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				 New modding commands of 3.14 
 EDIT: #onebattlespell is mentioned in the mod manual. I still left the appopriate discussion to the end of this post due to info it contains.
 The following modding commands aren't mentioned in the manual, but they work:
 
 #newitem, #descr, #weapon, #armor, #type, #name, #copyspr,
 
 This syntax seems to work:
 
 #newitem
 Creates a new magic item and selects it for modding by the
 following commands. End creating the magic item with the
 #end command.
 
 #copyspr <magic item nr>
 Copies the sprite of the specified magic item to the current magic item.
 
 #name "text"
 Sets the name for the active magic item. Changing name of a
 magic item will remove its description as well, so make sure to set name before description.
 
 #descr "text"
 A text description of the magic item.
 
 #weapon "text" | <nr>
 Defines what kind of a weapon, if any, the unit gets when it uses the item. Works on misc item, boots, shield, 2-h weapon, 1-h weapon. Does not work for helmets, armor.
 
 #armor "text" | <nr>??
 Defines what kind of armor, if any, the units gets when it uses the item. I didn't actually test this, so it might be limited to name only, just as #armor for units.
 
 #type
 Defines whether the item is 1-handed or 2-handed weapon, a shield, a helmet, a body armor, a pair of boots or a miscellanous item. Defaults to miscellanous.
 Syntax:
 1 1-handed weapon
 2 2-handed weapon
 3 not forgeable, can be wielded on two hands - probably a bug
 4 shield
 5 body armor
 6 helmet
 7 boots
 8 misc
 
 
 #nextspell
 At least with #nextspell, to use custom spells you have to use the spell ID number. Because spell ID's can't be defined manually, the number a spesific spell is assigned changes depending on which mods you have enabled. The first new spell will be 829, the second 830 etc.
 
 A mod which uses #nextspell won't work if any mod that adds a new spell was read before it. I think mods are read in alphabetical order, so mods that use one or both of the above should probably be named "aa_modname.dm". This allows them to work with other mods that add spells but don't use #nextspell. Also, if new spells are added in any future patch (and there's at least one more nation coming, MA Vanarus predecessor of Bogarus), the spell ID numbers will change.
 
 
 
 Examples:
 
 #newitem
 #name "Bashing Stone"
 #weapon "Boulder"
 #copyspr 282
 #descr "Stone with runes to throw it far"
 #mainpath 4
 #mainlevel 2
 #end
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