Ritual Effects¶
Give your rituals additional effects not supported by the base game.
These go after newritual or selectritual.
More in the game's manual
The game's own ritual commands are in Illwinter's official modding manual, under "Ritual Modding".
randomequip New¶
Gives the caster one item, picked at random from the ritual's addstring "|<item>" lines, like the game's Enter Soul Contract.
randomequip
addstring "|Elven Cloak"
addstring "|Ring of Protection"
#!@randomequip
addstring "|Elven Cloak"
addstring "|Ring of Protection"
Put the | lines first
If another addstring line comes before them, the ritual gives no item.
randartifact [group] New¶
Gives the caster a random magic item, like the game's Create Artifact.
- group: An item group, by name or number. Items in no group, your mod's new items included, can come too. Each item's group is in "Magic Item Data" in the CoE5 Data thread.
Any item:
randartifact
Or a fire item:
randartifact fire
Any item:
#!@randartifact
Or a fire item:
#!@randartifact fire
noexplode [parts | start | end] New¶
Keeps the dice in the addstring above it from exploding, for summoning and farsummon. A die that lands on its highest face stops there instead of rolling again, so 1d6 gives 1 to 6.
- parts: Parts of the string above, by number, counted from 1 at each
&. Name more than one with spaces:noexplode 1 3. With no number, no die in the string explodes. A part named needs dice (2d6*Wighthas them,c*Mound Kingdoesn't): a part without dice, or a number past the last part, makes the line change nothing. - start, end: Every
addstringand every weapon from anoexplode startline to anoexplode endline, but not the weapon whose blockstartis in: putstartabove the firstnewweaponit's for. Without anend, it runs to the end of your mod's files.
Every die in the string above:
addstring "1d3+2*Wight & 3d6*Soulless"
noexplode
Or only the Wights, so they come 3 to 5 while the Soulless still explode:
addstring "1d3+2*Wight & 3d6*Soulless"
noexplode 1
Or every summoning string and weapon between two lines:
noexplode start
noexplode end
Every die in the string above:
addstring "1d3+2*Wight & 3d6*Soulless"
#!@noexplode
Or only the Wights, so they come 3 to 5 while the Soulless still explode:
addstring "1d3+2*Wight & 3d6*Soulless"
#!@noexplode 1
Or every summoning string and weapon between two lines:
#!@noexplode start
#!@noexplode end
Put it right under its addstring
Each noexplode changes the last addstring above it, so put one right under each string it's for. Above the ritual's first addstring it changes nothing, and your players' summons still explode.
For players without CoE5SE
In the .c5m, their game skips the #!@ line, so those dice still explode.
Item groups¶
Names and numbers of the five item groups
| Name | Number | Items |
|---|---|---|
fire |
1 | Fire themed |
water |
2 | Water themed |
air |
4 | Air themed |
earth |
8 | Earth themed |
books |
16 | Books & scrolls |
Example rituals¶
newritpow
newritual "Gifts of the Galadhrim"
descr "The Lady of the Golden Wood gives a guest one of her people's treasures."
level 2
randomequip
addstring "|Elven Cloak"
addstring "|Elven Armor"
addstring "|Ring of Protection"
newritual "Forge of Eregion"
descr "The smiths of Eregion forge a treasure as in the old days."
level 3
randartifact
newritual "Barrow Summons"
descr "The Witch-king calls up the dead of the Barrow-downs."
level 1
summoning
addstring "1d3+2*Wight & 3d6*Soulless"
noexplode 1
newritpow
newritual "Gifts of the Galadhrim"
descr "The Lady of the Golden Wood gives a guest one of her people's treasures."
level 2
#!@randomequip
addstring "|Elven Cloak"
addstring "|Elven Armor"
addstring "|Ring of Protection"
newritual "Forge of Eregion"
descr "The smiths of Eregion forge a treasure as in the old days."
level 3
#!@randartifact
newritual "Barrow Summons"
descr "The Witch-king calls up the dead of the Barrow-downs."
level 1
summoning
addstring "1d3+2*Wight & 3d6*Soulless"
#!@noexplode 1