Commands: Difference between revisions

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[[Category:Client]]
[[Category:Client]]
<div>
<div>
= Commands =
From Stormhalter
Jump to: navigation, search


== Quick Reference Table ==
== Quick Reference Table ==
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!Category
!Category
!Brief Description
!Brief Description
!Supports Targeting Filters?
|-
|-
|drink
|drink
|Item
|Item
|Consume bottle contents
|Consume bottle contents
|Implicit (item location)
|-
|-
|eat
|eat
|Item
|Item
|Consume food
|Consume food
|Implicit (item location)
|-
|-
|take
|take
|Item
|Item
|Pick up an item
|Pick up an item
|Yes (for entities/objects)
|-
|-
|sack
|sack
|Item
|Item
|Place item in sack
|Place item in sack
|Implicit (item location)
|-
|-
|drop
|drop
|Item
|Item
|Drop an item
|Drop an item
|Implicit (item)
|-
|-
|dump
|dump
|Item
|Item
|Drop all of category
|Drop all of category
|No
|-
|-
|belt
|belt
|Item
|Item
|Sheath item in belt
|Sheath item in belt
|Implicit (item)
|-
|-
|wield
|wield
|Item
|Item
|Wield a weapon
|Wield a weapon
|Implicit (item)
|-
|-
|swap
|swap
|Item
|Item
|Swap hands
|Swap hands
|No
|-
|-
|push
|push
|Item
|Item
|Push object/entity
|Push object/entity
|Yes
|-
|-
|up / u
|up / u
|Movement
|Movement
|Ascend stairs
|Ascend stairs
|No
|-
|-
|down / d
|down / d
|Movement
|Movement
|Descend stairs
|Descend stairs
|No
|-
|-
|climb up
|climb up
|Movement
|Movement
|Ascend pit/cliff
|Ascend pit/cliff
|Implicit (stats/encumbrance)
|-
|-
|climb down
|climb down
|Movement
|Movement
|Descend pit/cliff
|Descend pit/cliff
|Implicit (stats/encumbrance)
|-
|-
|w / e / n / s / nw / ne / sw / se
|w / e / n / s / nw / ne / sw / se
|Movement
|Movement
|Move in direction (player or controlled entity)
|Move in direction (player or controlled entity)
|No
|-
|-
|follow
|follow
|Control
|Control
|Controlled entity follows
|Controlled entity follows
|Yes (e.g., follow target)
|-
|-
|stop
|stop
|Control
|Control
|Controlled entity stops
|Controlled entity stops
|No
|-
|-
|attack
|attack
|Control
|Control
|Controlled entity attacks
|Controlled entity attacks
|Yes
|-
|-
|trail
|trail
|Control
|Control
|Controlled entity trails
|Controlled entity trails
|No
|-
|-
|begone
|begone
|Control
|Control
|Dismiss controlled entity
|Dismiss controlled entity
|No
|-
|-
|volume
|volume
|Settings
|Settings
|Adjust game volume
|Adjust game volume
|No
|-
|-
|help
|help
|General
|General
|Show command overview
|Show command overview
|No
|-
|-
|{trainer}, train {gold}
|{trainer}, train {gold}
|General
|General
|Train at trainer
|Train at trainer
|No
|-
|{trainer}, show spells
|General
|Show available spells
|-
|{trainer}, teach {#}
|General
|Learn selected spell
|-
|-
|{vendor}, show prices
|{vendor}, show prices
|General
|General
|Show vendor prices
|Show vendor prices
|No
|-
|-
|{vendor}, sell {#}
|{vendor}, sell {#}
|General
|General
|Sell item by number
|Sell item by number
|No
|-
|{banker}, deposit
|General
|Deposits gold
|-
|{banker}, withdraw {amount}
|General
|Withdraws gold
|-
|props
|General
|View properties
|-
|pet {player name}
|General
|Remove self-defense flag
|-
|ghost, forgive me
|General
|Restore lawful alignment
|-
|-
|cast
|cast
|Action
|Action
|Cast a spell
|Cast a spell
|Yes
|-
|-
|shoot
|shoot
|Action
|Action
|Shoot projectile
|Shoot projectile
|Yes (default: hostile)
|-
|-
|throw
|throw
|Action
|Action
|Throw item
|Throw item
|Yes (default: hostile)
|-
|-
|nock
|nock
|Action
|Action
|Nock bow/arrow
|Nock bow/arrow
|No
|-
|-
|jumpkick
|jumpkick
|Action
|Action
|Jumpkick target
|Jumpkick target
|Yes (default: distant:hostile)
|-
|-
|fight
|fight
|Action
|Action
|Melee attack
|Melee attack
|Yes (default: near:hostile)
|-
|-
|use
|use
|Action
|Action
|Use an item (e.g., in combat)
|Use an item (e.g., in combat)
|Implicit (item location)
|-
|-
|party create {name}
|party create {name}
|Party
|Party
|Create party
|Create party
|No
|-
|-
|party join {partyname}
|party join {partyname}
|Party
|Party
|Join party
|Join party
|No
|-
|-
|party {msg}
|party {msg}
|Party
|Party
|Send party message
|Send party message
|No
|-
|-
|party leave
|party leave
|Party
|Party
|Leave party
|Leave party
|No
|-
|-
|party disband
|party disband
|Party
|Party
|Disband party
|Disband party
|No
|-
|-
|setlevel
|setlevel
|Sandbox
|Sandbox
|Set level
|Set level
|No
|-
|-
|setskill
|setskill
|Sandbox
|Sandbox
|Set skill
|Set skill
|No
|-
|-
|gold
|gold
|Sandbox
|Sandbox
|Add gold
|Add gold
|No
|-
|-
|go
|go
|Sandbox
|Sandbox
|Teleport
|Teleport
|No
|-
|where
|Sandbox
|Display current coordinates
|-
|-
|goname
|goname
|Sandbox
|Sandbox
|Teleport to entity
|Teleport to entity
|No
|-
|-
|invis
|invis
|Sandbox
|Sandbox
|Become invisible
|Become invisible
|No
|-
|-
|invul
|invul
|Sandbox
|Sandbox
|Become invulnerable
|Become invulnerable
|No
|-
|-
|respawn
|respawn
|Sandbox
|Sandbox
|Respawn area
|Respawn area
|No
|-
|resurrect
|Sandbox
|Raise dead on yourself
|}
|}
''Note: This table lists core commands. For full details, see sections below. Targeting filters enhance action and control commands; see Targeting Filters. Additional commands may exist; experiment safely.''  
''Note: This table lists core commands. For full details, see sections below. Targeting filters enhance action and control commands; see Targeting Filters. Additional commands may exist; experiment safely.''  
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Commands follow a standardized format, but variations exist—experiment safely. Spelling and syntax must be exact; errors yield "That is not a valid command."
Commands follow a standardized format, but variations exist—experiment safely. Spelling and syntax must be exact; errors yield "That is not a valid command."


