Commands: Difference between revisions

From Stormhalter
Jump to: navigation, search
Jesse (talk | contribs)
→‎Commands: - Added props
Jesse (talk | contribs)
→‎Comamands: - Attempted to improve readability
Line 210: Line 210:
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 ==
Line 219: Line 219:


* '''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 ==
Line 227: Line 227:
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.
* <code>eat mugwort</code>: Eats first mugwort.


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


=== 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.
Line 262: Line 261:
'''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.
Line 329: Line 328:
'''Examples''':
'''Examples''':


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


== Movement Commands ==
== Movement Commands ==
Line 337: Line 336:
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.
Line 345: Line 344:
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—<code>use climb down</code>.


* climb up: Ascends.
* <code>climb up</code>: Ascends.
* climb down: Descends.
* <code>climb down</code>: Descends.


== Controlling Summons and NPCs ==
== Controlling Summons and NPCs ==
Line 358: Line 357:
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?).''
Line 372: Line 371:
'''Examples''':
'''Examples''':


* ph, follow
* <code>ph, follow</code>
* all, stop
* <code>all, stop</code>
* all, attack orc
* <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>
* all, 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 @[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>. 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)].
* '''Cast''': Spell (sometimes non-combat). <code>cast at @[target]</code>. No implicit default; specify if needed. Use serial for spells like locate: <code>cast locate at @[serial(987654)]</code>.
* '''Use''': Activate item/weapon (e.g., in combat). use {item} (e.g., use bow).
* '''Use''': Activate item/weapon (e.g., in combat). <code>use {item}</code> (e.g., <code>use bow</code>).


See Targeting Filters.
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>; process in order.


=== Filter Categories ===
=== Filter Categories ===
Line 449: Line 448:
=== 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.
* <code>cast locate at @[serial(295807)]</code>: 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 ==

Revision as of 12:01, 11 July 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
{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
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
goname Sandbox Teleport to entity
invis Sandbox Become invisible
invul Sandbox Become invulnerable
respawn Sandbox Respawn area

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.
  • eat mugwort: Eats first mugwort.

Example: eat mugwort → Consumes the first found mugwort.

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 @[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]. Implicit default: hostile.
  • Cast: Spell (sometimes non-combat). cast at @[target]. No implicit default; specify if needed. Use serial for spells like locate: cast locate at @[serial(987654)].
  • Use: Activate item/weapon (e.g., in combat). use {item} (e.g., use bow).

See Targeting Filters.

Targeting Filters

Specify entities for cast, shoot, throw, jumpkick, attack (controlled entities), etc. Use @[filter1:filter2:...]; process 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.
  • cast locate at @[serial(295807)]: Locate specific.

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}, 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

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
goname {x} Teleports to entity. goname Overlord
invis Makes invisible. invis
invul Makes invulnerable. invul
respawn Respawns area. respawn

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