Commandes - création

MEC core version: 2.3

  • -createRegion (crr) <regionLabel>
    Create a region
  • -moveRegionPoint (mrp)
    Move a region point
  • -displayRegions (drs) [<regionLabel>] [page]
    Displays the regions for this level
  • -getRegionAtPoint (getr, getrap)
  • -deleteRegion (delr) <regionLabel>
  • -setRegionFlag (setrf) <regionLabel> <flag> <boolean>
  • -createMeteor (crmr)
    Create meteors used to kill clickable monsters
  • -deleteMeteorsBetweenPoints (delmrbp)
    Delete meteors in a rectangle formed with two clicks
  • -deleteMeteor (delmr)
    Delete the meteors clicked by the player
  • -createStart (crs) [current(c)|next(n)] [facing]
    create the start (a rectangle formed with two clicks) of the current level or the next one if specified
  • -createEnd (cre)
    Create the end (a rectangle formed with two clicks) of the current level
  • -createTpForEnd (crtpfe)
    Create the (facultative) TP for end (a rectangle formed with two clicks) of the current level => the hero will teleported to center of end rect
  • -getMakingLevel (getmkl)
    Displays the id of the level the player is creating (the first one is id 0)
  • -setMakingLevel (setmkl) <levelId> | current(c)
    Sets the level the players chose to continue creating
  • -newLevel (newl)
    Creates a new level after the last one
  • -copyLevel ()
    Creates a new level after the last one by copying the current make level
  • -copyLevelPatrol (clp) <targetLvl>
  • -copyLevelPatrolBetweenPoints (clpbp) <targetLvl>
  • -setLivesEarned (setle) <livesNumber> [<levelID>]
    The number of lives earned at the specified level
  • -setStartMessage (setsm) [<message>]
    Sets the start message of the current level (spaces allowed)
  • -getStartMessage (getsm)
    Displays the start message of the current level
  • -cancel (z)
    Cancel the last action made on the map
  • -redo (y)
    Redo the last action cancelled
  • -nbLevels (nbl)
    Display the number of levels that are currently in the map
  • -createStaticSlide (crss) <angle> <speed>
  • -deleteStaticSlide (delss)
  • -getStaticSlideInfo (gssi, getssi)
  • -setStaticSlideSpeed (setsss) <speed>
  • -setStaticSlideAngle (setssa) <angle>
  • -setStaticSlideCanTurnAngle (setsscta) <angle>
  • -debugRegions (dr) <active> [monsters]
  • -createPortalMob (crpm) <freezeDuration> [<portalEffect> [<portalEffectDuration>]]
    Create a portal mob
  • -deletePortalMob (delpm)
    Delete the portal mob
  • -setPortalMobFreezeDuration (setpmfd) <freezeDuration>
    Set the freeze duration of the portal mob
  • -setPortalMobEffect (setpme) <portalEffect>
    Set the portal effect of the portal mob
  • -setPortalMobEffectDuration (setpmed) <portalEffectDuration>
    Set the portal effect duration of the portal mob
  • -setPortalMobOneWay (setpmow) <boolean>
    Set whether the portal mob is one-way: heroes only go from its trigger mob to its target mob, and touching its target mob does nothing
  • -getTerrainCliffClass (gettcc) <terrainLabel>
    Get the cliff class of the terrain
  • -getMainTileset ()
    Get the main tileset
  • -setHeroBaseCollisionSize (sethbcs) <value>
    Sets the base hero collision size. Persistent between "smiced" games. Value between 0 and 200, by steps of 5.
  • -getHeroBaseCollisionSize (gethbcs)
    Displays the base hero collision size.
  • -patchImmo () [<heroBaseCollisionSize>]
    Change the hero base collision size to the given value (between 0 and 200, by steps of 5, default 25) and change all monsters immolation to keep the same gameplay.
