AddBlock [x,y,z] [block] [aux] -
[x,y,z] specifies the location the block will be added
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[block] defines which block-type will be placed
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[aux] is used to determine which direction the block will be facing (This does not need to be included or used)
See AUX section below for more info on placing blocks in a particular direction.
AddInventory [x,y,z] [item] [qty] -
[x,y,z] specifies which storage unit to act upon.
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[item] defines which item or block to add.
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[qty] determines how many items will be added. The quantity.
*Note* Non-stackable items require a separate command line for each item. ClearBlock [x,y,z]Will clear the block at the
[x,y,z] position
ClearInventory [x,y,z]Will clear the entire inventory of any specified Crate, Chest, Locked Chest, Safe, Turret, Book Case or Economised Shop at the
[x,y,z] location
ClearRegion [x,y,z] [x,y,z] [percent]-
[x,y,z] defines one corner of the region to be cleared.
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[x,y,z] defines the opposite corner of the region to be cleared.
The region can contain upto 500,000 blocks.
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[percent] determines how much percentage of the area to clear. (This does not need to be included or used. The default value is 100%)
CommentIs used by scriptmakers to make notes in the script itself.
They have no effect on the script or world.
CommitIs used to force a graphics refresh. Normally the game will refresh the graphics after a script has run through its commands and completed.
CopyBlock [x,y,z] [x,y,z]-
[x,y,z] specifies the block to be copied.
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[x,y,z] determines the position the block will be copied to.
CopyRegion [x,y,z] [x,y,z] [x,y,z]-
[x,y,z] defines one corner of the region to copy.
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[x,y,z] defines the opposite corner of the region to copy.
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[x,y,z] determines the position the region will be copied to. The lowest coordinate of the copied region will be placed at this position.
The copied region will be facing the same direction as the area it was copied.
Regions can contain upto 500,000 blocks.FillRegion [x,y,z] [x,y,z] [block]-
[x,y,z] defines one corner of the region to be filled
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[x,y,z] defines the opposite corner of the region to be filled
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[block] determines which blocktype will be used to fill the region
Fog [x,y,z] [radius] [duration] [intensity] [r,g,b] [visibility]-
[x,y,z] defines the central coordinate of the area to be affected by fog.
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[radius] determines how many blocks in each direction the fog will spread from
[x,y,z].
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[duration] defines how many seconds the fog will be visible.
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[intensity] determines the Intensity of the fog. (1=lowest value/thinnest fog)(10=highest value/thickest fog)
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[r,g,b] defines the Red, Green and Blue color values of the fog.
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[visibility] defines the distance (in blocks) that the fog effect extends for, from the players viewpoint.
Spoiler for more info:
[x,z] - the y parameter can also be included for convenience, but is ignored. e.g. [100,200,25] and [100,25] are equivalent.
[intensity] is now a %, so valid values are 1 - 100.
The [visibility] parameter defines the distance (in blocks) that the fog effect extends for, from the players viewpoint (eyes). Valid values are 2 - 100. For Fog that has an intensity of 100%, this defines the distance the player can see before the Fog becomes an impenetrable wall. If the intensity is < 100%, the player will be able to see the fog effect start to drop off again after the distance defined by [visibility]. The formula used to calculate the distance is FarClip - ((FarClip - FogVisibility) * FogIntensity), where FarClip is the players view distance in blocks, FogVisibility is the total visibility of all the stacked fog effects the player is currently positioned inside, and FogIntensity is the total intensity of all the stacked fog effects the player is currently positioned inside.
Both color [r,g,b] and [visibility] are optional parameters (they can be omitted). If these parameters are omitted, the values used are [115+/-r,115+/-r,115+/-r] for color (where r is a random number between 0 - 25, and [50] for visibility.
-Craig
-Use an
RGB color picker to get values.
*NOTE* Multiple Fog scripts can be stacked upto a total intensity value of 10.
Command is not available until v2.04info Video hereMarker [name] [delete|x,z] [admin]-
[name] defines the existing map marker to act upon, or names a new map marker.
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[delete|x,z] is used to delete an existing marker, or define the position of a new map marker.
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[admin] determines whether the map marker is visible only to admins.
*NOTE* Command is not available until v2.04MoveBlock [x,y,z] [x,y,z]-
[x,y,z] defines the block to be moved
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[x,y,z] determines the position the block will be moved to
*Note* Moved storage units retain their inventory MoveRegion [x,y,z] [x,y,z] [x,y,z]-
[x,y,z] defines one corner of the region to be moved.
