-- new script action: CreateUniqueItem. This procedurally generates a unique piece of equipment with custom parameters. Parameters: Character Name or Reserve Supplies or Roster Number, Item Name (use RANDOM to have the game generate one for you), Material, Quality (0-10), Category, Eq Slot, Required Masteries, Stat Bases, Grants Skills, Grants Tags, Base Durability, Base Value, Image, and Description.
E.g., this will procedurally generate a powerful steel axe and give it to the character Bob Bobbington:
CreateUniqueItem/Bob Bobbington,RANDOM,Steel,10,Weapon,Weapon Hand,Axe,Strength:2.0|Health:12.0,Axe,,0,800,Axe Duoterre,A legendary axe handed down from ancestors of the Bobbington family.
-- new proc gen weapon modifier: Glimmering. Causes all skills deriving from the weapon to cause Distracted status.
-- three new proc gen weapon modifiers: Axe-catching, Spear-catching, and Sword-catching. Each grants +6 damage against opponents equipped with the specified weapon type.
-- added a new "quality" step in between Superb and Peerless for proc gen equipment modifiers: Masterful.
-- added a new "balance" step beyond Graceful for high-quality proc gen weapons modifiers: Effortless.
-- added a new "counterattacks" step for higher-quality proc gen weapon modifiers: Vengeful, with +2 counterattacks. (The +1 counterattacks modifier is now called Vindictive.)
-- added a new "reflexes" step for higher-quality proc gen weapon modifiers: Hair-trigger, with +2 reflexes.
-- extremely high-quality proc gen weapons and armor will now be created with more than just the standard 1-2 modifiers, with items of quality level 10 or above getting a whopping 3-4 modifiers.
-- when using GiveItem or CreateUniqueItem for a character whose inventory is full, the game now automatically puts the item in the current roster's reserve supplies instead.