* Repeat commands with again (or a), which re-executes the last command, including targets or filters.
* Repeat commands with <code>again</code> (or <code>a</code>), which re-executes the last command, including targets or filters.
* Use up/down arrows to scroll command history (e.g., for alternating sequences like "olaf, train" then "swap").
* Use up/down arrows to scroll command history (e.g., for alternating sequences like "olaf, train" then "swap").
* Commands execute one at a time; no combining.
* Commands execute one at a time; no combining.
* Many commands (e.g., action or entity-related) support advanced targeting filters via @[filter1:filter2:...]. See Targeting Filters.
* Many commands (e.g., action or entity-related) support advanced targeting filters via <code>@[filter1:filter2:...]</code>. See Targeting Filters.


== Volume ==
== Volume ==
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* '''Settings''': Use the in-game menu.
* '''Settings''': Use the in-game menu.
* '''Command line''': volume 50 → Sets volume to 50%.
* '''Command line''': <code>volume 50</code> → Sets volume to 50%.


== Item Management ==
== Item Management ==
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Consumes a bottle's contents. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).
Consumes a bottle's contents. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).


* drink: Drinks first found bottle.
* <code>drink</code>: Drinks first found bottle.
* drink bottle: Drinks first bottle.


'''Example''': drink bottle → Consumes the first bottle via default search.
'''Example''': <code>drink</code> → Consumes the first bottle via default search.


=== Eat ===
=== Eat ===
Consumes food. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).
Consumes food. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).


* eat: Eats first found food.
* <code>eat</code>: Eats first found food.
* eat mugwort: Eats first mugwort.


'''Example''': eat mugwort → Consumes the first found mugwort.
'''Example''': <code>eat</code> → Consumes the first found mugwort a.k.a. sprig.


=== Use ===
=== Use ===
Activates or uses an item. Checks, in order: right hand, left hand, paperdoll, left rings, right rings.
Activates or uses an item. Checks, in order: right hand, left hand, paperdoll, left rings, right rings.


* use {item}: Uses the specified item.
* <code>use {item}</code>: Uses the specified item.
* use: Uses the first eligible item.
* <code>use</code>: Uses the first eligible item.


'''Examples''':
'''Examples''':


* use ring
* <code>use ring</code>
* use scales
* <code>use scales</code>
* use 1 ring from left (1-4, right or left.)
* <code>use 1 ring from left</code> (1-4, right or left.)


=== Take ===
=== Take ===
Picks up an item from the ground, environment, or manipulates rings. Requires a free hand for rings.
Picks up an item from the ground, environment, or manipulates rings. Requires a free hand for rings.


