Re: [REQ] GM Commands
GM Commands
How to enter commands
This is really easy. All commands must be entered into the chat-field. And you must add a leading & to the command. For example:
&addmoney 1000000; gives you a million gold
IMPORTANT: All commands that use char-names (like &kick, &call, ...) are case-sensitive !!!
The commands
Command Description Level Example
addcess <points> Changes your commerce rate. Setting this to 10000 gives you a 0.01% commerce rate. ?? &addcess 1000000
addsailexp <exp> gives your current ship EXP. ?? &addsailexp 5000000
setcesslevel <level> Changes your commerce level. ?? &setcesslevel 3
addexp <exp> Adds exp to your experience ?? &addexp 1000000
addmoney <gold> Gives your char some gold ?? &addmoney 1000000
attr <param>, <value> Set a certain "attribute" of your char (see below for more infos) ?? &attr 4,9
call <CharName> Teleports the given Char to your position ?? &call AnotherUser
goto <CharName> Teleports you to the position of the given Char ?? &goto AnotherUser
hide Hides your char from other players ?? &hide
unhide The opposite of hide?? &unhide
kick <CharName> Kicks the given user ?? &kick AnotherUser
kill <Name> Kill the given Mob (to be confirmed: can be used to kill players, too) ?? &kill Soul Of Goddess
make <item-id>, <count> Gives you a certain item ?? &make 1092,99
move <x>, <y>, <map> Moves your char to the given position. The map is optional!. 1 &move 2000,2000 or
&move 2700,2200,garner
notice <text> Displays "text" in the sysmte-notice windows ?? ¬ice Hello World
qcha <CharName> Returns informations about the given char (coords, etc.) ?? &qcha AnotherUser
summon <mob-id> Summons the given character ?? &summon 789
summonex <mob-id>, <count> Summons the given character multiple times ?? &summon 789, 10
@@ Command
Ok, there are some additional commands with a slightly different sysntax (all credits go to jgreever for finding these) -- [Octie] Don't really get these examples, I'll try to make it clear enough to understand.
Command Description Level Example
@@ bbs <interval x 10 secs>, <time>, <content> similar to ¬ice, but timed ?? @@ bbs 5,5,blabla
@@ estop <charname>, <time> Mutes the given character for <time> seconds (?) ?? @@ estop SnowMan,60
@@ delestop <charname> Unmutes the given character ?? @@ delestop SnowMan
@@ getuserconnection <charname> Shows connection-info for the given character ?? @@ getuserconnection SnowMan
@@ getusernum+ Displays number of users online and number of logins ?? @@ getusernum+
@@ getlastconnection Displays your last connection info ?? @@ getlastconnection
@@ ping <charname> Pings the given character ?? @@ ping SnowMan
The &attr-Command
This seems to be one of the most important commands in the game. Its syntax is:
Code:
&attr param, value
The following values for param are confirmed until now:
Value Description Remarks / Example
0 - Level
1 - HP > You can't set a higher value than the max. HP your char has - so &attr 1,999999 will only give you as much HP as your char actually has
2 - SP > same rules apply as for HP
4 - Class Use this to change your class. The following values are possible:
1 - Swordsman
2 - Hunter
4 - Explorer
5 - Herbalist
8 - Cahmpion
9 - Crusader
12 - Sharpshooter
13 - Cleric
14 - Seal Master
16 - Voyager
5 - Reputation
6 - Attribute Points
7 - Skill Points
8 - Gold
11 - SLV
12 - Life-Skill Level
13 - Life-Skill Points
19 - SEXP
50 - STR
51 - ACC
52 - AGI
53 - CON
54 - SPR
69 - Movement-Speed Don't use values much higher than 2000!
96 - Strenght
97 - Agility
98 - Accuracy
99 - Constituction
100 - Spirit
102 - Attack Speed
104 - Minimal Attack
105 - Maximal Attack
106 - Defence
107 - Max HP Sets your max. number of HP
108 - Max SP
109 - Dodge
110 - Hit-Rate
itemattr commands can be found in the ItemAttrType.lua file and &attr commands can be found in the AttrType.lua file, there are a tonne there, some will work and some wont, as they need to be called as part of a function or something like that.
