can be considered cheats (but be careful because some can actually break your save).
Console Commands (Cheats)
Note: “Actors” are NPCs, avatar is the label used for the player.
In addition to this, you have the following:
- get_rnd_item(cost_low, cost_high, req_keyword=None)
Adds random item to avatar’s inventory (buy cost from cost_low to cost_high). Chooses from all non-random items in required price range. If a keyword is required (armour, weapon etc.) choose only items with that keyword.
- give_item(uid)
Helper function to add an item to avatar’s inventory and notify
- lose_rnd_item(cost_low, cost_high)
Tries to delete random item from avatar’s inventory, returns True if successful
- add_exp(val)
Adds experience to avatar
- change_treasury(val)
Adds to or substacts from castle treasury
- change_morale(val)
Changes morale of the castle
- change_personal_gold(val)
Adds to or substacts from personal gold of Rowan
- change_relation(ac, val)
Changes relation with an actor (NPC)
- change_corruption_actor(ac, val)
Changes corruption of an actor
- add_effect(eff)
Adds the provided status effect to the player
- heal_injuries()
Heals all negative effects
- complete_research()
Completes current research normally (regardless of rp spent)
- change_base_stat(stat_letter, val)
Change one of avatar’s stats (base). Accepted values are the first letter, second value is what it represents. So change_base_stat(‘s’, 10) would give you 10 strength.
's': 'strength'
'v': 'vitality'
'r': 'reflexes'
'i': 'intelligence'
'l': 'luck'
'c': 'corruption'
'g': 'guilt'
- current_weapon()
Returns name of current weapon
- change_research_bonus(val)
Changes research bonus from map resources
- change_recruitment_bonus(bld_uid, val)
Changes recruitment bonus from map resources, for specific building
- change_favor(actor_uid, val)
Changes favor points with given actor
- change_prisoners(val)
Changes number of prisoners in the dungeon
- change_mp(val)
Changes current MP.
- add_spy_exp(spy_uid, val)
Adds experience to spy
- capture_resource(map_uid, coords)
Captures map resource
- possible_to_research()
Returns True if there are researches that can be researched right now
- set_job_class(ac_uid, job_class)
Sets job class for an actor
- get_actor_job(ac_uid)
Returns current actor’s job or None
- get_actor_flag(ac_uid, flag_name)
This will look up actors by their uid and return the value of the specified flag
- set_actor_flag(ac_uid, flag_name, val)
Sets the provided flag to a value for the specified actor
- change_actor_num_flag(ac_uid, flag_name, val)
Changes numerical flag
- activate_event(ev_name)
Sets the event “active” flag to True
- deactivate_event(ev_name)
Sets the event flag “active” to False
- choose_and_insert_next_event(trigger)
Do standard choosing process for “trigger” and insert first event in current event queue as next event
- ev_happened(ev_name, count)
Returns True if ev_name happened before with run_count == count
- ev_exhausted(ev_name)
Returns True if ev_name happened before with run_count >= max count
- set_event_timer(ev_name, timer_name, timer_delay)
Sets a timer for ev_name, replacing old if there is one
- get_event_timer(ev_name, timer_name)
Returns timer_name for ev_name, or None
- get_event_flag(ev_name, flag_name)
Returns flag value, or None if there is no such flag
- set_event_flag(ev_name, flag_name, val)
Sets flag to val for given event
- glossary_add(entry_uid)
Adds entry in entry’s category and marks category as “new”
- glossary_read(category)
Resets “new” flag on given glossary category
- codex_add(entry_uid)
Adds entry in entry’s category and topic, and marks topic as “new”
- codex_read(category, topic)
Resets “new” flag on given codex category/topic
- change_actor_stress(ac_uid, val)
Changes job stress of given actor
Item / Equipment Codes
Item Categories
'weapon', 'armour', 'accessory', 'item', 'quest'
Equipment Slots
'head', 'chest', 'waist', 'hands', 'feet', 'main', 'off', 'finger', 'neck', 'other'
All Items in the Game
Format for item entry: uid: name, list of keywords, tier, stats effects, (buy value, sell value), description.