* take {item}: Takes the item.
* <code>take {item}</code>: Takes the item.
* take: Takes the first available item.
* <code>take</code>: Takes the first available item.


Can support targeting filters for specific objects.
Can support targeting filters for specific objects.
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'''Examples''':
'''Examples''':


* take bottle
* <code>take bottle</code>
* take broadsword (Helps with fumbles; note dead mobs may use same weapons.)
* <code>take broadsword</code> (Helps with fumbles; note dead mobs may use same weapons.)
* take 1 ring off left (1-4, right or left.)
* <code>take 1 ring off left</code> (1-4, right or left.)
* take gold from counter
* <code>take bottle from counter</code>


=== Sack ===
=== Sack ===
Picks up a sackable item from the floor and puts it in your sack (if room).
Picks up a sackable item from the floor and puts it in your sack (if room).


* sack {item}: Sacks the item.
* <code>sack {item}</code>: Sacks the item.


'''Examples''':
'''Examples''':


* sack bottle (Caution: Some bottles are harmful like Napalm, Nitro, Poison, and Urine.)
* <code>sack bottle</code> (Caution: Some bottles are harmful like Napalm, Nitro, Poison, and Urine.)
* sack gem
* <code>sack gem</code>
* sack bottle from counter
* <code>sack gold from counter</code>


=== Drop and Dump ===
=== Drop and Dump ===


* drop {item}: Drops the item (opposite of take).
* <code>drop {item}</code>: Drops the item (opposite of take).
* drop {item} on counter: Drops on counter.
* <code>drop {item} on counter</code>: Drops on counter.
* dump {category}: Drops all items in category.
* <code>dump {category</code>}: Drops all items in category.
* dump {category} on counter: Drops category on counter.
* <code>dump {category} on counter</code>: Drops category on counter.


'''Examples''':
'''Examples''':


* drop ring
* <code>drop ring</code>
* drop ring on counter
* <code>drop ring on counter</code>
* dump gems
* <code>dump gems</code>
* dump gems on counter
* <code>dump gems on counter</code>


=== Belt ===
=== Belt ===
Sheaths a weapon in your belt.
Sheaths a weapon in your belt.


* belt {weapon}: Sheaths the weapon.
* <code>belt {weapon}</code>: Sheaths the weapon.


'''Example''':
'''Example''':


* belt broadsword
* <code>belt broadsword</code>


=== Wield ===
=== Wield ===
Pulls a weapon from your belt.
Pulls a weapon from your belt.


* wield {weapon}: Wields the weapon.
* <code>wield {weapon}</code>: Wields the weapon.


'''Example''':
'''Example''':


* wield broadsword
* <code>wield broadsword</code>


=== Swap ===
=== Swap ===
Switches items between hands (works if both full).
Switches items between hands (works if both full).


* swap: Swaps hands.
* <code>swap</code>: Swaps hands.


'''Example''':
'''Example''':


* swap
* <code>swap</code>


=== Push ===
=== Push ===
Moves heavy items along ground, up/down stairs (if strong enough). You move with the item—avoid pushing off cliffs!
Moves heavy items along ground, up/down stairs (if strong enough). You move with the item—avoid pushing off cliffs!


* push {item} {direction}: Pushes item in direction.
* <code>push {item} {direction}</code>: Pushes item in direction.
* push {item} {count} {direction}: Pushes specific instance.
* <code>push {item} {count} {direction}</code>: Pushes specific instance.


Supports targeting filters.
Supports targeting filters.
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'''Examples''':
'''Examples''':


* push corpse north
* <code>push corpse north</code>
* push bottle 2 north
* <code>push bottle 2 north</code>


== Movement Commands ==
== Movement Commands ==
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Ascend/descend by moving to hex and using:
Ascend/descend by moving to hex and using:


* up (or u): Ascends.
* <code>up</code> (or <code>u</code>): Ascends.
* down (or d): Descends.
* <code>down</code> (or <code>d</code>): Descends.


No mixing with horizontal movement. Avoid climb up/down for stairs.
No mixing with horizontal movement. Avoid climb up/down for stairs.
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Move player in directions: w (west), e (east), n (north), s (south), nw, ne, sw, se.
Move player in directions: w (west), e (east), n (north), s (south), nw, ne, sw, se.


* Enter multiple for repeated moves: w w w → Moves 3 west.
* Enter multiple for repeated moves: <code>w w w</code> → Moves 3 west.


=== Climbing ===
=== Climbing ===
Attempt pits, cliffs, or walls. Success: strength, encumbrance, class (Martial Artists/Thieves advantaged), luck. Needs empty hand(s) (most pits: two). "Down" in pits risks fall—use climb down.
Attempt pits, cliffs, or walls. Success: strength, encumbrance, class (Martial Artists/Thieves advantaged), luck. Needs empty hand(s) (most pits: two). "Down" in pits risks fall—use <code>climb down</code>.
 
