Commands

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Revision as of 08:32, 27 October 2013 by Admin (talk | contribs) (1 revision: from wikkii)
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Gah. Think I'll just list everything and then alphatize this stupid thing and be done with it!


Common Commands

  • Cast - Syntax: Cast <spell> <target>
Preface any Spell with this to actually cast the spell. Simple as that. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat.
If the spell name is more than one word, then you must quote the spell name(cast 'heal blind' benamas). Quoting is optional for single-word spells, and you can abbreviate the spell names("Cast fireball Imp" can be done as "Cast Fire Imp", for instance.)
  • Consider - Syntax: Consider <target>
Use this before a fight to get a rough idea of two things: How your level compares to the target(the first line), and how your HP compares to the target(the second line).
  • Kill/Attack - Syntax: Kill <target>
KILL is a command to start basic combat with a mobile or player. The initiator of combat gets a free round of attack against their opponent. The Kill command causes a slight delay, meaning that you can't cast a spell or use a skill immediately.
Typing kill without providing a target will cause you to attempt to attack the first valid target in the room. Most spells and some combat skills can be used to start combat instead of Kill.
  • Buy - Syntax: Buy <object>
BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first.
  • List - Syntax: List
LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name.
  • Sell - Syntax: Sell <object>
SELL sells an object to a shop keeper.
  • Value - Syntax: Value <object>
VALUE asks the shop keeper how much he, she, or it will buy the item for.
  • Get - Syntax: Get <object>
GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get.
  • Drop - Syntax: Drop <object>/Drop all/Drop x silver/Drop x gold
DROP drops an object, or some coins, on the ground; be careful for some items dissolve upon being dropped.
  • Give - Syntax: Give <object> <target>/Give x gold/silver <target>
GIVE gives an object, or some coins, to another character.
  • Put - Syntax: Put <object> <Container>
PUT puts an object into a container.
The DROP, GET and PUT commands all understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name.
  • Equipment - Syntax: Equipment
EQUIPMENT lists all your currently worn equipment (armor, weapons, etc).
  • Inventory - Syntax: Inventory
INVENTORY, surprisingly, lists your inventory.
  • Wear - Syntax: Wear <object>/Wear all
WEAR will take the targeted object and begin wearing it as armor. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory(goes down the list).
  • Hold - Syntax: Hold <object>
HOLD will take the targeted object and begin holding it in a hand slot.
  • Wield - Syntax: Wield <object>
WIELD will take the targted object and begin wielding it as a weapon.
  • Unwield - Syntax: Unwield
UNWIELD will make you remove any weapons OR held items you have equipped.
  • Remove - Syntax: Remove <object>/Remove all
REMOVE will take the targeted object from your equipment and put it back into your inventory. REMOVE ALL will attempt to remove everything and throw it into your inventory.
  • Exits - Syntax: Exits
EXITS tells you the visible exits of the room you are in. This strictly refers to N/S/E/W NE/SE/NW/SW exits, and not other hidden exits (such as a crack in the wall you must "crawl" through).
  • Follow - Syntax: Follow <character>
FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>.
  • Group - Syntax: Group <character>, Group
GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight.
If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you.
GROUP with no argument shows statistics for each character in your group.




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