'iron_sword': 'Iron Sword', ['main', 'weapon', 'sword'], 1, {'s': 1}, (100, 50), 'Rowan's sword. While unremarkable, it has always served him well'
'robe': 'Robe', ['chest', 'armour', 'cloth'], 1, {'i': 2}, (50, 10), ''
'cloth_hat': 'Cloth Hat', ['head', 'armour', 'cloth'], 1, {'i': 1}, (30, 6), ''
'gloves': 'Gloves', ['hands', 'armour', 'cloth'], 1, {'i': 1}, (20, 4), ''
'shoes': 'Shoes', ['feet', 'armour'], 1, {'i': 1}, (20, 4), ''
'leather_helm': 'Leather Helm', ['head', 'armour', 'leather'], 1, {'v': 1}, (40, 8), ''
'leather_gloves': 'Leather Gloves', ['hands', 'armour', 'leather'], 1, {'v': 1}, (35, 7), ''
'leather_boots': 'Leather Boots', ['feet', 'armour', 'leather'], 1, {'v': 1}, (35, 7), ''
'studded_helm': 'Studded Helm', ['head', 'armour', 'leather'], 1, {'v': 2, 'r': -1}, (60, 12), ''
'studded_gloves': 'Studded Gloves', ['hands', 'armour', 'leather'], 1, {'v': 2, 'r': -1}, (50, 10), ''
'iron_sallet': 'Iron Sallet', ['head', 'armour', 'plate', 'iron'], 1, {'v': 4, 'r': -3}, (150, 30), ''
'iron_mail_coif': 'Iron Mail Coif', ['head', 'armour', 'chain', 'iron'], 1, {'v': 3, 'r': -2}, (100, 20), ''
'iron_gauntlets': 'Iron Gauntlets', ['hands', 'armour', 'plate', 'iron'], 1, {'v': 3, 'r': -2}, (100, 20), ''
'iron_sabatons': 'Iron Sabatons', ['feet', 'armour', 'plate', 'iron'], 1, {'v': 3, 'r': -2}, (100, 20), ''
'leather_straps': 'Leather Straps', ['chest', 'armour', 'leather'], 1, {'v': 1}, (0, 0), 'Rowan's old armour from his adventuring days'
'leather_jerkin': 'Leather Jerkin', ['chest', 'armour', 'leather'], 1, {'v': 1, 'r': 1}, (75, 15), 'A simple leather chestpiece, offering a small amount of protection, without sacrificing movement'
'studded_coat': 'Studded Coat', ['chest', 'armour', 'leather'], 1, {'v': 2, 'r': -1}, (100, 20), 'A leather chestpiece riveted with metal studs to provide extra protection'
'iron_hauberk': 'Iron Hauberk', ['chest', 'armour', 'chain', 'iron'], 1, {'v': 3, 'r': -2}, (150, 30), 'A shirt of small iron links, sturdy enough to impede an arrow, or light weapon blow'
'iron_brigandine': 'Iron Brigandine', ['chest', 'armour', 'iron'], 1, {'v': 4, 'r': -3}, (200, 40), 'A leather chestpiece, lined with small oblong steel plates, riveted to the fabric'
'iron_plackart': 'Iron Plackart', ['chest', 'armour', 'plate', 'iron'], 1, {'v': 5, 'r': -4}, (250, 20), 'A chest piece of plate that covers half the torso, offering a great deal of protection without full weight of a breastplate'
'iron_breastplate': 'Iron Breastplate', ['chest', 'armour', 'plate', 'iron'], 1, {'v': 6, 'r': -5}, (300, 60), 'Two conjoined large plates, molded around the torso to offer maximum protection at the cost of a great deal of dexterity'
'iron_dagger': 'Iron Dagger', ['weapon', 'dagger', 'main'], 1, {'s': 1, 'r': 1}, (100, 70), 'A simple dagger made from iron; lightweight and razor sharp
'iron_longsword': 'Iron Longsword', ['weapon', 'sword', 'main'], 1, {'s': 2}, (200, 150), 'Standard issue for most knights of the Six Realms, unremarkable, but well made swords like these are found at every blacksmith's'
'iron_rapier': 'Iron Rapier', ['weapon', 'sword', 'main'], 1, {'s': 2, 'v': 1}, (300, 200), 'A slender, sharply pointed blade best suited for thrusting. The decorative pommel offers a small amount of protection.'
'balasts_brand': 'Balast's Brand', ['weapon', 'sword', 'magic', 'minor', 'main'], 2, {'s': 3, 'r': 2}, (750, 500), 'A number of these blades were forged by the priests of Balast for soldiers who took part in the fifth crusade.'