  • -setClickGrid (setcg, snapClicks) <value>
    Snap clicks to nearest <value>
  • -snapPatrolsToGrid (sptg) <value>
    Snap all patrols to nearest <value>
  • -snapPatrolsToSlideOffset (sptso) [<mt> <angle> <offset>]
  • -snapPatrolsToSlide (spts) <value> [boolean fixStartOnSlidePatrols]
    Snap all patrols to nearest slide terrain with an offset of <value>
  • -newDoor (newdr) <label> <destructibleTypeId> [<killRectWidth> <killRectHeight>]
    Add a kind of door: a destructible (a gate), and the rect around it that kills a hero while it stands closed (width along the door, height across it). Without dimensions, each door's kill rect is where it blocks the ground (its pathing)
  • -newKeyForDoor (newkfd) <label> <itemTypeId>
    Add a kind of key: the item a hero carries to its door to open it
  • -setDoorAlias (setdra) <doorLabel> <alias>
    Change the alias of a kind of door
  • -setKeyForDoorAlias (setkfda) <keyForDoorLabel> <alias>
    Change the alias of a kind of key
  • -displayDoors (ddr) [<doorLabel>] [page]
    Displays the kinds of doors (-newDoor): destructable and kill rect
  • -displayKeys (dk) [<keyForDoorLabel>] [page]
    Displays the kinds of keys for doors (-newKeyForDoor): their item
  • -createDoorAndKey (crdak) <doorLabel> <keyForDoorLabel>
    Place doors and their keys: a first click for the door, a second for its key
  • -createDoor (crd) <doorLabel>
    Place doors without a key, one per click until -stop: they stay closed until a map trigger opens them
  • -moveDoor (mvdr)
    Move doors: click a door, then where it goes (its key stays where it is), until -stop
  • -moveKey (mvk)
    Move the keys of doors: click a key, then where it goes, until -stop
  • -deleteKeyAndDoor (delkad)
    Delete a door and its key (if it has one) by clicking one of them
  • -deleteKeyAndDoorBetweenPoints (delkadbp)
    Delete the doors and keys between two clicked points (a door or its key between them deletes both)
  • -removeKeyForDoor (remkfd) <keyForDoorLabel> [--force]
    Removes a kind of key. --force also removes every door and key made with it, in every level
  • -removeDoor (remd) <doorLabel> [--force]
    Remove a kind of door. --force also removes every door and key made with it, in every level
  • -changeKeyForDoorItem (chkfdi) <keyForDoorLabel> <itemTypeId>
    Change the item of a kind of key
  • -changeDoorDestructible (chdd) <doorLabel> <destructibleTypeId>
    Change the destructible of a kind of door
  • -setDoorKillRectDimensions (setdkrd) <doorLabel> <width> <height> | auto
    Sets the kill rectangle dimensions of a kind of door (width along the door, height across it), or "auto": each door's kill rect is where it blocks the ground (its pathing)
  • -newMonster (newm) <label> <unitTypeId> [<immolationRadius> [<speed> [<scale> [<isClickable>]]]]
    Add a new monster
  • -setMonsterLabel (setml) <oldMonsterLabel> <newMonsterLabel>
    Change the label of a monster
  • -setMonsterAlias (setma) <monsterLabel> <alias>
    Change the alias of a monster
  • -setMonsterUnit (setmu) <monsterLabel> <unitType>
    Change the unit type of a monster
  • -setMonsterImmolation (setmi) <monsterLabel> <immolationRadius>
    Change the immolation radius of a monster
  • -setMonsterMoveSpeed (setmms) <monsterLabel> <speed>
    Change the move speed of a monster
  • -setMonsterScale (setms) <monsterLabel> <scale>
    Change the scale of a monster
  • -setMonsterCreateTerrain (setmct) <monsterLabel> <terrainLabel>
    Change the scale of a monster
  • -setMonsterClickable (setmc) <monsterLabel> <boolean clickable>
    Sets if locust or not for this kind of monster
  • -setMonsterKillEffect (setmke) <monsterLabel> <killingEffect>
    Sets the killing effect of a monster
  • -setMonsterColor (setmc) <monsterLabel> <color>|none
    Sets the color every unit of this monster type wears, or none to keep its owner color
