A server's administrators, often called game masters (GMs), have a set of chat commands for testing and running the game: moving anywhere, granting experience, items and currencies, starting events, resetting instances and more. This page lists every one of them, taken from the server's code.
They are typed in the chat box like the player commands: /c, a space, then the command, for example
/c tp next. A chat line that starts with ! works too (!tp next), and so does /c !tp next. The answer
appears in your own chat window as a System line.
Many of these commands come from NexusForever's command set and
keep its names and forms; the sections below say which. The rest were added in Bezgelor for testing the systems
built here. The commands every player can use (/c bug, /c why, /c stuck, /c remember,
/c progress) are in the player guide, Typing commands.
Roles and permissions
Each admin command needs a permission, and an account gets permissions from its roles. The tables below give the permission of every command in their second column. The design is in Roles and permissions; this section is what a server owner needs.
Risk tiers
Every permission belongs to a part of the game (its domain: characters, quests, items, economy, world, housing, guilds, social, mail, accounts, server, portal) and to one of six risk tiers:
| Tier | What it covers |
|---|---|
read |
Looking only: accounts, reports, logs, positions, and the commands that only show something (/c quest list, /c death) |
assist |
Helping a player without changing the game: teleporting, reviving, entering an instance, whispering, kicking |
character |
Changing one character: level, experience, quests, titles, reputation, paths, lore, mutes |
economy |
Creating value: currencies, items from nothing, mounts and costumes, the store, reward tracks |
world |
Changing everyone's world: public events, zone scripts, closing instances, loot pinatas, the death rules, guilds |
admin |
Accounts, bans, server settings, the event stream's debug recording |
The roles
The server comes with seven roles. Each is a rule over the tiers and domains, so a permission added in a later version reaches the right roles by itself.
| Role | Gets | In practice |
|---|---|---|
| Player | No staff permissions (only the Signature account features) | Every account has it |
| Tester |
The tester tools (tester.tools), on your own character only |
Quest info, list, setup and the quest shortcuts, teleports to a quest, its next step or a creature, level, experience, revive and die, and killing the creature you target: the Field Kit's tester forms. Not staff: no admin pages and no other command. Every account on a testing instance has it (Server instances) |
| Moderator |
read in every domain, and everything in the social domain |
Looks at everything; mutes, kicks, bans, reads chat logs, sends announcements, handles bug reports. No commands but the ones that only show something |
| Game Master |
read, assist and character everywhere |
Teleports, revives, sets levels, runs quests, grants titles and reputation. Cannot create currency or items, or change the world |
| Senior GM |
The Game Master's tiers, and economy and world |
Also grants currency, items and mounts, runs the store, starts events, uses the script and loot test aids |
| Admin | Every tier | Everything, including bans, accounts and server settings, except managing roles |
| Super Admin | Everything | Including giving roles, creating and editing them, and a few dangerous switches (system mail to everyone, maintenance mode) |
The built-in roles cannot be deleted and their rules cannot be changed on the website: the server sets them at every start.
Giving someone a role
-
Your first administrator has to be made from the server's shell, because nobody can open the admin pages yet. Make the account on the website, then, in the shell
scripts/start.shopens:BezgelorDb.Release.grant_role("you@example.com", "Super Admin")With a release, run the same function through the release's
evalcommand:bin/bezgelor eval 'BezgelorDb.Release.grant_role("you@example.com", "Super Admin")'. -
Anyone after that can be given a role on the website by a Super Admin: Admin, Users, the account, then Manage Roles. The person must turn on 2-Step Verification (Settings) first: the website refuses any role with a staff permission to an account without it. You can also use
grant_roleas above, with"Game Master","Senior GM"or any other role's name. -
Permissions are looked up each time a command is typed, so a new role works at once, without logging out. Removing the role (the same dialog) takes the commands away just as quickly.
-
The website's own admin pages (
/admin) also need 2-Step Verification on the account, and each page needs its own permission (the menu shows only the pages you may open). The chat commands do not need 2-Step Verification.
A role of your own
When none of the built-in roles fits, make one: Admin, Role Management, Create Role, then Edit on its card. A new role starts with nothing. On the edit page:
-
Tick risk tiers to give them in every domain. Ticking
readandassistmakes a helper who can look at everything and teleport, revive and whisper. -
Tick domains to give every tier in them. Ticking
socialgives all of moderation. - Tick or untick single permissions in the list below. Ticking one the tiers and domains do not give includes it; unticking one they do give excludes it. The list shows which are included and excluded.