* climb up: Ascends.
* climb down: Descends.
 
Implicitly filters by stats/conditions. For related entity targeting, see Targeting Filters.


''(Note: Currently unimplemented.)''
* <code>climb up</code>: Ascends.
* <code>climb down</code>: Descends.


== Controlling Summons and NPCs ==
== Controlling Summons and NPCs ==
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They understand movement, carrying, pushing.
They understand movement, carrying, pushing.


* {name}, follow: Follows you (or follow {name} for friend).
* <code>{name}, follow</code>: Follows you (or <code>{name}, follow {name}</code> for friend).
* {name}, stop: Ceases actions.
* <code>{name}, stop</code>: Ceases actions.
* {name}, attack {mob}: Attacks (supports filters; abbrev mob names).
* <code>{name}, attack {mob}</code>: Attacks (supports filters; abbrev mob names).
* {name}, trail 1: Follows one hex behind (careful not to lose sight).
* <code>{name}, trail 1</code>: Follows one hex behind (careful not to lose sight).
* {name}, begone: Dismisses.
* <code>{name}, begone</code>: Dismisses.
* {name}, take {item}: Picks up (e.g., coin, gems).
* <code>{name}, take {item}</code>: Picks up (e.g., coin, gems).
* {name}, dump {item}: Drops (add "on counter").
* <code>{name}, dump {item}</code>: Drops (add "on counter").
* {name}, {direction}: Moves (e.g., phantasm, w; multiple: all, w w w; also u/d).
* <code>{name}, {direction}</code>: Moves (e.g., <code>phantasm, w</code>; multiple: <code>all, w w w</code>; also u/d).
* {name}, push {item} {direction}: Pushes.
* <code>{name}, push {item} {direction}</code>: Pushes.


''Notes: Can't obey if out of hearing; can't climb ropes (yet?).''
''Notes: Can't obey if out of hearing; can't climb ropes (yet?).''
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'''Examples''':
'''Examples''':


* ph, follow
* <code>ph, follow</code>
* all, stop
* <code>all, stop</code>
* all, attack (mob name or abbreviation)
* <code>all, attack orc</code>
* all, trail 1
* <code>all, trail 1</code>
* all, begone
* <code>all, begone</code>
* 1, take coin
* <code>1, take coin</code>
* 1, dump coin or 1, dump coin on counter
* <code>1, dump coin</code> or <code>1, dump coin on counter</code>
* all, w w w → Moves 3 west.
* <code>all, w w w</code> → Moves 3 west.
* 1, push coin w
* <code>1, push coin w</code>
* attack @[hostile:near] → Attacks nearest hostile.
* <code>all, attack @[hostile:near]</code> → Attacks nearest hostile.


== Action Commands ==
== Action Commands ==
Commands for actions like attacking or casting (not always in combat). Most support targeting; implicit defaults apply and do not need to be specified. Flagged players attackable without extras.
Commands for actions like attacking or casting (not always in combat). Most support targeting; implicit defaults apply and do not need to be specified. Flagged players attackable without extras.


* '''Fight''': Melee. fight @[target]. Implicit default: near:hostile.
* '''Fight''': Melee. <code>fight @[target]</code>. Implicit default: <code>near:hostile</code>.
* '''Jumpkick''': Jump. jumpkick @[target]. Implicit default: distant:hostile.
* '''Jumpkick''': Jump. <code>jumpkick at @[target]</code>. Implicit default: <code>distant:hostile</code>.
* '''Nock''': Prepare bow. nock {bow}. Typically used before shoot.
* '''Nock''': Prepare bow. <code>nock</code>. Typically used before shoot.
* '''Shoot''': Projectile (after nock). shoot {bow} @[target]. Implicit default: hostile.
* '''Shoot''': Projectile (after nock). <code>shoot {bow} at @[target]</code>. Implicit default: <code>hostile</code>.
* '''Throw''': Item. throw {item} @[target]. Implicit default: hostile.
* '''Throw''': Item. <code>throw {item} at @[target]</code> or <code>throw {item} {direction / path}</code>. Implicit default: <code>hostile</code>.
* '''Cast''': Spell (sometimes non-combat). cast {spell} at @[target]. No implicit default; specify if needed. Use serial for spells like locate: cast locate at @[serial(987654)].
* '''Warm''': Prepare spell (sometimes non-combat). warm {spellname}.  Typically used before cast.  
* '''Use''': Activate item/weapon (e.g., in combat). use {item} (e.g., use bow).
* '''Cast''': Spell (sometimes non-combat). <code>cast at @[target]</code> or <code>cast at self</code> or <code>cast {direction}</code>. No implicit default; specify if needed.  
 