  • -setMonsterIdle (setmi) <monsterLabel> <period>|none [<animation> [<effect>]]
    Makes every unit of this monster type play an animation, and an effect over its head, every <period> seconds
  • -setMonsterRadiusOfSight (setmros) <monsterLabel> <sight>
    Sets how far every unit of this monster type sees, sharing it with everyone (a lamp of a dark level); 0 gives it no sight at all, as MEC does
  • -setMonsterMeteorsToKill (setmmtk) <monsterLabel> <meteorNumber>
    Sets the number of meteors to kill for this monster type
  • -setMonsterHeight (setmh) <monsterLabel> <height>|default|d
    Sets the height of a monster
  • -setMonsterKillRectDimensions (setmkrd) <monsterLabel> <width> <height>
    Sets dimensions of a monster to apply a rectangle kill zone (applies only to non immobile monsters ; use when circle kill zone is not adapted)
  • -setMonsterLifeBonus (setmlb) <monsterLabel> <enabled> [<nbLivesEarned = 1> [<minimumSurviveTime = 0>]]
    Enables or disables the life bonus characteristic for a monster type. If enabled, a monster will gives lives when a hero touches them and survives the required time.
  • -setLifeBonusMessageDuration (setlbmd) <duration>
    Sets how many seconds the message "<player> has earned n lives for the team!" stays when a hero earns lives from a monster with a life bonus (3 by default)
  • -removeMonsterKillRectDimensions (remmkrd) <monsterLabel>
    Remove kill rectangle dimensions of a monster (the corresponding monster units will no longer kills through a rectangle zone)
  • -createMonsterImmobile (crmi) <monsterLabel> [<facingAngle>]
    creates a monster at the current location, facing the specified angle (or random if not specified)
  • -createMonster (crm) <monsterLabel>
    Creates a monster at the current location, patrolling between 2 locations
  • -createMonsterString (crms) <monsterLabel>
    creates a monster at the current location, patrolling between 2 locations, where the second loc of a monster is the first loc of the next one
  • -createMonsterAuto (crma) <monsterLabel> [angle]
    creates a monster at the current location, patrolling between 2 locations, created with only one click (click on a slide terrain)
  • -setAutoDistOnTerrain (setadot) <newDist>
    For patrol monsters created in one click, distance between locations and slide terrain
  • -createMonsterMultiPatrols (crmmp) <monsterLabel>
    Creates a monster at the current location, patrolling between 2 locations, until 20 locations
  • -createMonsterMultiPatrolsString (crmmps) <monsterLabel>
    creates a monster at the current location, patrolling between 2 locations, until 20 locations, with come back at last location
  • -createMonsterTeleport (crmt) <monsterLabel> <period> <angle>
    Creates a monster at the current location, patrolling between 2 locations, until 20 locations
  • -createMonsterTeleportStrings (crmts) <monsterLabel> <period> <angle>
    Creates a monster at the current location, patrolling between 2 locations, until 20 locations
  • -next (n)
    Finalize the current multi patrols or teleport monster and start the next one
  • -monsterTeleportWait (mtw)
    A wait period for the monster teleport being created
  • -monsterTeleportHide (mth)
    A hide period for the monster teleport being created
  • -setUnitTeleportPeriod (setutp) <period>
    Set the period for the unit teleport being created
  • -setUnitTeleportPeriodBetweenPoints (setutpbp) <period>
    Set the period for the unit teleport being created
  • -getUnitTeleportPeriod (getutp)
    Displays the period of any teleporting unit you click
  • -setUnitMonsterType (setumt) <monsterLabel>
  • -setUnitMonsterTypeBetweenPoints (setumtbp) <monsterLabel>
  • -displayMonsters (dm) [<monsterLabel>] [page]
    Displays the characteristics of the kinds of monsters added by the maker(s)
