Console command list?

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flowbee321
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Console command list?

Post by flowbee321 »

In between playing mods, messing around with the console. Found the reference for spawning items.

Is there a definitive list of console commands out there?

Specifically, looking for one to move the party from one location to another, like a teleport.
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Xanathar
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Re: Console command list?

Post by Xanathar »

All the commands at http://www.grimrock.net/modding/scripting-reference/ work in the console, sometimes with behaviour slighlty different (for example the spawn command behaves differently in the console as it spawns the item in front if no coords are passed).

Specifically, you can type:

Code: Select all

party:setPosition(1,2,3,4)
to teleport the party at level 4, x=1, y=2, facing west (0=nord, 1=east, 2=south, 3=west)
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Frenchie
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Re: Console command list?

Post by Frenchie »

I am sometimes stuck in front of a closed door. When lucky I can make a key with spawn("iron_key"), but not always. It would help if I got identify its lock. I tried Door:open() and Door:setDoorState("open"), but only create an error message.

So my questions are:
- how do I target a lock or a door? Do I just stand in front of it? And can I id it?
- if I have a key in my bag and I click it, how can see its id like "iron_key"?
- if thats not possible is there a command that returns an error and shows the id?
- is there a console command to return an item I just used up like a duplicator? I want to use it mainly for arrows as there are never enough of them. With an id of course I can spawn a few.
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TSotP
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Re: Console command list?

Post by TSotP »

The easiest way to get am item id is to go into the dungeon editor and look for it in the items section. It does mean saving the game and exiting it though. I usually use a pad and paper to write down the ids.

And to spawn multiple items just press 'up' then 'return/enter' and it will repeat the code you last typed.
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Komag
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Re: Console command list?

Post by Komag »

You can get the current player position and facing, and then determine the coordinates of the door (or very close) and then type in commands to open any doors in that area. It's a bit complex, but anything you can do in the editor can basically be done via the console as well, all in one line though.
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Frenchie
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Re: Console command list?

Post by Frenchie »

I already am using the party:setPosition(x,y,facing, lvl) command too much. So with these mods most often I only have the .dat file, which is useless for the editor. A lot of mods use different items with additional different names.

What is the proper console command to open a door? And is there a console command to id an item?
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Dr.Disaster
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Re: Console command list?

Post by Dr.Disaster »

If you want to open a door with the console you need to know the id of that door. To retrieve it the use of the entity management commands is required (check Scripting Reference).

Nevertheless i encourage you to play the game more then cheating your way thru it. That's far more enjoyable.
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Komag
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Re: Console command list?

Post by Komag »

what I'm saying is that once you know your position, then you can do a command to open any doors in that square (and if it doesn't work then try the next square, depends on the door facing/placement in the editor)
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Diarmuid
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Re: Console command list?

Post by Diarmuid »

Komag wrote:what I'm saying is that once you know your position, then you can do a command to open any doors in that square (and if it doesn't work then try the next square, depends on the door facing/placement in the editor)
can console reference script entities? If yes, we could provide some utility functions in our mods for debugging/console users, like tools.openDoorAhead() and such.
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Komag
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Re: Console command list?

Post by Komag »

Yes, you can pretty much do "anything" with console commands, even huge giant scripts that reference other scripts, etc, so long as it's all on one line!
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