For example, an event host could have the tier read, the domain world, and characters.teleport included:
they can see everything, run public events and zone scripts and move around, but not change anyone's character or
create currency. Save, then give the role to people as above. Because the role is a rule, a new world
permission in a later version reaches the event host without anyone editing the role.
A role made before roles were rules keeps the list it had until someone edits it; the edit page then shows that list as included permissions.
The development switch
config :bezgelor_world, gm_commands_for_all: true makes every account on the server an administrator, whatever
its roles. config/dev.exs turns it on, so a server started with scripts/start.sh (the development setup) lets
anyone who logs in use every command on this page. Nothing in the production or runtime configuration sets it, so
a release has it off.
Keep the switch off on any server other people play on. With it on, every player can give themselves
items, money and levels, switch the death rules for the whole server, close other people's instances and change
the store. If you run the development setup for friends, set gm_commands_for_all: false in config/dev.exs,
or run a release instead (see Running your own server).
A release refuses to start with the switch on. Outside the development and test setups the world server
checks the switch at boot and stops with an error that names gm_commands_for_all if it is true, so a public
server cannot be started with everyone an administrator by mistake. Remove the setting to fix it. For a private
test server where that is what you want, set the environment variable BEZGELOR_ALLOW_GM_FOR_ALL=1: the server
then starts and logs a warning at every boot. In the development setup it starts and logs one line saying that
everyone has admin commands.
Commands for everyone, and what is recorded
Without the switch or the permission, an admin command answers "You don't have permission to use this command"
and names the permission it needs. A few forms are open to everyone (BezgelorWorld.Services.Commands.public?/2),
because they only show your own state or are a stand-in for a store purchase:
| Command | Permission | What it does |
|---|---|---|
/c bank |
anyone | Your bank: slots used, bag slots, the price of the next one |
/c bank buyslot |
anyone | Buy the next bank bag slot with credits |
/c durability |
anyone | Your equipment's durability and the repair cost |
/c bindpoint |
anyone | Your bind point and the recall cooldown |
The client's own /c command (which sends the ClientCheat message) and a chat line starting with ! run the
same code with the same check. Every admin command typed by someone with a role, run or refused, is written to
the audit log on the website (Admin, Audit Log; filter by gm_command.*): who typed it, the character, the whole
command, the permission it needs and whether it ran. Moderators and game masters can read the audit log. Commands
let through only by the development switch are not written there. The server's event stream also records each
admin command as gm.command, with its first word only, never its arguments, and whether it was allowed.
The permission each command needs is set in apps/bezgelor_world/lib/bezgelor_world/command_permissions.ex, and
the permissions themselves in apps/bezgelor_db/lib/bezgelor_db/authorization/registry.ex.
How to read this page
<id> is a value you must give; [something] may be left out. Most ids are the client's own table ids
(a Creature2, Item2 or Spell4 id, a world id). The website's admin pages and the teleport shortcuts below help to
find them. /c help prints a short list in the game.
The commands act on your own character, in the zone you are in, unless the line says otherwise.
Getting around
Teleport
From NexusForever's teleport commands. /c teleport can also be typed /c tp, /c tele or /c port.
| Command | Permission | What it does |
|---|---|---|
/c teleport coordinates <x> <y> <z> [worldId] |
characters.teleport |
To a position, in your current world unless a world id is given |
/c teleport location <worldLocation2Id> |
characters.teleport |
To a WorldLocation2 entry, facing the way it says |
/c teleport transmat |
characters.teleport |
Lists the Transmat Terminals in your world that your faction may use |
/c teleport transmat <name> |
characters.teleport |
To a Transmat Terminal's arrival spot, by name (exact, then the start of a name, then any part) |
/c tp npc <name or creature id> |
characters.teleport |
To the nearest spawn of a creature, 2 units in front of it and facing it |
/c tp npc <number> |
characters.teleport |
When several creatures matched, picks one from the numbered list (kept for five minutes) |
/c tp quest <quest id or title words> |
characters.teleport |
To the creature that gives the quest, or, for a quest no creature gives, to its first objective or the one who takes it back |
/c tp next |
characters.teleport |
To the next step of your tracked quest (else your first active one): its map marker, else the nearest creature it asks for; a finished quest takes you to whoever receives it |
/c tp next <id or title> |
characters.teleport |
The same for one quest you have, by its number or title words |
Example: /c tp quest 5694 to reach a quest's giver, then /c tp next once you have taken it.