  • -deleteMonstersBetweenPoints (delmbp) [<deleteMode>]
    Delete monsters in a rectangle formed with two clicks
  • -deleteMonster (delm)
    Delete the monsters clicked by the player
  • -setMonsterWanderable (setmw) <monsterLabel> <boolean clickable>
  • -newCaster (newc) <label> <casterMonsterType> <projectileMonsterType> [<range> [<projectileSpeed> [<loadTime>]]]
    Create a new caster monster
  • -setCasterLabel (setcl) <oldCasterLabel> <newCasterLabel>
    Change the label of a caster monster
  • -setCasterAlias (setca) <casterLabel> <alias>
    Change the alias of a caster monster
  • -setCasterCaster (setcc) <casterLabel> <casterMonsterType>
    Change the caster monster type of a caster monster
  • -setCasterProjectile (setcp) <casterLabel> <projectileMonsterType>
    Change the projectile monster type of a caster monster
  • -setCasterRange (setcr) <casterLabel> <range>
    Change the range of a caster monster
  • -setCasterSpeed (setcs) <casterLabel> <projectileSpeed>
    Change the speed of a caster monster
  • -setCasterLoadTime (setclt) <casterLabel> <loadTime>
    Change the load time of a caster monster
  • -setCasterAnimation (setcan) <casterLabel> <animation>
    Change the animation of a caster monster
  • -setCasterBlind (setcb) <casterLabel> <boolean>
    A blind caster shoots every loadTime seconds straight along its angle, without looking for a hero
  • -setCasterFan (setcf) <casterLabel> <nbShots> [<angleStep> [<firstAngle>]]
    One shot of this caster sends <nbShots> projectiles, <angleStep> degrees apart, opening around its angle
  • -createCaster (crc) <casterLabel> [<facingAngle>]
    Create a caster monster
  • -deleteCastersBetweenPoints (delcbp)
    Delete casters in a rectangle formed with two clicks
  • -deleteCaster (delc)
    Delete the casters clicked by the player
  • -displayCasters (dc) [<casterLabel>] [page]
    Display the casters of the map
  • -createClearMob (crcm) <disableDuration>
    Create a clear mob
  • -deleteClearMob (delcm)
    Delete the clear mob
  • -setClearMobEffect (setcme) <effectPath>
    Set special effect to play when stepping on clear mob trigger
  • -setBlockMobEffect (setbme, setClearMobB) <effectPath>
    Set special effect to play on block mobs when clear mob is triggered
  • -setClearMobDisableDuration (setcmdd) <disableDuration>
    Set the disable duration of the clear mob
  • -createCircleMob (crcim) [<speed> [<direction> [<facing [<radius>]]]]
  • -deleteCircleMob (delcim)
  • -setCircleMobSpeed (setcims) <speed>
  • -setCircleMobDirection (setcimd) cw | ccw
    Clockwise of counter-clockwise
  • -setCircleMobFacing (setcimf) cw | ccw | in | out
    In or out of the circle
  • -setCircleMobShape (setcimsh) circle | square | triangle | pentagon | hexagon | octagon | eight | star | spiral | heart | infinity | rose | butterfly
    Shape of the CircleMob formation
  • -setCircleMobInitialAngle (setcimia) <angle>
  • -setCircleMobRadius (setcimr) <radius>
  • -setMonsterJumpPad (setmjp) <jumpPadZ>
  • -setMonsterJumpPadEffect (setmjpe) [jumpPadEffect]
  • -setMonsterAttackGround (setmag) [<delay>]
    Set monster to attack ground with optional delay
  • -createMonsterSpawn (crmsp) <monsterSpawnLabel> <monsterLabel> <kind> [<frequency>] [straight|random]
    Kind must be "up", "down", "left", "right", "line", "rect", "parallelogram" or "trapeze". Default frequency is 2, minimum is 0.1, maximum is 30
  • -setMonsterSpawnLabel (setmsl) <oldMonsterSpawnLabel> <newMonsterSpawnLabel>
    Change the label of an existing monster spawn
  • -setMonsterSpawnMonster (setmsm) <monsterSpawnLabel> <monsterLabel>
    Change which monster type a monster spawn will create
  • -setMonsterSpawnZone (setmsz) <monsterSpawnLabel> <kind>
    Kind must be "up", "down", "left", "right", "line", "rect", "parallelogram" or "trapeze".