* '''Use''': Activate item/weapon (e.g., in combat). <code>use {item}</code> (e.g., <code>use crossbow</code>).
See Targeting Filters.


== Targeting Filters ==
== Targeting Filters ==
Specify entities for cast, shoot, throw, jumpkick, attack (controlled entities), etc. Use @[filter1:filter2:...]; process in order.
Specify entities for <code>cast, shoot, throw, jumpkick, attack</code> (controlled entities), etc. Use <code>@[filter1:filter2:...]</code>; filters are processed in order.


=== Filter Categories ===
=== Filter Categories ===
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=== Examples ===
=== Examples ===


* cast at @[hostile:index(last)]: Last hostile.
* <code>cast at @[hostile:index(last)]</code>: Last hostile.
* shoot bow at @[distant:hostile]: Distant hostile.
* <code>shoot bow at @[distant:hostile]</code>: Distant hostile.
* cast at @[friendly:poisoned:pc]: Friendly poisoned PC.
* <code>cast at @[friendly:poisoned:pc]</code>: Friendly poisoned PC.
* cast at @[hostile:far]: Furthest hostile.
* <code>cast at @[hostile:far]</code>: Furthest hostile.
* throw dagger at @[hostile:npc:far:casting]: Far casting NPC.
* <code>throw dagger at @[hostile:npc:far:casting]</code>: Far casting NPC.
* ph, attack at @[mouseover]: If mouseover.
* <code>ph, attack at @[mouseover]</code>: If mouseover.
* cast locate at @[serial(295807)]: Locate specific.


Order matters: [index(last):injured] ≠ [injured:index(last)].
Order matters: <code>[index(last):injured]</code> <code>[injured:index(last)]</code>.


Implicit defaults (do not need specifying):
Implicit defaults (do not need specifying):


* fight: near:hostile.
* <code>fight</code>: <code>near:hostile</code>.
* jumpkick: distant:hostile.
* <code>jumpkick</code>: <code>distant:hostile</code>.
* shoot/throw: hostile.
* <code>shoot</code>/<code>throw</code>: <code>hostile</code>.


== Abbreviations ==
== Abbreviations ==
Abbreviations for efficiency: Shorten to unique characters (e.g., f for fight). Directions: one/two letters (e.g., n north, se southeast).
Abbreviations for efficiency: Shorten to unique characters (e.g., <code>f</code> for fight). Directions: one/two letters (e.g., <code>n</code> north, <code>se</code> southeast).


NPCs: First one/two letters (e.g., m, deposit for Marlis).
NPCs: First one/two letters (e.g., <code>m, deposit</code> for Marlis).


Creatures: Abbrev names (e.g., sk skeleton, wy wyvern).
Creatures: Abbrev names (e.g., <code>sk</code> skeleton, <code>wy</code> wyvern).


== General and Vendor Commands ==
== General and Vendor Commands ==
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|Show overview of some commands.
|Show overview of some commands.
|help
|help
|-
|{trainer 's name}, show spells
|Shows a list of spells available to learn.
|o, show spells
|-
|{trainer's name}, teach {#}
|Asks the trainer to teach you the spell.
|o, teach 1
|-
|-
|{trainer's name}, train {gold amount}
|{trainer's name}, train {gold amount}
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|Sells item by number.
|Sells item by number.
|r, sell 1
|r, sell 1
|-
|{banker}, deposit
|Deposits gold on counter
|m, deposit
|-
|{banker}, withdraw {amount}
|Withdraws specified amount of gold
|m, withdraw 1000
|-
|props
|Brings up a cursor to select and view properties (location, serial, etc.) in a window; right-click to close
|props 387457
|-
|pet {player name}
|Removes the self-defense flag against the specified player who attacked you.
|pet JohnDoe
|-
|ghost, forgive me
|Requests forgiveness from a ghost to restore lawful alignment after misdeeds. Requires bringing a silver dagger.
|ghost, forgive me
|}
== Party Commands ==
{| class="wikitable"
!Command
!Description
!Example
|-
|party create {name}
|Creates party.
|party create Valley
|-
|party join {partyname}
|Joins party.
|party join Valley
|-
|party {message}
|Sends message.
|party That shifty orc killed me and brutally looted my rotting corpse. Woe is me.
|-
|party leave
|Leaves party.
|party leave
|-
|party disband
|Disbands party.
|party disband
|}
|}


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|Teleports to coordinates.
|Teleports to coordinates.
|go 10 13 5
|go 10 13 5
|-
|where
|Reports your coordinates.
|where
|-
|-
|goname {x}
|goname {x}
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|Respawns area.
|Respawns area.
|respawn
|respawn
|-
|resurrect
|Raises dead on yourself.
|resurrect
|}
|}
 