NexusForever's /c teleport name <zone> is not ported; it answers with a pointer to teleport location.
Bind point and recall
| Command | Permission | What it does |
|---|---|---|
/c bindpoint set <id> |
characters.manage_bindpoint |
Bind to a BindPoint table row |
/c bindpoint clear |
characters.manage_bindpoint |
Forget your bind point |
/c recall reset |
characters.manage_bindpoint |
End the recall cooldown (relog to clear the client's own timer) |
Character
Level, experience and class resources
From NexusForever's character commands.
| Command | Permission | What it does |
|---|---|---|
/c character xp <amount> |
characters.modify_level |
Grant experience |
/c character level <level> |
characters.modify_level |
Raise your level (2 to 50) by granting the experience it needs, so the normal level-up runs |
/c character resource <vital> <amount> |
characters.set_resources |
Add to a class resource (negative takes away): 6 the class's own (Kinetic Energy, Psi Points, Volatility, Actuators), 8 Suit Power, 9 Spell Power, 15 Focus |
Death
| Command | Permission | What it does |
|---|---|---|
/c death |
characters.view |
The death rules in force, your Wake Here cost and cooldown (also /c death status) |
/c death kill |
characters.kill |
Die now, to try the death dialog |
/c death revive |
characters.revive |
Wake up where you lie, at full health, free |
/c death cooldown |
characters.revive |
End your Wake Here cooldown |
/c death mode <gentle or retail> |
world.death_rules |
Switch the whole server to the gentle or the retail death values, until it restarts |
Mounts
| Command | Permission | What it does |
|---|---|---|
/c mount unlock <spell4Id> |
collections.grant_mounts |
Unlock a mount spell as its item would (for example 2823, the Equivar) |
/c mount summon <spell4Id> |
collections.grant_mounts |
Cast a mount spell |
/c mount dismount |
collections.grant_mounts |
Get off |
Achievements, titles and reputation
From NexusForever's achievement, title and reputation commands.
| Command | Permission | What it does |
|---|---|---|
/c achievement grant <id> |
collections.grant_achievements |
Complete an achievement |
/c achievement revoke <id> |
collections.grant_achievements |
Take it away |
/c achievement progress <id> <n> |
collections.grant_achievements |
Set an achievement's progress |
/c achievement info |
characters.view |
Achievements complete, points, in progress (also /c achievement list) |
/c title add <id> |
collections.grant_titles |
Grant a title |
/c title revoke <id> |
collections.grant_titles |
Take it away |
/c title set <id> |
collections.grant_titles |
Wear a title |
/c title clear |
collections.grant_titles |
Wear none |
/c title all |
collections.grant_titles |
Grant every title |
/c title none |
collections.grant_titles |
Take every title away |
/c title list |
characters.view |
Your titles and the one you wear |
/c reputation add <factionId> <amount> |
characters.modify_reputation |
Add reputation with a faction |
/c reputation set <factionId> <amount> |
characters.modify_reputation |
Set it |
/c reputation reset <factionId> |
characters.modify_reputation |
Forget it |
/c reputation list |
characters.view |
Your reputations and levels |
Costumes, dyes and pets
| Command | Permission | What it does |
|---|---|---|
/c costume unlock <itemId> |
collections.grant_costumes |
Unlock an item's look for the wardrobe, free |
/c costume forget <itemId> |
collections.grant_costumes |
Forget it |
/c costume list |
characters.view |
Your costumes, the one you wear and the number of unlocked looks |
/c costume wear <index or none> |
collections.grant_costumes |
Wear a costume (no swap cooldown); relog to see the client follow |
/c costume clear |
collections.grant_costumes |
Delete all your costumes |
/c dye unlock <entryId> |
collections.grant_costumes |
Unlock a dye (a GenericUnlockEntry id) for the account |
/c dye unlock all |
collections.grant_costumes |
Unlock every dye |
/c dye list |
characters.view |
The dyes unlocked |
/c pet flair <petFlairId> |
collections.grant_mounts |
Unlock a pet flair |
/c pet vanity <spell4Id> |
collections.grant_mounts |
Unlock a vanity pet spell |
/c pet summon <creatureId> |
collections.grant_mounts |
Summon a vanity pet creature |
/c pet dismiss |