  • -setMonsterSpawnFrequency (setmsf) <monsterSpawnLabel> <frequency>
    Set how often monsters spawn (frequency between 0.1 and 30)
  • -setMonsterSpawnAmount (setmsa) <label> <amount>
    Set how many monsters spawn simultaneously per spawn cycle (1-500)
  • -setMonsterSpawnOffset (setmso) <label> <offset>
    Distance between each individual monster when spawnAmount > 1 (0-16384, 0 disables)
  • -setMonsterSpawnFixedSpawnOffset (setmsfso) <label> <offset>
    Distance between each spawn (0-16384, 0 disables), or "auto" to distribute mosnters evenly in the spawn zone (useful with spawnAmount > 1).
  • -setMonsterSpawnFixedSpawnOffsetBounce (setmsfsob) <label> <bounce>
    Toggle whether fixed spawn offset bounces back and forth (requires fixedSpawnOffset enabled)
  • -setMonsterSpawnFixedSpawnOffsetMirrored (setmsfsom) <label> <mirrored>
    Toggle whether fixed spawn offset mirrors on opposite side (requires fixedSpawnOffset enabled)
  • -setMonsterSpawnKeepAliveForNextLevel (setmskafnl) <label> <boolean>
    Keep the spawn going, with its monsters, through the next level, rather than stopping it when its own level ends
  • -setMonsterSpawnInitialDelay (setmsid) <label> <delay>
    Set delay in seconds before monster spawn starts spawning (1-10)
  • -setMonsterSpawnTimedUnspawn (setmstu) <label> <time>
    Set time in seconds after which spawned monsters will automatically despawn (0 to disable). If enabled, replace the automatic despawn when monster leaves the spawn zone.
  • -setMonsterSpawnMonsterDirectionMode (setmsmdm) <label> straight|random
    Set the monster direction mode for spawned monsters (straight or random) => doesn't work for line zones
  • -createMonsterSpawnDeadZone (crmsdz) <monsterSpawnLabel> [<deadZoneShape>]
    Add one or several dead zones to a monster spawn (spawned monsters will be hidden in that zone and non lethal). deadZoneShape can be "horizRect", "rect", "circle" or "line". Default is "horizRect". Stop creating dead zones with -stop.
  • -deleteMonsterSpawnDeadZones (delmsdz) <monsterSpawnLabel> [clicks|all]
    Remove dead zones of a monster spawn. With "clicks", remove them one by one with clicks (priority on region with the lowest area). With "all" or no argument, remove them all at once (defaults to "clicks").
