Toutes les commandes
MEC core version: 2.3
-
-vertexColor (vc, wild) [ <red> <green> <blue> [<transparency>] ]Without parameter takes a random vertex color without changing transparency
-
-vertexColorRed (vcr) [<red>]Changes the red part of the vertex color only
-
-vertexColorGreen (vcg) [<Green>]Changes the green part of the vertex color only
-
-vertexColorBlue (vcb) [<Blue>]Changes the blue part of the vertex color only
-
-vertexColorTransparency (vct) [<transparency>]Changes the transparency of the hero
-
-noVertex (nv)Put normal vertex color : RGB(100, 100, 100) with 0 transparency
-
-colorInfo (ci) [<Pcolor>]Displays base color and vertex color of a hero
-
-effect (ef) <effect>Adds an effect on each hand of the hero
-
-customEffect (ce) <effect> <body_part>Adds an effect on a body part of the hero
-
-effectsEverywhere (efe) <effect>Adds the same effect to each body part of the hero
-
-deleteEffects (de) [<numberOfEffectsToRemove>]Delete a specified effect of the hero or all effects if not specified
-
-cameraField (cf) xChanges the camera field (height), default is 2500
-
-debugCameraField (dcf)
-
-resetCamera (rc)Put the camera back like chosen field
-
-resetCameraInit (rci)Changes the camera field back to its default value (2500)
-
-animation (an) <string>Makes your hero doing an animation
-
-mapNbMonsters (mnbm) [moving(m)|all(a)|notMoving(nm)]"moving" is the default value
-
-levelNbMonsters (lnbm) [moving(m)|all(a)|notMoving(nm)|bookOfLife(bol)]"moving" is the default value
-
-kill (kl)Kills your hero
-
-kick (kc)Kicks yourself
-
-getTerrainInfo (gti) [ <terrain> | <lowInteger> <upInteger> ]
-
-getMonsterInfo (gmi)Click on a monster to get its info
-
-getDoorAndKeyInfo (gdaki)Click on a key, or near a door, to get the info of the door and its key
-
-stop (s)Stop creating monsters or terrain or stop getTerrainInfoMode or getMonsterInfoMode
-
-disco (d) [off|1~30]choose the number of color changes in ten seconds, or stop color changing (without parameter once a second)
-
-clearText (clr)Remove the text on the screen
-
-usedTerrains (ut)Display the terrains already used (onto the map) during this game (16 is the maximum possible !)
-
-drunk () <real drunkValue>Value between 5 and 60
-
-noDrunk ()Stop drunk mode
-
-autoContinueAfterSliding (acas) <boolean status>
-
-apm () [all|a]Displays apm on slide of everybody or just yourself
-
-cpm () [all|a]Displays cpm on slide of everybody or just yourself
-
-assign (as) [<modifier>]<key> <command>puts a command into any alphanumeric key with of without modifiers ctrl (C) or shift (S) or both (CS)
-
-unassign (uas) [<modifier>]<key>Removes the command put into a key
-
-displayShortcuts (ds)Displays the commands associated to your shortcuts
-
-saveCommand (sc) <commandLabel> <command>Save a command into a name of your choice
-
-executeCommand (ec) <commandLabel>Execute a command you saved with "saveCommand"
-
-toggle (tgl) <command>Execute <command> with a boolean added at its end, 1 the first time, then 0, then 1... (kept for you and that command). If <command> contains "<bool>", each one is replaced by the boolean instead
-
-getCurrentLevel (getcl) [player]Displays the number of the current level (first one is number 0)
-
-leaderboard (ldb) on | off | mb|multiboard|reset | classic | global | current | speedrunDisplays the leaderboard
-
-firstPersonCam (fpc) on | offDisplays the first person camera
-
-lockCam (lc, spectate) [<player> | on | off]Locks the camera
-
-lockCamRotation (lcr) on | off
-
-lockCamHeight (lch) on | off
-
-spinCam () [speed | off]Spins the camera
-
-followMouse (fm) [<boolean>]Toggle or set follow mouse mode (active while holding right mouse button)
-
-followMouseMax () <boolean> [neverDisable|nd]Follows the mouse
-
-mirror (m, reverse) <boolean>Mirrors the camera
-
-ignoreDeathMessages (idm) <boolean>Ignores death messages
-
-panCameraOnRevive (pcor) <coop | all | none> [width] [height]Pan camera on revive, default width = 2048; height = 1536
-
-panCameraOnPortal (pcop) <boolean>Pan camera on portal
-
-showNames (sn) <boolean>
-
-showSlideSpeed (sss) <boolean>Shows the slide speed of every hero sliding, yours included, as a percentage of its base speed: the one of its slide terrain, or of -setSlideSpeed. With -showNames too, other heroes show "Name (120%)"
-
-othersTransparency (ot) <number | off | reset> [all | unallied | allied | player]
-
-shadow () <boolean | reset> [all | unallied | allied | player | monsters]
-