collections.grant_mounts |
Send it away |
/c pet list |
characters.view |
Your vanity pets, flair and known pet abilities |
Tradeskills
| Command | Permission | What it does |
|---|---|---|
/c tradeskill |
characters.view |
Your tradeskills, tiers, XP and relearn cooldown (also /c tradeskill info) |
/c tradeskill learn <id> [dropId] |
characters.manage_tradeskills |
Learn one as at a trainer, dropping another if given: 1 Weaponsmith, 12 Armorer, 13 Mining, 14 Outfitter, 15 Survivalist, 16 Technologist, 17 Architect, 18 Relic Hunter, 21 Tailor |
/c tradeskill xp <id> <xp> |
characters.manage_tradeskills |
Set a tradeskill's XP (it becomes known and active) |
/c tradeskill schematic <id> |
characters.manage_tradeskills |
Teach a schematic |
/c tradeskill satchel <itemId> <count> |
economy.grant_items |
Put a material in the supply satchel |
/c tradeskill points <id> <n> |
characters.manage_tradeskills |
Set a tradeskill's talent points |
/c tradeskill cooldown |
characters.manage_tradeskills |
Clear the relearn cooldown |
/c tradeskill vouchers <n> |
economy.grant_currency |
Give crafting vouchers (talent resets cost them) |
/c tradeskill salvage <itemId> |
characters.manage_tradeskills |
Salvage one of that item from your bags |
Items and money
From NexusForever's item and currency commands (the first two lines).
| Command | Permission | What it does |
|---|---|---|
/c item add <itemId> [quantity] |
characters.modify_items |
Put items in your bags |
/c item fill [free] |
characters.modify_items |
Fill your bags with Failed Craft (item 81889), an item that does not stack, binds, expires or starts a quest, leaving free bag slots empty (0 if left out). For testing full bags |
/c item clear-filler |
characters.modify_items |
Take every Failed Craft out of your bags again, and nothing else |
/c currency character add credits <amount> |
economy.grant_currency |
Add credits (gold) to your character |
/c bank slots <0-8> |
characters.manage_bank |
Set the number of bank bag slots bought |
/c bank give <itemId> [quantity] |
characters.manage_bank |
Put items straight into your bank |
/c durability set <0-100> |
characters.manage_durability |
Set the durability of everything you wear, in percent |
/c durability repair |
characters.manage_durability |
Repair everything for free |
Account-wide currencies (Omnibits, NCoins, service tokens and so on) are under Account and store.
Quests and paths
Quests
For testing a quest without playing the ones before it. Each form takes a quest's number or words from its title;
when several quests match you get a numbered list, and /c quest <form> <number> picks one.
| Command | Permission | What it does |
|---|---|---|
/c quest add <id or title> |
quests.modify |
Gives you the quest now, whatever its requirements, through the normal accept, and says what it skipped |
/c quest prep <id or title> |
quests.modify |
Marks every earlier quest in its chain as done, and counts as heard the communicator calls those quests would have rung, so its giver offers it the normal way. Says who the giver is |
/c quest complete <id or title> |
quests.modify |
Finishes all its objectives, ready to hand in |
/c quest finish <id or title> |
quests.modify |
Hands it in with its rewards (finishing the objectives first if needed) |
/c quest reset <id or title> |
quests.modify |
Takes it out of your quest log and history so it can be taken again |
/c quest list |
characters.view |
Your active quests with their numbers and progress |
/c quest info <id or title> |
characters.view |
Its title, level, the level it needs, its zone, who gives it and where you stand with it |
/c quest setup <id or title> [reset] [level [n]] [prep|add] [go|next] |
quests.modify |
Several of the above in the order a tester needs them: reset, raise your level (to n, or to the level the quest needs; never lowered), prep or add, then go to its giver (go) or its next step (next). Each step also needs its own command's permission (characters.modify_level for the level, characters.teleport for going); a step that fails stops the rest |
prep also sends the earlier quests' accepted and completed events, so achievements that count quests count them.
After prep or reset the client's quest log may only catch up after you log out and back in.