as an example:
Code:
ATTR_COUNT_BASE2 = 50;
ATTR_BSTR = ATTR_COUNT_BASE2 + 0; -- basic strength --- STR
ATTR_BDEX = ATTR_COUNT_BASE2 + 1; -- basic focus --- ACC
ATTR_BAGI = ATTR_COUNT_BASE2 + 2; -- basic Agile --- AGI
ATTR_BCON = ATTR_COUNT_BASE2 + 3; -- basic physical --- CON
ATTR_BSTA = ATTR_COUNT_BASE2 + 4; -- basic energy --- SPR
ATTR_BLUK = ATTR_COUNT_BASE2 + 5; -- basic fortunate --- luck
ATTR_BMXHP = ATTR_COUNT_BASE2 + 6; -- basic largest HP
ATTR_BMXSP = ATTR_COUNT_BASE2 + 7; -- the largest basic SP
ATTR_BMNATK = ATTR_COUNT_BASE2 + 8; -- basic Cuoxiaogongjili
ATTR_BMXATK = ATTR_COUNT_BASE2 + 9; -- the largest attack of the basic
ATTR_BDEF = ATTR_COUNT_BASE2 + 10; -- basic defense force
ATTR_BHIT = ATTR_COUNT_BASE2 + 11; -- basic shooting
ATTR_BFLEE = ATTR_COUNT_BASE2 + 12; -- evade the basic rate
so above u can see they are some of the &ATTR commands, so take your base rate of 50 and add the number to it for the one you want to use
eg:
&attr 50 is the base strength attribute modifier
&attr 53 is the base spirit attribute modifier
next example:
Code:
ATTR_COUNT_BASE4 = 96;
ATTR_ITEMV_STR = ATTR_COUNT_BASE4 + 0; -- numerical strength props (item value) Addition
ATTR_ITEMV_AGI = ATTR_COUNT_BASE4 + 1; -- Agile props numerical Addition
ATTR_ITEMV_DEX = ATTR_COUNT_BASE4 + 2; -- Focus on props numerical Addition
ATTR_ITEMV_CON = ATTR_COUNT_BASE4 + 3; -- Numerical physical props Addition
ATTR_ITEMV_STA = ATTR_COUNT_BASE4 + 4; -- Numerical energy props Addition
ATTR_ITEMV_LUK = ATTR_COUNT_BASE4 + 5; -- lucky props numerical Addition
ATTR_ITEMV_ASPD = ATTR_COUNT_BASE4 + 6; -- Addition attack numerical interval props
ATTR_ITEMV_ADIS = ATTR_COUNT_BASE4 + 7; -- props numerical range of attack Addition
ATTR_ITEMV_MNATK = ATTR_COUNT_BASE4 + 8; -- Cuoxiaogongjili props numerical Addition
ATTR_ITEMV_MXATK = ATTR_COUNT_BASE4 + 9; -- the largest attack of props numerical Addition
ATTR_ITEMV_DEF = ATTR_COUNT_BASE4 + 10; -- defense of props numerical Addition
ATTR_ITEMV_MXHP = ATTR_COUNT_BASE4 + 11; -- the largest numerical HP props Addition
ATTR_ITEMV_MXSP = ATTR_COUNT_BASE4 + 12; -- the largest numerical SP props Addition
ATTR_ITEMV_FLEE = ATTR_COUNT_BASE4 + 13; -- Ducking rate props numerical Addition
ATTR_ITEMV_HIT = ATTR_COUNT_BASE4 + 14; -- Numerical shot props Addition
ATTR_ITEMV_CRT = ATTR_COUNT_BASE4 + 15; -- Numerical explosion hit rate props Addition
ATTR_ITEMV_MF = ATTR_COUNT_BASE4 + 16; -- treasure of props numerical Addition
ATTR_ITEMV_HREC = ATTR_COUNT_BASE4 + 17; -- hp speed of recovery props numerical Addition
ATTR_ITEMV_SREC = ATTR_COUNT_BASE4 + 18; -- sp speed of recovery props numerical Addition
ATTR_ITEMV_MSPD = ATTR_COUNT_BASE4 + 19; -- Mobile speed props numerical Addition
ATTR_ITEMV_COL = ATTR_COUNT_BASE4 + 20; -- Numerical resources acquisition speed props Addition
ATTR_ITEMV_PDEF = ATTR_COUNT_BASE4 + 21; -- Numerical physical resistance props Addition
these control you bonus temporary atttributes kidna of like when you eat a spring roll or seomthing, they will wear off if you logout, die or teleport
so for example to alter these you take ur base count 96 and add the modifier to it
so :
&attr 104 adjusts your minimum damage
&attr 105 adjusts your maximum damage
&attr 107 adjust you maximum HP
and so on..
next example:
this also moves into the item attributes not just char attributes, so this would be for the &itemattr command with data from the ItemAttrType.lua file.