  • -displayMonsterSpawns (dms) [<monsterSpawnLabel>] [page]
    Displays the monster spawns for this level
  • -displayMonsterSpawnsDetailled (dmsd) [<monsterSpawnLabel>] [page]
    Displays the monster spawns for this level
  • -deleteMonsterSpawn (delms) <monsterSpawnLabel>
  • -slideSpeedControl (ssc) [<boolean>]
    Lets a hero sliding in async or asyncClicks mode speed up by holding the right click and slow down by holding the left one, within the bounds of -setSlideSpeedControlMin and -setSlideSpeedControlMax. Off by default. Without a value, tells whether it is on
  • -setSlideSpeedControlMax (setsscmax) [<ratio>]
    The fastest a hero can slide with the slide speed control, as a ratio of the base slide speed: 1.5 is 150%. At least 1, 1.5 by default. Without a value, tells it
  • -setSlideSpeedControlMin (setsscmin) [<ratio>]
    The slowest a hero can slide with the slide speed control, as a ratio of the base slide speed: 0 lets it stop. Between 0 and 1, 0.5 by default. Without a value, tells it
  • -setSlideSpeedControlAcceleration (setssca) [<ratio>]
    How much holding the right click adds to the slide speed each second, as a ratio of the base slide speed: 0.2 adds 20% of it a second. At least 0, 0.2 by default. Without a value, tells it
  • -setSlideSpeedControlBraking (setsscb) [<ratio>]
    How much holding the left click takes off the slide speed each second, as a ratio of the base slide speed: 0.4 takes 40% of it a second. At least 0, 0.4 by default. Without a value, tells it
  • -newWalk (neww) <label> <terrainType> [<walkSpeed>]
    Add a new kind of walk terrain
  • -newDeath (newd) <label> <terrainType> [<killingEffect> [<terrainTimeToKill>]]
    Add a new kind of death terrain
  • -newSlide (news) <label> <terrainType> [<slideSpeed> [<canTurn>]]
    Add a new kind of slide terrain
  • -newBurn (newb) <label> <terrainType> [<propagationTime> [<burningTime> [<burningEffect> [<burningEffectTime> [<timeToBurnAgain>]]]]]
    Add a new kind of burn terrain: a death terrain spreading to the slide tiles next to it, in the level it touches. propagationTime is in seconds (default 1), the other durations in propagation times. burningTime: how long a reached tile burns before becoming slide again, 0 for good (default 3). burningEffect: shown on the reached tiles, none by default. burningEffectTime: how long that effect lasts, 0 for as long as the tile burns (default 0). timeToBurnAgain: how long a tile back to slide cannot burn again (default 3). Killing effect, delay and tolerance are set as for a death terrain
  • -terrainBurn (terb) <boolean>
    Light or put out the fires of the burn terrains in the levels being played. Put out, every tile they reached becomes slide again. For this game only: not saved by -smic
  • -setTerrainBurnPropagationTime (settbpt) <burnTerrainLabel> <propagationTime>
    Seconds the fire of a burn terrain takes to reach the next tile. Applies from the next level start
  • -setTerrainBurningTime (settbt) <burnTerrainLabel> <burningTime>
    Number of propagation times a tile reached by the fire burns before becoming slide again, 0 for good
  • -setTerrainBurningEffect (settbe) <burnTerrainLabel> <burningEffect>
    Special effect shown on the tiles the fire reaches, none for no effect
  • -setTerrainBurningEffectTime (settbet) <burnTerrainLabel> <burningEffectTime>
    Number of propagation times the burning effect of a tile lasts, 0 for as long as the tile burns
  • -setTerrainTimeToBurnAgain (setttba) <burnTerrainLabel> <timeToBurnAgain>
    Number of propagation times a tile back to slide cannot burn again
  • -setTerrainLabel (settl) <oldTerrainLabel> <newTerrainLabel>
    Change the label of a terrain type
  • -setTerrainAlias (setta) <terrainLabel> <alias>
    An alias is a shortcut which can be used like a label
  • -setTerrainWalkSpeed (settws) <walkTerrainLabel> <walkSpeed>
    Max walk speed : 522
  • -setTerrainKillEffect (settke) <deathTerrainLabel> <killingEffect>
    Special effect appearing when a hero touch the death terrain
  • -setTerrainKillDelay (settkd) <deathTerrainLabel> <killingDelay>
    Time before which the hero dies when he touch the death terrain
  • -setTerrainKillTolerance (settkt) <deathTerrainLabel> <tolerance dist>
    max distance to the closest non death terrain, where heroes won't die
  • -setTerrainSlideSpeed (settss) <slideTerrainLabel> <slideSpeed>
    Max slide speed : 522
  • -setTerrainRotationSpeed (settrs) <slideTerrainLabel> <rotationSpeed>
    You have to specify rounds per second. Example : 1.3. Normal speed is 1; You can specify "default" | "d".
  • -setTerrainSlideInertia (settsi) <slideTerrainLabel> <inertia>
    How much inertia the heroes turn with on this slide terrain, as a factor: 1 is normal, 2 takes twice as long to speed their turns up and to brake them, 0.5 half as long. You can specify "default" | "d".