With /c tp quest and /c tp next (above), testing a quest is /c quest prep <id>, /c tp quest <id>, take it,
then /c tp next, or in one line /c quest setup <id> prep go. The Field Kit add-on's tester page
runs the same steps from a window.
Paths
From NexusForever's path commands, with mission completion and the path mission test aids added.
<path> is soldier, settler, scientist or explorer, or 0 to 3.
| Command | Permission | What it does |
|---|---|---|
/c path |
characters.view |
Your path, its level and missions (also /c path info) |
/c path xp <amount> |
characters.manage_paths |
Grant path experience |
/c path mission complete <missionId> |
characters.manage_paths |
Complete a path mission |
/c path mission reset <missionId> |
characters.manage_paths |
Reset it; the client shows it after a relog or a zone change |
/c path holdout <missionId> [cancel] |
characters.manage_paths |
Start a holdout here, or cancel it |
/c path scanbot |
characters.manage_paths |
Ask for the scientist's scanbot |
/c path node <missionId> <index> |
characters.manage_paths |
Report an explorer node as reached |
/c path activate <path> |
characters.manage_paths |
Change your active path at once |
/c path unlock <path> |
characters.manage_paths |
Unlock a path |
Lore, maps and tutorials
| Command | Permission | What it does |
|---|---|---|
/c datacube grant <id> |
characters.modify_lore |
Grant a datacube |
/c datacube volume <id> |
characters.modify_lore |
Grant a journal volume |
/c datacube revoke <id> |
characters.modify_lore |
Take a datacube away |
/c datacube revokevolume <id> |
characters.modify_lore |
Take a journal volume away |
/c datacube list |
characters.view |
Your datacubes, tales and journal volumes |
/c archive unlock <entryId> |
characters.modify_lore |
Unlock a Galactic Archive entry |
/c archive revoke <articleId> |
characters.modify_lore |
Take an archive article away |
/c archive list |
characters.view |
Archive articles and entries unlocked |
/c map reveal [mapZoneId] |
characters.modify_lore |
Reveal a zone map (the one you are on, if no id) |
/c map hide [mapZoneId] |
characters.modify_lore |
Hide it again; /c map hide all hides every map |
/c map info |
characters.view |
How much of this zone map is revealed, and the maps explored |
/c tutorial send <id> |
characters.modify_lore |
Show a tutorial |
/c tutorial reset [id] |
characters.modify_lore |
Forget one tutorial, or all, so the server sends them again |
/c tutorial list |
characters.view |
The tutorials sent |
/c zonecompletion |
characters.view |
This zone's completion: datacubes, tales, journals, exploration |
World and events
Public events and challenges
| Command | Permission | What it does |
|---|---|---|
/c event list |
server.view_logs |
Events defined here, running and recently finished |
/c event start <id> |
events.manage |
Start an event (the zone's own, or any of its world) |
/c event stop <id> [success, failure or reset] |
events.manage |
End it (failure if not said) |
/c event advance <id> <objective> [n] |
events.manage |
Advance an objective by n (1 if not said), activating it |
/c event activate <id> <objective> |
events.manage |
Activate an objective |
/c challenge list |
characters.view |
Your unlocked and active challenges |
/c challenge unlock <id> |
characters.manage_challenges |
Unlock a challenge |
/c challenge start <id> |
characters.manage_challenges |
Start it, without the area, start-location or cooldown checks |
/c challenge abandon <id> |
characters.manage_challenges |
Abandon it |
/c challenge cooldown <id> |
characters.manage_challenges |
Clear its cooldown |
/c challenge advance <id> [n] |
characters.manage_challenges |
Advance it |
Instances
| Command | Permission | What it does |
|---|---|---|
/c instance enter <worldId> [veteran] [primeLevel] |
instances.enter |
Into your group's (or your own) instance of an instanced world, at its entrance; veteran for veteran difficulty |
/c instance join <worldId> <instanceId> |
instances.enter |
Into a given running instance |
/c instance leave |
instances.enter |
Out to your return location |
/c instance reset [all or worldId] |
instances.reset_lockouts |
Reset your instances (as leader, your group's) that nobody is in, as /resetinstances does |
/c instance kill |
instances.close |
Reset the instance you are in by force: everyone inside goes to their return location |
/c instance list |
instances.view |
The running instances |
/c instance info |
instances.view |
Where you are and your lockouts |
Group finder
| Command | Permission | What it does |
|---|---|---|
/c matching status |
server.view_logs |
Your queues, proposal and match, and the queue totals |
/c matching maps [matchType] |
server.view_logs |
The maps the server can run, and whether each is available |
/c matching queue <mapId> [group] [solo] |
matching.queue |
Queue for a map; group queues your whole group, solo makes an instant team of just you or your group |
/c matching random <matchType> [group] [veteran] |
matching.queue |
The random queue of a match type (8 is expeditions) |
/c matching role <tank, healer or dps> ... |
matching.queue |
Answer a role check (one or more roles) |
/c matching accept |
matching.queue |
Accept a match proposal |
/c matching decline |
matching.queue |
Decline it |
/c matching leave |
matching.queue |
Leave every queue |
/c matching exit |
matching.queue |
Leave your match, as the client's Leave button does |
/c matching enter |
matching.queue |
Teleport (back) into your match |
/c matching force <mapId> [fast] [name ...] |
instances.close |
Start a match now for you, your group and the named online characters; fast shortens the timers |
/c matching close |
instances.close |
Close your match: everyone leaves |
Example: /c matching force 27 fast Tester2 starts a one-against-one in Walatiki Temple. In a battleground the
players take the two sides in turn (you first, on Red), whatever their faction.