Code:
ITEMATTR_COUNT_BASE1 = 25;
ITEMATTR_VAL_STR = ITEMATTR_COUNT_BASE1 + 1; -- 薯講都杅樓傖ㄗstrength valueㄘ
ITEMATTR_VAL_AGI = ITEMATTR_COUNT_BASE1 + 2; -- 鏗豎都杅樓傖
ITEMATTR_VAL_DEX = ITEMATTR_COUNT_BASE1 + 3; -- 蚳蛁都杅樓傖
ITEMATTR_VAL_CON = ITEMATTR_COUNT_BASE1 + 4; -- 极窐都杅樓傖
ITEMATTR_VAL_STA = ITEMATTR_COUNT_BASE1 + 5; -- 儕薯都杅樓傖
ITEMATTR_VAL_LUK = ITEMATTR_COUNT_BASE1 + 6; -- 倷堍都杅樓傖
ITEMATTR_VAL_ASPD = ITEMATTR_COUNT_BASE1 + 7; -- 馴僻薹都杅樓傖
ITEMATTR_VAL_ADIS = ITEMATTR_COUNT_BASE1 + 8; -- 馴僻擒燭都杅樓傖
ITEMATTR_VAL_MNATK = ITEMATTR_COUNT_BASE1 + 9; -- 郔苤馴僻薯都杅樓傖
ITEMATTR_VAL_MXATK = ITEMATTR_COUNT_BASE1 + 10; -- 郔湮馴僻薯都杅樓傖
ITEMATTR_VAL_DEF = ITEMATTR_COUNT_BASE1 + 11; -- 滅郘都杅樓傖
ITEMATTR_VAL_MXHP = ITEMATTR_COUNT_BASE1 + 12; -- 郔湮Hp都杅樓傖
ITEMATTR_VAL_MXSP = ITEMATTR_COUNT_BASE1 + 13; -- 郔湮Sp都杅樓傖
ITEMATTR_VAL_FLEE = ITEMATTR_COUNT_BASE1 + 14; -- 匢旌薹都杅樓傖
ITEMATTR_VAL_HIT = ITEMATTR_COUNT_BASE1 + 15; -- 韜笢薹都杅樓傖
ITEMATTR_VAL_CRT = ITEMATTR_COUNT_BASE1 + 16; -- 惇僻薹都杅樓傖
ITEMATTR_VAL_MF = ITEMATTR_COUNT_BASE1 + 17; -- 扆惘薹都杅樓傖
ITEMATTR_VAL_HREC = ITEMATTR_COUNT_BASE1 + 18; -- hp閥葩厒僅都杅樓傖
ITEMATTR_VAL_SREC = ITEMATTR_COUNT_BASE1 + 19; -- sp閥葩厒僅都杅樓傖
ITEMATTR_VAL_MSPD = ITEMATTR_COUNT_BASE1 + 20; -- 痄雄厒僅都杅樓傖
ITEMATTR_VAL_COL = ITEMATTR_COUNT_BASE1 + 21; -- 訧埭粒摩厒僅都杅樓傖
ITEMATTR_VAL_PDEF = ITEMATTR_COUNT_BASE1 + 22; -- 昜燴萋蕨都杅樓傖
so, drop watever into your inventory, if its slot 2 where ur pet is u use &itemattr 2,1 if its in slot 3 u use &itemattr 3,1 if its second row slot 2 you would use &itemattr 2,2 and so on.
so an example would be like adjusting the level on ur pet,
&itemattr 2,1,30,100 to make it have 100 spirit, remeber BASE COUNT + Modifier
these values will change some items and not others so its trial and error as nobody has tested every item
next example:
Code:
ITEMATTR_COUNT_BASE2 = 49;
ITEMATTR_LHAND_VAL = ITEMATTR_COUNT_BASE2 + 1; -- 耋撿酘忒樓傖
ITEMATTR_MAXURE = ITEMATTR_COUNT_BASE2 + 2; -- 郔湮騵壅僅
ITEMATTR_MAXFORGE = ITEMATTR_COUNT_BASE2 + 3; -- 郔湮儕褻脹撰
ITEMATTR_MAXENERGY = ITEMATTR_COUNT_BASE2 + 4; -- 郔湮夔講
ITEMATTR_URE = ITEMATTR_COUNT_BASE2 + 5; -- 絞騵壅僅
ITEMATTR_FORGE = ITEMATTR_COUNT_BASE2 + 6; -- 絞儕褻脹撰
ITEMATTR_ENERGY = ITEMATTR_COUNT_BASE2 + 7; -- 絞夔講
an example here following the principles as outlined above, base count and modifier,
&itemattr 2,1,54,500 will feed your pet 500 points of stamina
&itemattr 2,1,51,96000 will give your pet around 600 stamania points, 96000 is around the highest u can get roughly if you go over you go into the negative, if you dont go high enough you go into the negative.
and so ends my brief guide on ATTR and ITEM ATTR, enjoy
Cya