== Lorekeeper / Helpful Guard Specific Commands ==
== Party Commands ==
{| class="wikitable"
{| class="wikitable"
!Command
!Command
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!Example
!Example
|-
|-
|party create {name}
|Lore, yes
|Creates party.
|Shows a list of potential lore entries discussing areas of the segment
|party create Valley
|
|-
|Lore, show {x}
|Reports the individual lore entry for specified number of lore entry
|Lore, show 1
|-
|-
|party join {partyname}
|Lore, completequest
|Joins party.
|Completes a quest with lorekeeper
|party join Valley
|
|-
|-
|party {message}
|Help, completequest
|Sends message.
|Completes a weekly quest with Helpful Guards
|party That shifty orc killed me and brutally looted my rotting corpse. Woe is me.
|}</div>
 
== Emotes ==
{| class="wikitable"
!Command
|-
|-
|party leave
|angry
|Leaves party.
applaud
|party leave
 
beam
 
blush
 
burp
 
confused
 
cry
 
evilgrin
 
frown
 
gasp
 
giggle
 
glower
 
grimace
 
grin
 
groan
 
grumble
 
jump
 
laugh
 
mumble
 
mutter
 
nod
 
pant
 
pout
 
salute
 
scream
 
shiver
 
shrug
 
sigh
 
smile
 
smirk
 
snarl
 
sneeze
 
snicker
 
wave
 
wink
 
yawn
|-
|-
|party disband
|
|Disbands party.
|party disband
|}
|}
</div>

Latest revision as of 15:59, 4 December 2025

Quick Reference Table

Command Category Brief Description
drink Item Consume bottle contents
eat Item Consume food
take Item Pick up an item
sack Item Place item in sack
drop Item Drop an item
dump Item Drop all of category
belt Item Sheath item in belt
wield Item Wield a weapon
swap Item Swap hands
push Item Push object/entity
up / u Movement Ascend stairs
down / d Movement Descend stairs
climb up Movement Ascend pit/cliff
climb down Movement Descend pit/cliff
w / e / n / s / nw / ne / sw / se Movement Move in direction (player or controlled entity)
follow Control Controlled entity follows
stop Control Controlled entity stops
attack Control Controlled entity attacks
trail Control Controlled entity trails
begone Control Dismiss controlled entity
volume Settings Adjust game volume
help General Show command overview
{trainer}, train {gold} General Train at trainer
{trainer}, show spells General Show available spells
{trainer}, teach {#} General Learn selected spell
{vendor}, show prices General Show vendor prices
{vendor}, sell {#} General Sell item by number
{banker}, deposit General Deposits gold
{banker}, withdraw {amount} General Withdraws gold
props General View properties
pet {player name} General Remove self-defense flag
ghost, forgive me General Restore lawful alignment
cast Action Cast a spell
shoot Action Shoot projectile
throw Action Throw item
nock Action Nock bow/arrow
jumpkick Action Jumpkick target
fight Action Melee attack
use Action Use an item (e.g., in combat)
party create {name} Party Create party
party join {partyname} Party Join party
party {msg} Party Send party message
party leave Party Leave party
party disband Party Disband party
setlevel Sandbox Set level
setskill Sandbox Set skill
gold Sandbox Add gold
go Sandbox Teleport
where Sandbox Display current coordinates
goname Sandbox Teleport to entity
invis Sandbox Become invisible
invul Sandbox Become invulnerable
respawn Sandbox Respawn area
resurrect Sandbox Raise dead on yourself

Note: This table lists core commands. For full details, see sections below. Targeting filters enhance action and control commands; see Targeting Filters. Additional commands may exist; experiment safely.

Introduction to Text Commands

Text commands augment the default icon-based actions (visible in the action indicator). Enter them via the keyboard into the command line. Press <enter> to allow text entry and press <enter> again to execute.

The command/conversation toggle (left of command line) auto-redirects if input starts with "/" (e.g., "/hello" converses even in command mode). Alternatively, you can switch between command and conversation modes by pressing <tab> or clicking on the toggle directly.

Commands follow a standardized format, but variations exist—experiment safely. Spelling and syntax must be exact; errors yield "That is not a valid command."

  • Repeat commands with again (or a), which re-executes the last command, including targets or filters.
  • Use up/down arrows to scroll command history (e.g., for alternating sequences like "olaf, train" then "swap").
  • Commands execute one at a time; no combining.
  • Many commands (e.g., action or entity-related) support advanced targeting filters via @[filter1:filter2:...]. See Targeting Filters.

Volume

Adjust game volume via Settings at startup or command line.

  • Settings: Use the in-game menu.
  • Command line: volume 50 → Sets volume to 50%.

Item Management

These commands handle consuming, picking up, dropping, equipping, and pushing items.

