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    PART 2 of the Fully detailed command list

    ---->Modify Commands<----
    - Considered the most used commands ever, this is where some of the power of GMs come from
    You can type .modify but a faster way is by simply typing ".mod"
    -------------------------------------------------------


    ".mod hp <number 1> <number 2>"
    This will set the health of your target to whatever you want. The setup is a bit hard to grasp, but easy to understand after. The <number 1> will stand for your current health and the <number 2> will stand for you maximum health. So If i type ".mod hp 3000 4000"
    I will have 3000/4000 health I can have up to 4000 health, but have only currently 3000 health and it will heal up normaly back to 4000 health, unless im in combat. Usually you want to keep both numbers the same, but you might be running an event, so this can come in handy.

    ".mod mana <number 1> <number 2>"
    This is exactly the same as health, only that it mods mana instead of health. the system is the exact same. Number 1 deals with current mana, and number 2 deals with maximum mana.
    Select the target as allways, and type ".mod mana 23000 23000" for example. this will give your target 23000/23000 mana.

    ".mod rage <number 1> <number 2>"
    This will mod your rage, Allowing you to use bear form moves, or warrior moves. Once more, this works exactly like the others. First number will mod your current rage, the second will mod the max rage you can get. As soon as you type this in, you will start to lose rage normaly unless you are in combat. Select the target, and type ".mod rage 100 100" for example. this will give any warrior max amount of rage possible.

    ".mod energy <number 1> <number 2>"
    Same as above, it will directly change the amount of energy you have. Type ".mod energy 100 100" as an example, this will give you exactly 100 energy.

    NOTE: Useing the above commands will work for any class. that means if you are a mage, and want to use a rouge ability, mod your energy, and while you wont see an energy bar, there will be one, allowing you to use rouge abilites. Same goes for warrior useing mana, and a rouge useing rage. ect

    ".mod level <number>"
    An easy command, this will set the level of your target, to the exact one that you want.
    The <number> will coorespond to the level that you want. For example, we want to mod somone's level to 7. Select the target and type ".mod level 7" This will not work on NPCs

    ".mod armor <number>"
    This will change the target's armor to your choseing. For example, we dont like a warrior much, so we will mod his armor to 5. Select the poor man, and type ".mod armor 5" This will work on both players and NPCs.

    ".mod <holy/fire/frost/nature/shadow/arcane> <number>"
    This will mod the target's resistence, depending on the type you chose. The <number> cooresponds to the resistence itself. For example, we want to mod someone's fire resistence to 25. select the person and type ".mod fire 25" Or if we want to add on a shadow resistance of 25, type ".mod shadow 25" Or if we wanted to mod his holy resistence by 15, type ".mod holy 15" Get the picture?

    ".mod damage <number 1> <number 2>"
    This will directly mod the damage that you or your target does. The first number will be the minimum damage he can possibly do. So for example, if we want out target to hit for as low as 500, the first number ( <Number 1> ) will be set to 500. And say we want his attacks to do a max of 600 damage, we set <number 2> to 600. So the compleat Command for that will be ".mod damage 500 600" This works on both NPCs and Player alike. However, streanth, and other base stats will affect the damage. So if you have done ".mod damage 300 300" even though the numbers are the same, you will do a bit more damage due to your base states.

    ".mod scale <number>"
    This command can make you or your target bigger or smaller. <number 1> represents a %. 1 is the default. it means 100%. 2 makes the target twice as big because it's 200%, and three makes him three times as big, (300%) Similarly, O.5 means 50%, and that will make your target 1/2 as big as its normaly supposed to be. So lets say we want to make someone twice as big, type ".mod scale 2" This command works on both NPCs and Players

    ".mod gold <number>"
    get ready to type some big numbers. This will set the amount of gold the player will have. and no, if you type 20 for the number, you wont have 20 gold, you will have 20 copper. The number is in copper. that means that you need 100 to get a silver, and 100 silver to get one gold. So that means if you want 20 gold, your going to have to type 20,000 in the number. Like this ".mod gold 20000"

    ".mod speed <number>"
    This will set your speed to the one that you want. Or your targets. This will not work on NPCs. 7 is your normal speed. 14 is about the range of the epic mount, and 30 is just right.
    You can also go under 7 to walk slower. Say we want to go to speeds of an epic mount. Type ".mod speed 14" That should be it.



    ".mod DisplayID <number>"
    One of my favs, because the morph never worked for me =P
    This command will allow you to look like anything in the world. However you need to know it's displayID. To do that you first need to find its spawn ID. Look up in thottbot the mob you want to become. Find the small trail of numbers at the end, Should be something like: /c8011 near the end. the small c, means creature. The number after is it's spawn ID. Spawn it, and type ".npc info" while selecting it. This will give you all sorts of info about it. Scroll up and find the "DisplayID <number>" That is near the top in yellow. Remember that number, because it will plug into your ".mod displayID <ths is where is plugs in>" So say, the DisplayID is 8011. You will have to type ".mod displayID 8011" This works on both players and NPCs.