Discounted Balast's Brand for Cla-Min bribe
'balasts_brand_discounted': 'Balast's Brand', ['weapon', 'sword', 'magic', 'minor', 'main', 'non-random'], 2, {'s': 3, 'r': 2}, (300, 300), 'A number of these blades were forged by the priests of Balast for soldiers who took part in the fifth crusade.'
Gifted Balast's Brand for Cla-Min bribe
'balasts_brand_gifted': 'Balast's Brand', ['weapon', 'sword', 'magic', 'minor', 'main', 'non-random'], 2, {'s': 3, 'r': 2}, (750, 500), 'A number of these blades were forged by the priests of Balast for soldiers who took part in the fifth crusade. (Gifted by Cla-Min)'
'bastard_sword': 'Bastard Sword', ['weapon', 'sword', 'main'], 1, {'s': 3, 'r': -1}, (400, 300), 'The sword falls somewhere between a longsword and a greatsword. Sturdy, but heavy.'
'zweihander': 'Zweihander', ['weapon', 'sword', 'two-handed', 'main'], 1, {'s': 5, 'r': -3}, (600, 400), 'A two-handed sword popular with mercenaries. Heavy enough to break a bones beneath plate.'
'wooden_shield': 'Wooden Shield', ['armour', 'shield', 'off'], 1, {'v': 1}, (100, 75), 'A simple round shield made from non-splitting wood, reinforced using leather, with a metal rim'
'buckler': 'Buckler', ['armour', 'shield', 'off'], 1, {'v': 2}, (200, 150), 'A round, metal shield; useful for deflecting blows, but too small to be much use against missiles.'
'knights_shield': 'Knight\'s Shield', ['armour', 'shield', 'off'], 1, {'v': 3}, (350, 225), 'A triangular shield carried by most soldiers and knights in the realms. More often than not, they are decorated with a coat of arms or heraldry.'
'knights_helm': 'Knight\'s Helm', ['armour', 'head', 'plate'], 1, {'v': 3, 'r': -1}, (150, 35), 'A well crafted helm, offering a good deal of protection at the cost of some of the wearer\'s peripheral vision.'
'gauntlets_of_might': 'Gauntlets of Might', ['armour', 'hands', 'plate', 'magic', 'minor'], 2, {'v': 3, 's': 2, 'r': -2}, (250, 50), 'As well as affording excellent protection, the wearer also feels stronger upon donning the gloves.'
'garnet': 'Garnet', ['gemstone', 'item'], 1, {}, (100, 70), 'A precious gemstone that can be given as a gift or sold for a good price.'
'topaz': 'Topaz', ['gemstone', 'item'], 1, {}, (200, 125), 'A precious gemstone that can be given as a gift or sold for a good price.'
'emerald': 'Emerald', ['gemstone', 'item'], 1, {}, (350, 250), 'A precious gemstone that can be given as a gift or sold for a good price.'
'ruby': 'Ruby', ['gemstone', 'item'], 1, {}, (500, 350), 'A precious gemstone that can be given as a gift or sold for a good price.'
'diamond': 'Diamond', ['gemstone', 'item'], 1, {}, (1000, 750), 'A precious gemstone that can be given as a gift or sold for a good price.'
'selanis_ring': 'Selani's Ring', ['finger', 'accessory', 'ring', 'magic', 'minor', 'non-random'], 1, {'l': 2}, (100, 50), 'A simple elven made band of silver. It has always brought her luck.'
'monster_brain': 'Monster's Brain', ['ingredient', 'item', 'organ', 'non-random'], 1, {}, (200, 150), 'The brain of a monster, primary used for alchemical purposes.'
'monster_heart': 'Monster\'s Heart', ['ingredient', 'item', 'organ', 'non-random'], 1, {}, (300, 200), 'The heart of a monster, primary used for alchemical purposes.'
'monster_blood': 'Monster\'s Blood', ['ingredient', 'item', 'blood', 'non-random'], 1, {}, (100, 70), 'The blood of a monster, primary used for alchemical purposes.'
Gattsu_blade and shield are added just for testing (high prices so they not fit for get_rnd_item etc.)
'gattsu_blade': 'Gattsu Blade', ['main', 'weapon', 'sword', 'two-handed', 'non-random'], 3, {'s': 3, 'r': -2}, (1000000, 500000), 'Three times as heavy and thick as a normal sword. Immesely powerful, but difficult to wield'
'shield': 'Shield', ['off', 'shield', 'armour', 'non-random'], 2, {'v': 2}, (1000000, 500000), 'Item description'
How do you access the actors and determine their uids?