Housing
From NexusForever's house commands (teleport, decor add, decor lookup), with more added.
| Command | Permission | What it does |
|---|---|---|
/c house |
characters.teleport |
To your residence, made if you have none (also /c house home) |
/c house visit <name> |
characters.teleport |
To a player's residence, whatever its privacy |
/c house leave |
characters.teleport |
Out of housing, back where you came from |
/c house info |
housing.view |
Your residence: id, name, privacy, decor, neighbours |
/c house decor add <decorInfoId> [count] |
housing.manage |
Decor into your crate |
/c house decor lookup <text> |
housing.view |
Decor ids by name |
/c house privacy <level> |
housing.manage |
public, neighbours, roommates or private |
/c house plug <plotIndex> <plugItemId> [facing] |
housing.manage |
Place a plug in your residence (facing 0 to 3) |
/c house unplug <plotIndex> |
housing.manage |
Remove a plug |
/c house decay <plotIndex> [seconds] |
housing.manage |
Make a plug's upkeep run out in that many seconds (now, if not said) |
/c house here |
housing.view |
Your position and the plot anchors |
/c house neighbour <name> [roommate] |
housing.manage |
Make someone your neighbour (or roommate) at once |
/c house reset [keep] |
housing.manage |
Reset your residence; keep puts the decor in the crate instead of deleting it |
characters.teleport, the permission of /c house visit, also lets an account visit any residence through the
game's own housing window, whatever its privacy.
Loot drops
| Command | Permission | What it does |
|---|---|---|
/c loot pinatas |
loot.view |
Whether drops appear on the ground as loot pinatas |
/c loot pinatas <on or off> |
loot.manage |
Drop loot as pinatas, or hand it straight to the looters; realm-wide and kept across restarts |
Account and store
<currency> is an account currency id or a name: credd, realmtransfer, characterrename, essence, mysticshiny,
omnibits, ncoins, loyalty (Cosmic Reward Points), servicetoken, protobucks, giantpoints, promotiontoken,
promissorynote, redessence, blueessence, greenessence, purpleessence.
