Mob and room commands
Mobs and rooms can both execute commands. Mob commands run through quests, reactions, combat scripts, and other builder-authored behavior. Room commands run through room actions and mob-death reactions. A builder character can also execute most of this reference directly while playtesting.
The executor matters. A mob is a character with a room, inventory, visibility, and movement state; a room is a location acting on its occupants. Commands that move, hide, chase with, or despawn the executor therefore are not room commands.
Command timing
Section titled “Command timing”Builders can enter mob and room commands on multiple lines. For example, a mob’s entrance reaction might be:
say hello there!say make yourself comfortable.Each line executes at a three-second interval. The mob first says “hello there!” and, three seconds later, says “make yourself comfortable.”
To execute multiple commands at nearly the same time, put them on the same line and separate them with a semicolon:
say Behind you ; say Watch out!The game engine executes both commands as close together as possible.
Command substitutions
Section titled “Command substitutions”When an action or reaction supplies a triggering player or mob, its command text can substitute information about that actor. Use {{ actor }} where the actor’s name or primary keyword should appear.
For example, if a mob has the entrance reaction say hello {{ actor }} and a player named John enters, the mob says “hello John”.
Use {{ actor_key }} when a command needs the actor’s exact game key rather than a name. For example, a mob command that follows the triggering actor’s tracks can use:
/chase {{ actor_key }}Availability by executor
Section titled “Availability by executor”In the table below, builder means the immortal Builder character used to playtest a world. Availability applies to the commands documented on this page; it is not a complete list of builder-console commands.
| Executors | Commands |
|---|---|
| Builder, mob, and room | /at, /atload, /award, /cast, /clearfact, /close, /damage, /delay, /echo, /force, /gecho, /incfact, /incmark, /kill, /load, /lock, /mark, /open, /purge, /raward, /regen, /send, /sendexcept, /setattr, /setfact, /take, /transfer, /unmark, /zaward, /zecho, and pass |
| Builder and mob | /invisible, /jump |
| Builder and room | /notify |
| Mob only | /chase, /despawn, /roam |
Some shared commands still behave differently by executor. For example, a room must name a target for /regen, and an item removed with /take is deleted when a room executes the command but transferred to the executor when a builder or mob executes it.
For in-game help with a command available to the Builder character, enter help <command name>. Scripted-only context and executor restrictions are documented here.
Mob and room command reference
Section titled “Mob and room command reference”Room commands work much like mob commands, except the room itself is the command’s actor. Check the availability table before using a character-specific command in a room action.
Syntax: /at <room> <command>
Executes a command in a different room.
/at 2 /damage all.mob 200/atload
Section titled “/atload”Syntax: /atload <room_id> <item|mob> <template_id> [command]
Loads a mob directly into another room. For an item, the current runtime still spawns it on the original executor—a character receives it in inventory and a room receives it on the ground—rather than at the requested remote room. An optional command is executed by the new mob after a mob load, or by the original executor after an item load.
/atload 2 mob 456 say The watch has arrived./atload 2 item 789/award
Section titled “/award”Syntax: /award <target> <reward> <quantity>
Awards one connected player gold, medals, glory, experience, faction standing, or a world-defined currency. Negative quantities are allowed. Use standing.<faction_code> for faction standing and currency.<currency_code> for custom currencies.
Awarding experience also performs the normal level-up check.
/award John gold 10/award John medals -1/award John standing.legion 100/award John experience 100/award John currency.platinum 10Syntax: /cast <actor> <spell> [target]
Makes an actor invoke a custom skill, whether or not they have learned it.
/cast John invisibility/cast John fireball soldier/chase
Section titled “/chase”Availability: Mob only
Syntax: /chase [character_key]
Makes a mob follow a character’s recorded tracks. Without an argument, it uses the mob’s current tracked target. The target must have left usable tracks, the next room must remain in the same zone, and No Roam prevents the chase from entering that room.
Mobs with the tracker trait invoke this behavior automatically when a hostile character moves or flees. When scripting it explicitly from a reaction, use the exact key substitution rather than the actor’s display name:
/chase {{ actor_key }}/clearfact
Section titled “/clearfact”Syntax: /clearfact <fact>
Clears a world fact.
/clearfact weather/close
Section titled “/close”Syntax: /close <direction>
Closes a door in the specified direction, if there is one.
/close north/damage
Section titled “/damage”Syntax: /damage <target> <amount> [message]
Inflicts environmental damage on a target in the executor’s room. The target can be a single character or a group. This damage cannot be mitigated by armor or resilience and cannot be dodged. It can kill its targets, but absorption effects—such as a Cleric’s shield—can absorb it.
/damage pat 100 A spike impales you!/damage {{ actor }} 100/damage all.mob 100/damage all.player 100/damage all 100The three group selectors target all mobs, all players, or all mobs and players in the room, respectively. The bare all selector excludes the executor when the executor is a Builder character or mob; a room has no character executor to exclude.
/delay
Section titled “/delay”Syntax: /delay <seconds> <command>
Delays a command by the specified number of seconds.
/delay 5 /echo The walls crumble./despawn
Section titled “/despawn”Availability: Mob only
Syntax: /despawn
Despawns a mob from the world.
Syntax: /echo <message>
Sends text to every player in a room.
/echo You feel groggy./force
Section titled “/force”Syntax: /force <target> <commands>
Forces a mob to execute a command string.
/force soldier kill bear/gecho
Section titled “/gecho”Syntax: /gecho <message>
Sends text to every player in a world.