-luckyLuke () <boolean | number>While your hero slides async, faintly shows its unit, which follows it where the other players see it: on gives it 70% transparency (instead of 100%), a number from 0 to 100 sets another transparency. Off by default
-
-myStartCommands (msc) [ list [player] | add <command> | del <commandNumber> | ec <commandNumber> | set <commandNumber> <command> | delall ]Run commands on start of the game
-
-userInterface (ui) off | on | mapDisable partly or totally the graphical user interface
-
-ally () playerAlly people, lets you revive them
-
-unally () playerUnally people, prevents you from reviving them
-
-slideMode (sm) [async|a|asyncClicks|ac|legacy|l]How your hero is steered while sliding. async: your own machine moves it, and it follows your mouse in real time (right click to start steering). asyncClicks (the default): your own machine moves it, and it turns towards your right clicks at once. legacy: the slide as it always was, through the network. Without a value, tells the current mode
-
-testAsyncClicks (tac) <boolean>Left and right clicks move an effect at once on your screen, and log how much earlier they are read than the network click. Only you see the effect and the logs
-
-hideChat (hc, monk) on | offHides the chat
-
-glow () <boolean> [player]Change your slider glow
-
-progression (prog) [player]
-
-autoCircle () [<boolean status>]Toggle auto circle for current player
-
-monsterDatabase (mdb, monsterdb) <search>Lookup monsters by id, name, or comment
-
-heroStopAction ()Use the basic Stop action from WC3 for your selected units
-
-grid () [<falsyBoolean>|1|2|3]Toggle grid. Best usage is without parameter to switch between all modes.
-
-setGridOpacity (setgo) <opacity>|(<opacityGrid1> <opacityGrid2> <opacityGrid3>)Set the grid opacity in percentage. You can choose values between 5, 10, 15, 25, 50, 75, and 100. Default opacities are 50%, 50%, 25%.
-
-debugCollisions (debc) <boolean>Enable of debug collisions for yourself. Shows collisions circles around units.
-
-debugSlideInertia (debsi) <boolean>Shows two rays from your sliding hero, 700 long, the acceleration degrees of -physicalTurn times the inertia on each side of where it heads: how far your hero turns from no rotation before reaching its maximum rotation speed. Red while your cursor is between them, green otherwise, none while your cursor is not known. Only you see them. Nothing is shown while -legacySlideInertia is on.
-
-slidingMode () [normal|max]Change your sliding mode
-
-kill (kl) <Pcolor>Kills a hero
-
-kick (kc) <Pcolor>Kicks a player
-
-restart ()Restarts the game
-
-restartLevel ()Restarts the level
-
-noobedit (ne) <active>
-
-speededit (se) <active> [player]
-
-setLevelProgression (setlp) <all|allied|solo> [player]
-
-setPointsEnabled (setpe) <bool>
-
-setPointsEarnedOnLevelCompletion (setpeolc) <number>
-
-setPointsEarnedOnMeteorCompletion (setpeomc) <number>
-
-setPointsEarnedOnMeteorCompletionMaxPerLevel (setpeomcmpl) <number>
-
-adjustPlayerPoints (adjustpp) <playerId> <points>
-
-setPlayerPoints (setpp) <playerId> <points>
-
-setGameTheme () <theme|off> <units|rocks|terrain|all>
-
-setMonsterSkin () <unitId|off>Change monster skin
-
-overrideCommandAccess (oca) <view | grant | revoke> <cmd> <player|all>Override command access
-
-day ()
-
-night ()
-
-setSlideSpeed (ss) <speed>Changes the slide speed of your hero, ignoring terrains
-
-normalSlideSpeed (nss)Puts the slide speed back to normal (respecting terrains)
-
-rotationSpeed (rs) <roundsPerSecond>Changes the rotation speed of your hero, ignoring terrains
-
-normalRotationSpeed (nrs)Puts the rotation speed back to normal (respecting terrains)
-
-slideInertia (si) <factor>Changes how much inertia your hero turns with while sliding, ignoring terrains: 1 is normal, 2 takes twice as long to speed its turns up and to brake them, 0.5 half as long
-
-normalSlideInertia (nsi)Puts the slide inertia back to normal (respecting terrains)
-
-legacySlideInertia (lsi) <on|off>On: slides turn the way they did before, slowing down along a table below 51 degrees from the angle asked for, stretched by the slide inertia. Off (default): heroes turn at their maximum rotation speed until they have to brake to stop on that angle
-
-physicalTurn (pt) [<accelerationDegrees> <brakingDegrees> | default]Tries other values for the physical turn of slides, for every hero: the degrees turned while speeding up to the maximum rotation speed, and the degrees braking takes from that maximum down to none. Without parameter, shows the current ones; "default" puts back 25 and 80. Not used while -legacySlideInertia is on.
