Black and White (itch) чит-файл №3

PHYSICALLY CHANGING THE LEVELS IN BLACK & WHITE

**** NOTE: I will take no responsibility for lost saved games, crashed
**** systems, or other unfortunate by-products of this text if you
**** use any of this information. Back your saved games up. It's
**** your own fault if something bad *does* happen, so don't come
**** crying to me or anyone who has supplied you with this text.

In the game's "scripts" directory you can modify the land text files to generate
more or less objects when the game will generate that game level. For instance,
you can cause the game to create a worship site with the game's best spells in
level 1 (the tutorial island) by adding some commands to land1.txt. Note,
however, that they are only effective if you then start a new game, since the
tutorial island is only generated during the game's intro movie. Thus, this
trick is less effective for games you are already playing. You can use it to
stock up more food and wood in your own village when the level starts by simply
creating yourself a new storehouse and making the final two numbers whatever the
amount of food and wood you want respectively.

Note that you can obviously also change stats or remove items entirely, if
you like. I removed almost all the trees on the tutorial island, and it
sped up my loading and saving times a little. You can change the locations
of things if you know where the coordiantes should be. You can also change
your influence on other towns, and you might even be able to skip levels
entirely (though I haven't tried yet). I set other town's beliefs in me to
99% to give myself an easier time converting them. Experiment if you want,
but please make backups of your profiles if you do.. I take no
responsibility with crashed games and ruined save games because of this.

If it doesn't work, please realise that I used game version 2.3, and I have
not thoroughly tested every aspect or possibility. You might have simply
put a building in the water if it's not there when you try playing. If the
game crashes when it's loading the level, it's probably a period where a
comma should be or some missed parameter in the commands, which are listed
below, so check what you have modified carefully. There you are:

Useful Commands (your own town's ID is always 0, you are "PLAYER_ONE"):
CREATE_NEW_TOWN_SPELL(townID, "spellName")
Note that you might have to place these commands directly
after the CREATE_TOWN command, I have not checked. You can
only have six spells I believe.

Known Spells:
BEAM_EXPLOSION
BEAM_EXPLOSION_PU1
BEAM_EXPLOSION_PU2
CREATURE_SPELL_ANGRY
CREATURE_SPELL_BIG
CREATURE_SPELL_COMPASSION
CREATURE_SPELL_FREEZE
CREATURE_SPELL_INVISIBLE
CREATURE_SPELL_ITCHY
CREATURE_SPELL_SMALL
CREATURE_SPELL_STRONG
CREATURE_SPELL_WEAK
FIRE
FIRE_PU1
FIRE_PU2
FOOD
FOOD_PU1
FOOD_PU2
FLYING_FLOCK
GROUND_FLOCK
HEAL
HEAL_PU1
LIGHTNING_BOLT
LIGHTNING_BOLT_PU1
LIGHTNING_BOLT_PU2
NATURE [Note: This is really the Forest miracle]
PHYSICAL_SHIELD
SHIELD
STORM
STORM_PU1
STORM_PU2
TELEPORT
WATER
WATER_PU1
WOOD

CREATE_ABODE(townID, "coordinateX, coordinateY", "buildingType", #, #, #,
#)
The easiest way to use this is to look for a building
that you don't care about in the file that will be in
your town, and replace the building type by whatever
you want, the building types begin with your town's
nationality (Norse, Celtic, etc) and have an underscore
and the building's name. For instance,
NORSE_ABODE_WORKSHOP, CELTIC_ABODE_CRECHE,
INDIAN_STORAGE_PIT. The first two # entries I do
not know, but the second two are amounts of food and
wood stored in the abode. They should always be 0
except for town centres and maybe in workshops. I
have set these to high values, 9000000 for instance,
and it's perfectly valid, so you shouldn't have
trouble with food or wood if you use these options.

CREATE_TOWN_CENTRE(same as CREATE_ABODE)
Again, it's easiest to simply replace a sufficiently
large building with a town centre, although you usually
have a town centre already. The building type is the
same scheme as in CREATE_ABODE, for instance
GREEK_TOWN_CENTRE.

CREATE_CITADEL("coordinateX, coordinateY", ?, playerID, ?, ?)
Again the easiest thing to do is to change a planned
citadel into a regular one. In the tutorial island,
this will still work, but you will still have to wait
until the "build your citadel" quest is done. You
cannot have a worship site without a citadel! The
question marked entries I use are 0, 36000, 1000,
and it works but I don't know what they mean.

CREATE_WORSHIP_SITE("coordinateX, coordinateY", ?, playerID, ?, ?)
You need a citadel to have a worship site, so make
one. The spells you can worship with are entered using
CREATE_TOWN_SPELL above.

SET_TOWN_BELIEF(townID, playerID, belief)
This is a real treat. Each town on the map initially
has a pre-set belief value for each god that is on that
level. You can raise yours to a higher number so that
impressing the pesky villages won't take as long. The
number for belief is a fraction, so 0.900000 means
90%, and 0.150000 means 15%, etc. You can have any
number here, but I would recommend keeping the six
decimal places after the decimal point just in case.
Change the existing beliefs for you in the levels to
help yourself out.


Thus, an easier start for the game on tutorial island is done by entering the
following lines in land1.txt and finishing all but the final gold story scroll
on the island (the one after you fight the giant guide creature). You will be
able to cast any of the miracles you want, even using gestures, to train your
creature. You will also have 900000 food and wood. Change the spells to
whatever you want if you are playing evil or just want to see the other ones:

- Right after the first CREATE_TOWN command, place the following:
CREATE_NEW_TOWN_SPELL(0, "FOOD_PU1")
CREATE_NEW_TOWN_SPELL(0, "HEAL_PU1")
CREATE_NEW_TOWN_SPELL(0, "WATER_PU1")
CREATE_NEW_TOWN_SPELL(0, "FIRE_PU2")
CREATE_NEW_TOWN_SPELL(0, "WOOD")
CREATE_NEW_TOWN_SPELL(0, "SHIELD")

- Search for "NORSE_ABODE_STORAGE_PIT" and change the last two numbers to
9000000 for that much food and wood.

- Search for the line containing "CREATE_PLANNED_CITADEL", and replace it
with the following two lines:
CREATE_CITADEL("1915.05,2508.89", 0, "PLAYER_ONE", 36000, 1000)
CREATE_WORSHIP_SITE("1980.01,2580.12", 7, "PLAYER_ONE", "NORSE", 8151,
1000)