/gecho Special event starting soon./incfact
Section titled “/incfact”Syntax: /incfact <fact> <value>
Increments a world’s fact by the specified amount. Negative values are allowed, and both integers and decimals are supported.
/incfact balance 1.5/incfact balance -5/incmark
Section titled “/incmark”Syntax: /incmark <target> <mark> <value>
Increments a mark on a target by the specified amount. Negative values are allowed, and both integers and decimals are supported.
/incmark joe counter 5/incmark joe counter -4.5/invisible
Section titled “/invisible”Availability: Builder and mob
Syntax: /invisible
Toggles the executing character’s invisibility. The first use makes a visible builder or mob invisible; the next use makes it visible again. Invisible characters are omitted from ordinary room searches and targeting for non-builders, while Builder characters can still see them.
Availability: Builder and mob
Syntax: /jump <room_id>
Moves the executing Builder character or mob to a different room.
/jump 2Syntax: /kill <target> [message]
Instantly kills a character in the executor’s room and runs the normal death processing. This is the slash-prefixed builder command, not the ordinary player combat command kill.
/kill {{ actor }} The floor gives way beneath you.A Builder character or mob may omit the target only when it already has a current target. A room command must always provide one.
Syntax: /load <item|mob> <template_id> [command]
Loads an item onto the executor—a character receives it in inventory and a room receives it on the ground—or a mob into the executor’s room. When loading a mob, the optional final command is executed by the new mob. When loading an item, it is executed by the original executor.
A Builder character can also use /load gold <amount> to add positive gold to its own inventory. Gold loading is not a room or mob behavior.
/load mob 456/load item 789/load gold 10/load mob 456 say Hello there!Syntax: /lock <direction>
Locks a door in the specified direction, if there is one.
/lock northSyntax: /mark <player> <mark> <value>
Sets a mark on a player.
/mark john initiated true/notify
Section titled “/notify”Availability: Builder and room
Syntax: /notify <room_id> <mob_template_id> <message>
Finds the first mob created from the given template in the specified room and triggers its Notify reaction whose option exactly matches the message. The reaction’s conditions must also pass.
/notify 101 456 reset/notify is not executable by a mob; use it from a room command or a Builder character.
Syntax: /open <direction>
Opens a door in the specified direction, if there is one.
/open north/purge
Section titled “/purge”Syntax: /purge [target]
Removes the specified target from the world. With no target, it purges the entire room.
When used as a room command, provide a target; the room-command form does not accept an omitted argument.
/purge apple/raward
Section titled “/raward”Syntax: /raward <reward> <quantity> [split]
Awards every eligible player in the executor’s room. It supports the same reward forms as /award: gold, medals, glory, experience, standing.<faction_code>, and currency.<currency_code>. Invisible players are excluded.
Without split, every player receives the full quantity. With split, the quantity is divided by the number of recipients and each player’s share is rounded up.
Quantities may be negative, just as with /award.
/raward experience 100/raward gold 100 split/raward currency.platinum 2/regen
Section titled “/regen”Syntax: /regen [target] [resource]
Restores health, mana, and stamina to 100%. If a target is supplied, it restores that target’s resources. If a resource is also supplied, it restores only that resource.
A builder or mob may omit the target to restore itself. A room command must name a character target because a room has no resources to restore.
/regen/regen john/regen soldier healthThese examples restore all resources for the caster, all resources for John, and only the soldier mob’s health, respectively.
Availability: Mob only
Syntax: /roam
Moves a mob through one of the exits from its current room.
Syntax: /send <player> <text>
Sends text to one connected player.
/send joe You feel groggy./sendexcept
Section titled “/sendexcept”Syntax: /sendexcept <player> <text>
Sends text to every other player in the target player’s room. Pair it with /send when one player should receive a first-person message and everyone else should receive a third-person message.
/sendexcept joe Joe feels groggy./setattr
Section titled “/setattr”Syntax: /setattr <target> <attribute> <value>
Sets a character or room attribute to the specified value.
/setattr mob name a wounded soldier/setfact
Section titled “/setfact”Syntax: /setfact <name> <value>
Sets a world fact to the specified value.
/setfact weather rainSyntax: /take <item> <target> [quantity]
Removes items from a character’s inventory. Quantity defaults to one. If the character has fewer copies than requested, the command removes as many as it can find.
/take apple joe/take it:456 joe/take apple joe 2These examples remove one apple, one item created from template 456, and two apples from Joe’s inventory, respectively.
When a Builder character or mob executes /take, the removed item moves into that executor’s inventory. When a room executes it, the removed item is deleted.
/transfer
Section titled “/transfer”Syntax: /transfer <target> <room_id> [command]
Transfers a connected player, a character or item in the executor’s room, to the designated room. If supplied, the optional command is executed by the transfer’s initiator before the target moves.
/transfer joe 2/unmark
Section titled “/unmark”Syntax: /unmark <player> <name>
Deletes a mark from a player.
/unmark joe special_quest_complete/zaward
Section titled “/zaward”Syntax: /zaward <reward> <quantity> [split]
Awards every eligible connected player in the executor’s zone. Reward forms and split behavior are the same as /raward; invisible or sneaking players are excluded.
/zaward standing.legion 10/zaward experience 500 split/zaward currency.platinum 1/zecho
Section titled “/zecho”Syntax: /zecho <message>
Sends text to every player in the room’s zone.
/zecho The church bells ring.Syntax: pass
Does nothing. This is useful for introducing pauses in a dialog.