-
-setWalkSpeed (ws) <speed>Changes the walk speed of your hero, ignoring terrains
-
-normalWalkSpeed (nws)Puts the walk speed back to normal (respecting terrains)
-
-teleport (t)Teleports your hero at the next clic
-
-revive (r)Revives your hero
-
-revivePosition (rpos)Revives your hero
-
-skin () <skinId> [player]Change your slider unit
-
-ability () <abilityId> [player]Add ability to your unit
-
-scale () <scale> [player]Change your slider unit scale
-
-back (b)Teleports you to your previous location
-
-reviveTo (rto, rposto) <Pcolor>Revives your hero to an other hero, with the same facing angle
-
-summon (smn) <Pcolor>Revives another hero to yours, with the same facing angle
-
-getInfiniteMeteors (gim)Puts in your inventory a meteor that doesn't disapear after being used
-
-deleteInfiniteMeteors (dim)Remove the infinite meteor from your inventory if you have one
-
-endLevel (el)Go to the end of the current level
-
-goToLevel (gotl) <levelId>Go to the specified level
-
-viewAll (va)Displays the whole map
-
-hideAll (ha)Puts the map view back to normal
-
-setGodMode (setgm) <boolean status>Activate or desactivate god mode for your hero
-
-setGodModeKills (setgmk) <boolean status>If activated, monsters will be killed by your hero
-
-setGravity (setg) xSet the gravity of the game
-
-getGravity (getg)Get the gravity of the game
-
-setVTOTODiagonalSlideLogic (setvtoto) <boolean status>Allows you to slide diagonally
-
-getVTOTODiagonalSlideLogic (getvtoto)
-
-setCoopCircles () <boolean status>Disables coop circles
-
-getCoopCircles ()
-
-setCanTurnInAir () <boolean status>Allows you to turn in air
-
-getCanTurnInAir ()
-
-setCanSlideOverPathingBlockers () <boolean status>
-
-getCanSlideOverPathingBlockers ()
-
-setAnimOnRevive () <anim>
-
-getAnimOnRevive ()
-
-setWanderTimes () <min> <extra>
-
-getWanderTimes ()
-
-setHeight (seth)Set the height of the game
-
-setTailleUnit (settu)Set the size of the units
-
-instantTurn (it)Instant turn
-
-slideAfterDark () [on|off]Randomly changes monster skins every 1-10 seconds
-
-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> | autoSets 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>|noneSets 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|dSets 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 | ccwClockwise of counter-clockwise
-
-setCircleMobFacing (setcimf) cw | ccw | in | outIn or out of the circle
-
-setCircleMobShape (setcimsh) circle | square | triangle | pentagon | hexagon | octagon | eight | star | spiral | heart | infinity | rose | butterflyShape 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|randomSet 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|cMoves 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|unaCreates 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|allTurn 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
-
-coopModeChoice () on | offWhether the first player chooses coop or solo at the start of the game (on by default); off: no choice, solo. Saved by -smic
-
-autoSpawnHeroes () [<boolean>]Whether the heroes appear by themselves at level 0's start when the game starts, after the start sound (on by default: the sound at 2 s, the heroes at 3 s). Off, both wait for MEC_core.spawnHeroes(), which a map's own intro calls when it ends: the sound, then the heroes 1 s later. Without a param, tells the current setting. Saved by -smic, and taken into account from the next game
-
-enableCoop () <boolean>Coop mode (true) or solo mode (false) from now on, for this game only: not saved by -smic
-
-reinitTerrains (rit)ReinitTerrains(<nb>): reinitializes terrains type with <nb> terrains
-
-reinitTerrainsPosition (ritp)Reinitializes the terrain on the map as it was at start of the game
-
-control (cl) <Pcolor1>|all(a) [<Pcolor2>]Gives the control of a hero to player <Pcolor2>
-
-resetOwners (ro)Gives back the control of heroes to their owner
-
-setlives (setl) <nbLives>Sets the number of lives
-
-teleport (t) <boolean status>Enables or disables teleport trigger
-
-redRights (redr) <boolean status>Enables or disables red rights
-
-autorevive (ar) <boolean status> [<Pcolor>|all(a)]Enables or disables autorevive
-
-createHero (crh) <Pcolor>|all(a)Creates a hero for the player
-
-deleteHero (delh) <Pcolor>|all(a)Deletes a hero for the player
-
-canCheat (cc) <Pcolor>|all(a) [<boolean status>]Sets the canCheat status for the player
-
-setAfkTime (setafkt) <time>Sets the afk time
-
-setAutoreviveDelay (setard) <time>Sets the autorevive delay, maximum 15 seconds
-
-saveMapInCache (smic) [<outputFilename> [withoutTerrain|wt]]Saves the map in cache for usage with mec-smic-loader. If you specify "withoutTerrain" as second parameter, the data will be lighter but not usable with smic-loader, only with -lmfc command.