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[x,y,z] defines the opposite corner of the region to be moved.
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[x,y,z] determines the position the region will be moved to. The lowest coordinate of the copied region will be placed at this position.
Regions can contain upto 500,000 blocks.Notify [message] [local|global]This command will display custom notifications on the screen.
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[message] enter the text you want to display.
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[local] will display the notification only on the host machine.
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[global] will display the notification to all players in the world.
Paste [pack:component] [x,y,z] [facing] [copytype]-
[pack:component] enter the name of the component pack & the component you wish to paste.
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[x,y,z] defines the position the lowest coordinate of the component will be pasted.
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[facing] determines the direction it will be pasted. (see AUX for more info)
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[copytype] determines the paste method used, use either; [Overwrite] [NoOverwrite] or [Merge]
Rain [x,y,z] [radius] [duration] [intensity] [0,0,0]-
[x,y,z] defines the central coordinate of the area to be affected by rain.
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[radius] determines how many blocks in each direction the rain will spread from
[x,y,z].
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[duration] defines how many seconds the rain will fall.
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[intensity] determines the intensity of the rain. (1=lowest value/lightest rain)(10=highest value/heaviest rain)
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[0,0,0] defines the RGB color value of the rain.
-Use an
RGB color picker to get values.
*NOTE* Multiple Rain scripts can be stacked upto a total intensity value of 10.
Command is not available until v2.04info Video hereReplaceRegion [x,y,z] [x,y,z] [block1] [block2]This is used to replace the blocks in an area; like the 'Replace' creative tool.
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[x,y,z] defines one corner of the region
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[x,y,z] defines the opposite corner of the region
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[block1] defines which blocktype will be replaced
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[block2] determines which blocktype will be used to replace
Script [name]This is used to run another script.
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[name] defines which script to run
SetPower [x,y,z] [on|off]-
[x,y,z] defines which block will be acted upon
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[on] sets power On
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[off] sets power Off
SetSwitch [x,y,z] [on|off|toggle]-
[x,y,z] defines which switch to act upon
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[on] sets switch On
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[off] sets switch Off
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[toggle] sets switch to its opposite state.
SpawnMob [x,y,z] [mobtype]-
[x,y,z] determines the location the mob will be spawned
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[mobtype] defines which mob will spawn
Spawnable mobs:
Teleport [x,y,z] [x,y,z] [x,y,z] [absolute|relative]-
[x,y,z] defines one corner of the region to be teleported From
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[x,y,z] defines the opposite corner of the region to be teleported From
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[x,y,z] determines the location to be teleported To
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[absolute] players will be teleported to
[x,y,z]-
[relative] players will be teleported to
[x,y,z] + their position relative to the lowest coordinate of
[x,y,z] [x,y,z](e.g. if player was 2 blocks South-East from the lowest coordinate in the 'teleport-From' region; they will be teleported 2 blocks South-East of [x,y,z]) Texture [x,y,z] [id]-
[x,y,z] defines the block to act upon
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[id] selects which texture to use
(Insert a number into the [id] parameter. The number used will correspond to the list of textures you have already chosen for that block type to use.
[1] will be the first texture selected After the default texture in the list
[15] will be the last texture in the list of possible textures for that block-type
[ 0] will be the default texture for the block type)
-consider using a 'Commit' command after changing textures to ensure the graphics refreshWait [milliseconds]This command is used to make a script wait, or halt, for a specified amount of time before continuing on to its following command lines.
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[milliseconds] determines how long the script will wait before proceeding.
1000 milliseconds = 1 secondWaypoint [delete|x,y]-
[delete|x,y] determines whether the existing waypoint is deleted, or the location the new waypoint is placed on the map.
*NOTE* Command is not available until v2.04Zone [name] [delete] [x,y,z] [x,y,z] [edit=on|off] [pvp=on|off] [fly=on|off] [mobs=on|off] [script=name]-
[name] defines the Zone to act upon, or names a new Zone.
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[delete] is used to delete the zone -(Remove this parameter if you do not wish to delete the zone)
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[x,y,z] defines one corner of the region to make a new zone.
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[x,y,z] defines the opposite corner of the region to make a new zone. -(Remove or ignore these parameters if you do not wish to make a new zone)
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[edit=on|off]-
[pvp=on|off]-
[fly=on|off]-
[mobs=on|off] these are used to toggle the zones settings
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[script=name] sets a script to be triggered when players enter the zone.
Optional Parameters