Console

In-game console can be entered by pressing "semicolon/tilde" button (that one usually located under escape).

Console is input/output user interface to get information about game or to alter game via commands.

## Commands

List of available commands you get by typing "help".

Some commands has syntax extended by parameters. To see command´s syntax just enter the command and it shows how to pass parameters. The same counts for incorectly writing command systax.

Command is executed only if syntax is right.

Commands are for better orientation put in logical categories.

Commands are case-sensitive.

Commands do not work in online game (it can ruin the game for others).

**Legend**:

* ">" in example means player´s input
* "<" in example means game´s output
* parameters for commands are marked as "<something>"
* "..." means unspecified continuing

### Helpers (Informative)

#### List of commands

Lists all available commands.

*Type "help".*

Since: alpha.0.2.175d

*Example:*

```
> help

```

```
< Showing available commands

```

```
< Helpers

```

```
...

```

#### Players info

Shows information about players in game.

*Type "players".*

Since: alpha.0.5.1b

*Example:*

```
> players

```

```
< Players info:

```

```
< Player id=0

```

```
< - faction=Teneb

```

```
< - isAI=False

```

```
...

```

### Entities - Magic

#### Cast a spell

Tries to cast a spell to specified location for specified player. Spell have to met condition as it was casted via Spellbook.

*Type "spawnSpell" to get a syntax hint and list of available spells and syntax.*

*Type "spawnSpell <Spell> <X> <Y> <ID>".*

* *Spell - spell name*
* *X - tile coordinate X*
* *Y - tile coordinate Y*
* *ID - id of player*

Since: alpha.0.2.175d

*Example:*

```
> spawnSpell Lightning 19 10 1

```

```
< Spawned Lightning on tile 19,10 for player id=1

```

### Entities - Units

#### Spawn unit

Tries to spawn unit on specified tile for specified player

*Type "spawnUnit" to get a list of names and syntax.*

*Type "spawnUnit <Unit> <X> <Y> <ID>".*

* *Unit - unit name*
* *X - tile coordinate X*
* *Y - tile coordinate Y*
* *ID - id of player*

Since: alpha.0.2.175d

*Example:*

```
> spawnUnit Archer 10 11 0

```

```
< Spawned unit Archer on tile 10,11 for player id=0

```

#### Kill unit

Kills unit on specified location.

*Type "killUnit" to get syntax.*

*Type "killUnit <X> <Y>".*

* *X - tile coordinate X*
* *Y - tile coordinate Y*

Since: alpha.0.2.175d

*Example:*

```
> killUnit 21 13

```

```
< Unit Linemen (pid=1) destroyed

```

#### Convert unit

Tries to convert unit on coordinates under influence of specified player.

*Type "convertUnit" to get syntax.*

Type "*convertUnit* <X> <Y>".

* *X - tile coordinate X*
* *Y - tile coordinate Y*
* *ID - id of player*

Since: alpha.0.2.175d

*Example:*

```
> convertUnit 11 3 2

```

```
< Unit pid=0 converted to pid=2

```

### Entities - buildings

#### Construct a building

Tries to construct specified building in given area for specified player.

*Type "spawnBuilding" to get syntax and list of building names.*

*Type "spawnBuilding <building> <X> <Y> <ID>".*

* building - building name
* *X - tile coordinate X*
* *Y - tile coordinate Y*
* *ID - id of player*

Since: alpha.0.2.175d

*Example:*

```
> spawnBuilding Farm 4 12 0

```

```
< Farm was build at 4,12 for pid=0

```

#### Destroy city

Destroys city (main town) at given location.

*Type "killTown" to get syntax.*

*Type "killTown <X> <Y>".*

* *X - tile coordinate X*
* *Y - tile coordinate Y*

Since: alpha.0.2.175d

*Example:*

```
> killTown 18 20

```

```
< Town has been destroyed

```

#### ~~Destroy town~~

~~Destroys town controlled building at given location~~

*~~Type "destroyTown" to get syntax.~~*

*~~Type "destroyTown <X> <Y>".~~*

* *~~X - tile coordinate X~~*
* *~~Y - tile coordinate Y~~*
* *~~ID - id of player~~*