  • -setTerrainGravity (settg) <terrainLabel> <gravity>
  • -setTerrainCanBurn (settcb) <slideTerrainLabel> <canBurn>
    Can the fire of a burn terrain reach this slide terrain. canBurn is a boolean, true by default
  • -setTerrainCanTurn (settct) <slideTerrainLabel> <canTurn>
    Can the hero turn when he slide on the terrain
  • -changeTerrain (cht) <terrainLabel> <newTerrainType>
    change the terrain type of a terrain, examples of terrain types : 'Nice', 46
  • -changeAllTerrains (chat) [known(k)|notKnown(nk)]
    Change all terrains to a random terrain type, or to a terrain type known to the player
  • -changeAllTerrainsAtRevive (chatar) <boolean change>
    Change all terrains to a random terrain type
  • -exchangeTerrains (excht) [<terrainLabelA> <terrainLabelB>]
    Exchange two terrains, without parameter, click on the terrains to exchange them
  • -randomizeTerrains (rdmt)
    Randomize terrains
  • -createTerrain (crt) <terrainLabel> [<brushSize>|fill [<shape>]]
    Create the terrain on the map, by clicking: two clicks for a rectangle, or holding a click with a brush size. With fill, a right click fills the clicked tile and every tile of the same terrain linked to it
  • -setBrushSize (setbs) <brushSize>
    Sets the brush size
  • -setGumTerrain (setgt) <terrainLabel>
    Sets the gum terrain
  • -setGumBrushSize (setgbs) <brushSize>
    Set the gum brush size
  • -copyPasteTerrain (cpt)
    Copy paste a rectangle of terrain on the map
  • -verticalSymmetryTerrain (vst)
    Transform a rectangle of terrain by a vertical symmetry
  • -horizontalSymmetryTerrain (hst)
    Transform a rectangle of terrain by an horizontal symmetry
  • -terrainHeight (th) [<terrainRadius> [<height>]]
    Apply a terrain height at chosen places ; default radius 100, default height 100
  • -displayTerrains (dt) [<terrainLabel>] [page]
    Displays the characteristics of the terrains added by the maker(s)
  • -setTerrainSaveMobTransparency (settsmt) [<transparency>]
    Sets how transparent (0 opaque, 100 invisible, persisted with -smic) the monster of a mobTouch terrain save event becomes once touched, until its event can fire again (60 by default). 100 hides the shadow of the monster too. Without a value, tells the current one.
  • -saveTerrain (st) <label> [all|rect] [global|g]
    Saves the whole terrain or a clicked zone into a name, associated to the current level unless "global"/"g" is passed
  • -loadTerrain (lt) <label>
    Applies the terrain save <label>
  • -unloadTerrain (ult) <label>
    Unapplies the terrain save <label>, restoring the terrain from before it was applied
  • -displayTerrainSave (dts) [<label>|<levelNum>|global|g|current|c] [page]
    Displays terrain saves - a label shows details, otherwise lists them (defaults to every terrain save), filterable and paginated
  • -updateTerrainSave (uts) <label> [all|rect]
    Re-captures the terrain data for <label>. With "rect", redraws the zone first; otherwise re-captures in place
  • -deleteTerrainSave (delts) <label>
    Deletes a terrain save and its associated events
  • -setTerrainSaveLevel (settsl) <label> <levelNum>|global|g|current|c
    Moves a terrain save to another level, or to/from global
  • -renameTerrainSave (rents) <label> <newLabel>
    Renames a terrain save
  • -createTerrainSaveEvent (crtse) <terrainSaveLabel> apply|a|unapply|u lvlStart|lvlEnd|mobTouch|mobDeath [delay=<seconds>] [period=<seconds>|<time1>-<time2>] [duration=<seconds>] [onLvlEnd=apply|una
    Creates an event that automatically applies/unapplies a terrain save. For lvlStart/lvlEnd, the level used is the terrain save's own level if it has one, or your current level. For "mobTouch" (a hero touching it) and "mobDeath" (its unit dying, whatever kills it), click on a monster to target it. Period toggles apply/unapply repeatedly: <time1>-<time2> toggles asymmetrically (period=N means "N/2-N/2"). Duration auto-reverts the action that many seconds after it fires. onLvlEnd runs when the level ends: "apply/unapply" forces that action, "stop" just cancels the event leaving the terrain as is.