| Command | Permission | What it does |
|---|---|---|
/c currency account add <currency> <amount> [character name] |
economy.grant_currency |
Add an account currency to your account, or to the account of the named character, whose client is told at once; written to the audit log |
/c currency account remove <currency> <amount> [character name] |
economy.grant_currency |
Take it away; audited |
/c currency account set <currency> <amount> [character name] |
economy.grant_currency |
Set it; audited |
/c account currency list |
users.view |
Your account's currency balances |
/c account currency add <currency> <amount> |
economy.grant_currency |
Add to your own account (also remove and set) |
/c account item list |
users.view |
Your account inventory and pending items |
/c account item add <accountItemId> [pending] |
economy.grant_items |
Grant an account item, or put it in the pending list |
/c account entitlement list |
users.view |
Your account and character entitlements |
/c account entitlement add <id> <n> |
accounts.grant_entitlements |
Add to an entitlement (also set) |
/c store mode |
store.view |
The store's mode and the number of offers on sale |
/c store mode <paid or free> |
store.manage |
Charge for offers, or show every price as 0, until the server restarts (STOREFRONT_MODE keeps it) |
/c store list [text] |
store.view |
Offers, filtered by name |
/c store info <offerId> |
store.view |
An offer's kind, category, prices and sales |
/c store on <offerId> |
store.manage |
Put an offer on sale (off takes it off) |
/c store price <offerId> <premium> [omnibits] |
store.manage |
Change an offer's prices |
/c store reset <offerId> |
store.manage |
Back to the catalog's own settings |
/c store buy <offerId> [omnibits] |
store.manage |
Buy it, with the premium currency or Omnibits |
/c rewardtrack list |
store.view |
Cosmic Reward Points and the reward tracks |
/c rewardtrack points <trackId> <n> |
economy.grant_rewards |
Add points to a track |
/c rewardtrack reset <trackId> |
economy.grant_rewards |
Forget a track's progress (log in again to see it) |
/c dailylogin |
store.view |
Login days, streak and rewards waiting |
/c dailylogin set <days> |
economy.grant_rewards |
Set the login days, none claimed |
/c dailylogin claim |
economy.grant_rewards |
Claim the waiting rewards |
/c dailylogin reset |
economy.grant_rewards |
Forget it; the next world entry counts day 1 |
In the store's paid mode (the default), the premium currencies exist only through these grants and the website's account pages: there is no payment.
Social
Guilds
These skip the registrar's level, fee and travel, and fill what the game would take hours to earn. "Your guild" is the guild you belong to, or else your first circle.
| Command | Permission | What it does |
|---|---|---|
/c guild |
guilds.view |
The guilds and circles you are in |
/c guild create <name> |
guilds.manage |
Make a guild, with no level, fee or registrar |
/c guild circle <name> |
guilds.manage |
Make a circle |
/c guild influence <n> |
guilds.manage_bank |
Add influence to your guild (negative takes away) |
/c guild money <n> |
guilds.manage_bank |
Add credits, in copper, to your guild's bank (negative takes away) |
/c guild give <tab> <itemId> [n] |
guilds.manage_bank |
Put items in a tab (1 to 5) of your guild's bank |
/c guild perk <perkId> |
guilds.manage_bank |
Unlock a perk for free |
/c guild forcerename |
guilds.manage |
Flag your guild, so its leader is asked for a new name |
/c guild disband |
guilds.manage |
Dissolve your guild |
/c guild leader <name> |
guilds.manage |
Make an online member the leader |
Debugging
Scripts and creatures
From NexusForever's script commands (reload), with testing aids added.
| Command | Permission | What it does |
|---|---|---|
/c script list |
server.view_logs |
The scripts loaded in your zone instance |
/c script errors |
server.view_logs |
Its recent script errors |
/c script reload |
server.reload_data |
Reload changed script modules and the encounter data |
/c script signal <name> [boss] |
world.scripts |
Send a signal to your zone's map scripts; world bosses answer summon, spawn_now and despawn (boss picks one where a world has several) |
/c script cinematic <name> |
world.scripts |
Play a cinematic to yourself: northern_wilds, everstar, crimson, levian or tutorial |
/c script damage <percent> |
world.scripts |
Your target loses that share of its maximum health, dealt by you |
/c creature attack <spell4Id> |
world.creatures |
Your target attacks with this spell from now on; 0 gives it back its own |
/c loot pinata [copper] |
loot.pinata |
A cash pinata (10 copper if not said) at your feet, for you alone, sent as a kill's drop |
/c loot pinata <mode> [copper] |
loot.pinata |
The same, narrowed down for a crash hunt: nodisplay, unit, notify or faction |
/c loot pinata kill |
loot.pinata |
Kill your target with GM damage, so it drops its loot as on any kill |
The event stream
The server's event stream can record a fuller "debug" level of detail for chosen characters for a while.
| Command | Permission | What it does |
|---|---|---|
/c events debug on [hours] |
stream.debug |
Record yourself (24 hours if not said); off stops |
/c events debug <name> on [hours] |
stream.debug |
Record another character; off stops |
/c events debug global on [hours] |
stream.debug |
Record everyone; off stops |
/c events status |
stream.view |
What is being recorded, and the stream's counts |
Each switch is written to the audit log, as the same switch on the website is.