Drink

Consumes a bottle's contents. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).

  • drink: Drinks first found bottle.

Example: drink → Consumes the first bottle via default search.

Eat

Consumes food. Searches implicitly: right hand, left hand, sack (bottom to top, right to left).

  • eat: Eats first found food.

Example: eat → Consumes the first found mugwort a.k.a. sprig.

Use

Activates or uses an item. Checks, in order: right hand, left hand, paperdoll, left rings, right rings.

  • use {item}: Uses the specified item.
  • use: Uses the first eligible item.

Examples:

  • use ring
  • use scales
  • use 1 ring from left (1-4, right or left.)

Take

Picks up an item from the ground, environment, or manipulates rings. Requires a free hand for rings.

  • take {item}: Takes the item.
  • take: Takes the first available item.

Can support targeting filters for specific objects.

Examples:

  • take bottle
  • take broadsword (Helps with fumbles; note dead mobs may use same weapons.)
  • take 1 ring off left (1-4, right or left.)
  • take bottle from counter

Sack

Picks up a sackable item from the floor and puts it in your sack (if room).

  • sack {item}: Sacks the item.

Examples:

  • sack bottle (Caution: Some bottles are harmful like Napalm, Nitro, Poison, and Urine.)
  • sack gem
  • sack gold from counter

Drop and Dump

  • drop {item}: Drops the item (opposite of take).
  • drop {item} on counter: Drops on counter.
  • dump {category}: Drops all items in category.
  • dump {category} on counter: Drops category on counter.

Examples:

  • drop ring
  • drop ring on counter
  • dump gems
  • dump gems on counter

Belt

Sheaths a weapon in your belt.

  • belt {weapon}: Sheaths the weapon.

Example:

  • belt broadsword

Wield

Pulls a weapon from your belt.

  • wield {weapon}: Wields the weapon.

Example:

  • wield broadsword

Swap

Switches items between hands (works if both full).

  • swap: Swaps hands.

Example:

  • swap

Push

Moves heavy items along ground, up/down stairs (if strong enough). You move with the item—avoid pushing off cliffs!

  • push {item} {direction}: Pushes item in direction.
  • push {item} {count} {direction}: Pushes specific instance.

Supports targeting filters.

Examples:

  • push corpse north
  • push bottle 2 north

Movement Commands

Stairs

Ascend/descend by moving to hex and using:

  • up (or u): Ascends.
  • down (or d): Descends.

No mixing with horizontal movement. Avoid climb up/down for stairs.

Directions

Move player in directions: w (west), e (east), n (north), s (south), nw, ne, sw, se.

  • Enter multiple for repeated moves: w w w → Moves 3 west.

Climbing

Attempt pits, cliffs, or walls. Success: strength, encumbrance, class (Martial Artists/Thieves advantaged), luck. Needs empty hand(s) (most pits: two). "Down" in pits risks fall—use climb down.

  • climb up: Ascends.
  • climb down: Descends.

Controlling Summons and NPCs

Guide summons (e.g., phantasms) or certain NPCs (e.g., "gus, follow"). Prefix with name/abbrev (e.g., "ph" for phantasm, "dj", "ef", "1-3", "all").

They understand movement, carrying, pushing.

  • {name}, follow: Follows you (or {name}, follow {name} for friend).
  • {name}, stop: Ceases actions.
  • {name}, attack {mob}: Attacks (supports filters; abbrev mob names).
  • {name}, trail 1: Follows one hex behind (careful not to lose sight).
  • {name}, begone: Dismisses.
  • {name}, take {item}: Picks up (e.g., coin, gems).
  • {name}, dump {item}: Drops (add "on counter").
  • {name}, {direction}: Moves (e.g., phantasm, w; multiple: all, w w w; also u/d).
  • {name}, push {item} {direction}: Pushes.

Notes: Can't obey if out of hearing; can't climb ropes (yet?).

Examples:

  • ph, follow
  • all, stop
  • all, attack orc
  • all, trail 1
  • all, begone
  • 1, take coin
  • 1, dump coin or 1, dump coin on counter
  • all, w w w → Moves 3 west.
  • 1, push coin w
  • all, attack @[hostile:near] → Attacks nearest hostile.

Action Commands

Commands for actions like attacking or casting (not always in combat). Most support targeting; implicit defaults apply and do not need to be specified. Flagged players attackable without extras.

  • Fight: Melee. fight @[target]. Implicit default: near:hostile.
  • Jumpkick: Jump. jumpkick at @[target]. Implicit default: distant:hostile.
  • Nock: Prepare bow. nock. Typically used before shoot.
  • Shoot: Projectile (after nock). shoot {bow} at @[target]. Implicit default: hostile.
  • Throw: Item. throw {item} at @[target] or throw {item} {direction / path}. Implicit default: hostile.
  • Warm: Prepare spell (sometimes non-combat). warm {spellname}. Typically used before cast.
  • Cast: Spell (sometimes non-combat). cast at @[target] or cast at self or cast {direction}. No implicit default; specify if needed.
  • Use: Activate item/weapon (e.g., in combat). use {item} (e.g., use crossbow).