~~Since: alpha.0.2.175d~~

*~~Example:~~*

```
~~> destroyTown 12 20~~

```

```
~~< Building destroyed at 12,20~~

```

#### ~~Convert town~~

~~Completely converts town under influence of other player.~~

*~~Type "convertTown" to get syntax.~~*

*~~Type "convertTown <X> <Y> <ID>".~~*

* *~~X - tile coordinate X~~*
* *~~Y - tile coordinate Y~~*
* *~~ID - id of player~~*

~~Since: alpha.0.2.175d~~

*~~Example:~~*

```
~~> convertTown 19 14 0~~

```

```
~~< Town at 19,14 converted to pid=0~~

```

### ~~World~~

#### ~~Change tile type~~

~~Changes given tile to specific type (biome).~~

*~~Type "changeTileType" to get syntax and list.~~*

*~~Type "changeTileType <X> <Y> <TYPEID>".~~*

* *~~X - tile coordinate X~~*
* *~~Y - tile coordinate Y~~*
* *~~TYPEID - id of tile~~*

~~Since: alpha.0.2.175d~~

*~~Example:~~*

```
~~> *changeTileType 8 12 1*~~

```

```
~~< Changing tile 8,12 to Biome.Mountains~~

```

### Resources

#### Give gold

Gives a specified player amount of gold

*Type "giveMeMoney" to get syntax.*

*Type "giveMeMoney <amount> <ID>".*

* *amount - amount of gold*
* *ID - id of player*

Since: alpha.0.2.175d

*Example:*

```
> giveMeMoney 500 0

```

```
< Player 0 gets 500 gold

```

### Tests

#### Add monologue to tile

In custom maps. Tries to link monologue with specified ID to tile of coordinates.

*Type "testMonologue" to get syntax.*

*Type "testMonologue <X> <Y> <ID>".*

* *X - tile coordinate X*
* *Y - tile coordinate Y*
* *ID - id of monologue*

Since: alpha.0.2.175d

*Example:*

```
> testMonologue 20 20 0

```

```
< Added monologue id=0 to tile 20,20

```

#### Faction tile

Changes tile to faction corrupted tile.

*Type "testFactionTileGraphics" to get syntax.*

*Type "testFactionTileGraphics <X> <Y> <ID>".*

* *X - tile coordinate X*
* *Y - tile coordinate Y*
* *ID - id of player (his faction graphics will be used)*

Since: alpha.0.2.175d

*Example:*

```
> *testFactionTileGraphics 22 11 1*

```

```
< Tile 22,11 corrupted by Nergal

```

### ~~Settings~~

#### ~~Level of detail~~

~~Turn on/off LOD functions.~~

*~~Type "lod" to get syntax.~~*

*~~Type "lod <enable>".~~*

* *~~enable - 1 for on 0 for off~~*

~~Since: alpha.0.2.175d~~

*~~Example:~~*

```
~~> lod 1~~

```

```
~~< LOD function enable = True~~

```

### ~~Game~~

#### ~~Exit game~~

~~Exits game (specially useful when fatal error occurs and menu is unavailable).~~

*~~Type "exit".~~*

~~Since: alpha.0.2.175d~~

*~~Example:~~*

```
~~> exit~~

```

```
~~< Game exit~~

```

#### Reset camera

Resets player camera do default location and init values.

*Type "camReset".*

Since: alpha.0.5.9

*Example:*

```
> camReset

```

```
< Camera has been reseted

```

### AI

#### Set AI behavior flag

Sets flag for AI behavior. Flags are divided to groups. Works only for AI players. To see player info use "players" command.

*Type "setFlag" to get syntax, groups and flags aliases.*

*Type "setFlag <FG> <F> <ID>".*

* *FG - flag group (integer)*
* *F - flag alias (integer)*
* *ID - id of player*

Since: alpha.0.5.1b

*Example:*

```
> setFlag 0 4 1

```

```
< Successful set flag for AI

```

#### Clears AI behavior flag

Clears flag for AI behavior. Flags are divided to groups. Works only for AI players. To see player info use "players" command.

*Type "clearFlag" to get syntax, groups and flags aliases.*

*Type "clearFlag <FG> <F> <ID>".*

* *FG - flag group (integer)*
* *F - flag alias (integer)*
* *ID - id of player*

Since: alpha.0.5.1b

*Example:*

```
> *clearFlag* 0 4 1

```

```
< Successful clear flag for AI

```

### Tools

#### Debug mode

Enables debugging tools

*Type "debug".*

Since: alpha.0.5.6b

*Example:*

```
> debug

```

```
< Debug is enabled = True

```