  • -removeTerrainSaveEvent (remtse) <eventId>
    Removes a terrain save event
  • -changeEventTerrainSave (cets) <eventId> <newTerrainSaveLabel>
    Moves a terrain save event to a different terrain save
  • -editTerrainSaveEvent (etse) <eventId> action|delay|period|duration|onLvlEnd|lvl|mob|enable|disable [<value>]
    Edits a terrain save event. action: apply|a|unapply|u. delay/duration: <seconds>|none. period: <seconds>|<time1>-<time2>|none (see createTerrainSaveEvent for the asymmetric <time1>-<time2> semantics). onLvlEnd: apply|unapply|stop|none (requires the terrain save to be level-scoped or the event to trigger on some level start or end; stop just cancels any running delay/period timer). lvl (levelStart/levelEnd events only): <levelNum>|current|c. mob (monsterTouch and monsterDeath events only): click on a hand-placed monster to retarget, no value typed. enable/disable: no value typed - disable freezes the event (cancels any running delay/period/duration timer without applying/unapplying), enable just resumes listening for the next trigger
  • -displayTerrainSaveEvent (dtse) [<terrainSaveLabel>|current|c|lvl<number>|<eventId>] [page]
    Displays terrain save events - an eventId shows details, a label lists that terrainSave's events, lvl<number> lists every event at that level, current/c is shorthand for your current making level, no param lists every event
  • -newVisibilityType (newvt) <label> <visibilityTypeStart> <visibleTime> <maskedTime>
    Add a new visibility type, switching between visible and masked. visibilityTypeStart can be visible|v|masked|m. The two times are in seconds and must be greater than zero
  • -setVisibilityTypeLabel (setvtl) <label> <newLabel>
    Rename a visibility type
  • -setVisibilityTypeAlias (setvta) <label> <alias>
    Set the alias of a visibility type
  • -setVisibilityTypeStart (setvts) <label> <visibilityTypeStart>
    Set the state a visibility type starts its cycle on. visibilityTypeStart can be visible|v|masked|m
  • -setVisibilityTypeTimes (setvtt) <label> <visibleTime> <maskedTime>
    Set both times of a visibility type cycle, in seconds
  • -deleteVisibilityType (delvt) <label> [--force]
    Delete a visibility type. --force also deletes every tile painted with it, in every level
  • -displayVisibilityTypes (dvt) [<label>] [page]
    Displays the visibility types of the game
  • -createVisibility (crv) <visibilityTypeLabel> [<brushSize> [<shape>]]
    Paint a visibility type on the terrain tiles of the current level, by clicking two corners or with a brush. Paint "u" (untouched) to erase
  • -setLevelResetVisibilities (setlrv) <boolean> [<levelId>]
    Set whether the levels below stop contributing to the visibility when this one starts (applies a total black mask on the map when true). Painting "m" tiles with -crv says the same thing per tile, and more precisely
  • -removeVisibilities (remv) [<levelId>]
    Remove everything the current level says about visibility: its painted tiles, and the old visibility rectangles if it still has any
  • -convertVisibilities (convv) <levelId>|current|c|all
    Turn a level's old visibility rectangles into visible tiles, so it can be painted. Their borders snap to the terrain grid, by up to half a tile
  • -debugVisibilityZones (debvz) <boolean>
    Outline the zones the visibility compositor turns the painted tiles into, and show how many of them there are and how long the partition took
  • -palette (p) <boolean>
    Displays or hides a palette on which you can pick terrain to create.