Targeting Filters

Specify entities for cast, shoot, throw, jumpkick, attack (controlled entities), etc. Use @[filter1:filter2:...]; filters are processed in order.

Filter Categories

Alignment

  • hostile: Attackable, including flagged players.
  • friendly: Not hostile to you.

Type

  • pc: Player-controlled.
  • npc: Non-player.
  • conjured: Subordinates (e.g., summons).

Health State

  • injured: Not max health.
  • healthy: Max health.
  • deathly: Near death.

Activity

  • casting: Casting (warmed).

Weapon Type

  • melee: Melee weapon.
  • ranged: Projectile weapon.

Distance

  • near: Dist 0.
  • distant: Dist 1-3.
  • far: Dist 3.
  • distance(value): Specific (0-3).

Effects

  • poisoned: Poisoned.
  • feared: Feared.
  • stunned: Stunned/dazed.
  • blind: Blinded.

Specific Selectors

  • index(value|last): Index or last.
  • serial(value): Serial number.
  • mouseover: Under mouse (client-side).

Examples

  • cast at @[hostile:index(last)]: Last hostile.
  • shoot bow at @[distant:hostile]: Distant hostile.
  • cast at @[friendly:poisoned:pc]: Friendly poisoned PC.
  • cast at @[hostile:far]: Furthest hostile.
  • throw dagger at @[hostile:npc:far:casting]: Far casting NPC.
  • ph, attack at @[mouseover]: If mouseover.

Order matters: [index(last):injured][injured:index(last)].

Implicit defaults (do not need specifying):

  • fight: near:hostile.
  • jumpkick: distant:hostile.
  • shoot/throw: hostile.

Abbreviations

Abbreviations for efficiency: Shorten to unique characters (e.g., f for fight). Directions: one/two letters (e.g., n north, se southeast).

NPCs: First one/two letters (e.g., m, deposit for Marlis).

Creatures: Abbrev names (e.g., sk skeleton, wy wyvern).

General and Vendor Commands

Command Description Example
help Show overview of some commands. help
{trainer 's name}, show spells Shows a list of spells available to learn. o, show spells
{trainer's name}, teach {#} Asks the trainer to teach you the spell. o, teach 1
{trainer's name}, train {gold amount} Trains for specified gold. olaf, train 100
{vendor}, show prices Shows vendor prices. rolf, show prices
{vendor}, sell {#} Sells item by number. r, sell 1
{banker}, deposit Deposits gold on counter m, deposit
{banker}, withdraw {amount} Withdraws specified amount of gold m, withdraw 1000
props Brings up a cursor to select and view properties (location, serial, etc.) in a window; right-click to close props 387457
pet {player name} Removes the self-defense flag against the specified player who attacked you. pet JohnDoe
ghost, forgive me Requests forgiveness from a ghost to restore lawful alignment after misdeeds. Requires bringing a silver dagger. ghost, forgive me

Party Commands

Command Description Example
party create {name} Creates party. party create Valley
party join {partyname} Joins party. party join Valley
party {message} Sends message. party That shifty orc killed me and brutally looted my rotting corpse. Woe is me.
party leave Leaves party. party leave
party disband Disbands party. party disband

Sandbox Specific Commands

Command Description Example
setlevel {x} Sets level. setlevel 20
setskill {x} {y} Sets skill. setskill sword 19
gold {x} Drops gold (defaults 1000?). gold 10000
go {segment} Teleports to segment. go blood
go {x} {y} {z} Teleports to coordinates. go 10 13 5
where Reports your coordinates. where
goname {x} Teleports to entity. goname Overlord
invis Makes invisible. invis
invul Makes invulnerable. invul
respawn Respawns area. respawn
resurrect Raises dead on yourself. resurrect

Lorekeeper / Helpful Guard Specific Commands

Command Description Example
Lore, yes Shows a list of potential lore entries discussing areas of the segment
Lore, show {x} Reports the individual lore entry for specified number of lore entry Lore, show 1
Lore, completequest Completes a quest with lorekeeper
Help, completequest Completes a weekly quest with Helpful Guards

Emotes

Command
angry

applaud

beam

blush

burp

confused

cry

evilgrin

frown

gasp

giggle

glower

grimace

grin

groan

grumble

jump

laugh

mumble

mutter

nod

pant

pout

salute

scream

shiver

shrug

sigh

smile

smirk

snarl

sneeze

snicker

wave

wink

yawn