-
-loadMapFromCache (lmfc) [<smicName>]Loads the specified map from cache created with -smic. If no parameter, loads the last cache saved during this game.
-
-removeTerrain (remt) <terrainLabel>Removes a terrain from the map
-
-removeMonster (remm) <monsterLabel> [--force]Removes a monster type from the map. --force also removes every monster and monster spawn of that type, in every level
-
-removeLastLevel (remll)Removes the last level from the map
-
-removeCaster (remc) <casterLabel> [--force]Removes a caster type from the map. --force also removes every caster of that type, in every level
-
-setTerrainsOrder (setto) <terrainLabels>Sets the order of the terrains
-
-setTerrainCliffClass (settcc) <terrainLabel> <cliffClass>Sets the cliff class of a terrain
-
-setMainTileset () <tileset>Sets the main tileset
-
-logs ()
-
-clickWhereYouAre (cwya) [<boolean status> [<Pcolor>|all(a)]]Toggles or sets click where you are feature
-
-reinitProgressionMap () ['level' | 'distance' | 'bfs' | 'segment']
-
-createDebugMecRegion (crdebmr) [<mode> [<directionForHorizontal>]]Mode can be "horizRect", "rect", "parallelogram", "trapeze", "circle" or "line" (defaults to "horizRect"). Direction for horizRect can be "up", "down", "left" or "right" (defaults to "up")
-
-setHeroModelPath () [<modelPath>]Sets the model the hero is drawn with while an effect stands in for its unit, during an async slide. Persistent between "smiced" games. Without an argument, tells the one in use.
-
-desyncProbe () <boolean>Writes, five times a second and on every machine, values that must be the same on all of them, to CustomMapData/MEC/desync_probe_p<player number>.txt (the last minute, written once a second) and desync_probe_p<player number>_last.txt (the last 5 seconds, written at every probe, which the machine a desync drops still has). After a desync, every player sends both files: the first value that differs at the same probe tick shows what diverged.
-
-measureTurn ()Measures how the native SetUnitFacing turns your hero, for about 40 seconds, into CustomMapData/MEC/turn_measure.txt. Stand on walkable ground and give your hero no order until it is done.
-
-contactChunks () [stats | audit | auditWatch | auditUnwatch | rebuild | tiers <chunkSize> [<chunkSize> ...]]Reads or retunes the contact chunks, the index MEC's own contact check finds the monsters of a hero with. Chunk sizes are given in units, from the finest up; a tier holding the whole map is always added on top of them.
-
-e2e () [run] <testName> | ls | speed <percentage> | stop | pause | resumeHandles the e2e tests.
-
-debugLongDistanceMoves () <boolean>Disables all effects
-
-beAdmin () <Pcolor>|all(a) [<boolean status>]Makes a player an admin
-
-mem () create | timer | all | (track <boolean>)Shows memory usage
-
-exec (e) <string>Executes raw lua code
-
-disableEffects () on | offDisables all effects
-
-help (h, ?) [search terms...] [page]List commands. Use page number for pagination (10 per page)
-
-palette (p) <boolean>Displays or hides a palette on which you can pick terrain to create.
-
-commandHistory (cmdh, cmdhis, cmdhis) [on|off|toggle|clear|1|0]Toggle command history display, or clear unpinned commands
No command found.