Commands: Difference between revisions
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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 | * <code>drink</code>: Drinks first found bottle. | ||
'''Example''': drink | '''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. | ||
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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 | * <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 | * <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 | 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 == | ||
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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 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 | * '''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 | * '''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 === | ||
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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. | * <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(ora), 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 ringuse scalesuse 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 bottletake 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 gemsack 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 ringdrop ring on counterdump gemsdump 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 northpush bottle 2 north
Movement Commands
Stairs
Ascend/descend by moving to hex and using:
up(oru): Ascends.down(ord): 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, followall, stopall, attack orcall, trail 1all, begone1, take coin1, dump coinor1, dump coin on counterall, w w w→ Moves 3 west.1, push coin wall, 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 |