    ".mod nativedisplayid"
    This will simply reset the target if you have been tinkering with it's displayID, that includes you and the players. If you are a player, to get rid of the displayID, a simple relog works well, if it's an NPC you cant make it relog, thus you need to use this. Select your target and type ".mod nativedisplayID"

    ".mod flag"
    Not to sure what this does, Never tinkered with it much during my time as a GM, and currently with hamachi broken, the server i GMed on, dead, and my computer's refusal to run a private server, i am unable to work with this command. If anyone finds out more about it, send me a PM, and ill add it in, with your name =)

    ".mod faction <number>"
    This will set the faction of the mob. Some of the better known factions are 0 (normal mobs) 1 (allience) 2 (horde). To find the faction of any mob, use the ".npc info" button, once you see it's faction number, you can use that to mod your other units to that faction. Say we want to make a unit have the faction of 35 (neutral) Select him and type ".mod faction 35" This will work on both horde and allience.

    ".mod dynamicflags"
    Not to sure what this does, Never tinkered with it much during my time as a GM, and currently with hamachi broken, the server i GMed on, dead, and my computer's refusal to run a private server, i am unable to work with this command. If anyone finds out more about it, send me a PM, and ill add it in, with your name =)

    ".mod talentpoints <number>"
    This will add talent points if you so wish. Lets say we want to add 5 more talent points. Select the player and type ".mod talentpoints 5" This will only work on players, and will not work on NPCs.

    ".mod loyalty <number>"
    This will set the pet's loyalty. I have only dabbed in this once, and left it at that.
    Say we want to mod the loyalty of the pet to 6. Type ".mod loyalty 6" while selecting the pet. it will only work on hunter pets.

    ".mod spirit/stamina/intelect/ect <number>"
    This will mod your base stats by what you want. For example, lets say we want exactly 300 spirit, select yourself and type ".mod Spirit 300"

    ".mod boundingraidus <number>"
    This will set up how far the player can get to an NPC before the NPC aggros him. It it mesured in IN-game yard. Say we want an NPc to attack as soon as the player steps into 6 yards of it. Select the NPC and type ".mod boundingraidus 6" This is my speculation, and can be false your going to have to test it yourself =P

    ".mod combatreach <number>"
    This will set the NPC's Distence before it can attack, it will also set how far a player can attack it. Say you have a giant, and you want it to be able to crush people 3 Yards from it
    Select it and type ".mod combatreach 6" I know it's measured in yards, but i could be wrong, so your going to have to test this one for yourself as well =P

    ".npc emotestate <number>"
    This will set the npc's emote. it also works on players too, Gastric stickied a list of emotes he found on the MyWarcraftSudio, so its up there to find the numbers. Find the emote you want, copy the number and plug it in. Say we want the target to dance. the emote for that is "10" We type this in ".mod emotestate 10" This will make him do the dance. Im not too sure about this one either, since i never did test it out, but this is my theory, if you can prove me wrong, and add a better paraghraph to add, Ill give rep, and edit this out to what you wrote with your name one it =P

    ----> NPC commands <----
    These commands are among my personal Favorits, since i love to tinker with NPCs. Not only that, but if you are a GM, you will see a lot of these commands,so get used to them.

    ".npc spawn <ID>"
    This will spawn an NPC For You to use. To use this command, type ".npc spawn <ID>" before you use this command, you must aready know what you want to spawn. That is the ID of it. The best place to look is either on thottbot, or wowhead. Type in the creature you want, and when the page loads, use the last didgets in the URL code on your web browser. these numbers are the <ID> of your command. each mod has its own special ID, almost like it's name. Once you find that ID, you will plug it into your command. say we want NPC 2345 to be spawned, you will type ".npc spawn 2345" The NPC will spawn exactly where you stand, so if he is hostile to you he will start attacking. I recommend useing invisibility before spawning NPCs.

    ".npc vendoradditem <ID>"
    this is as simple as asking an NPC to add an item to what he sells. First you need to know what you want him to sell. Find the item on thottbot or wowhead the same way you whould find an NPC, and use the URL's last digets as your <ID> part in the command. the NPC must be a vendor for this to work =P. So now say you want to add Freshly sque lemonade to what a vendor sells, (because fresh lemonade > soda) Select the vendor and type ".npc vendoradditem 23161" the number at the end, 23161 is the ID for lemonade. Your vendor will now sell freshly squeezed lemonade. Mmmmm

    ".npc vendorremoveitem <ID>"
    this will remove an item from what a vendor sells. So say you wanted to remove item 23161. (NOOOO!!!! T.T) You will select the NPC and type ".npc remove item 23161" this will remove the lemonade that the vendor sells.

    ".npc name <Name>"
    This one i have yet to make it work. Im suspecting three things, but right now i cant test them. This is either an admin command, or needs to be formated diffrently. It might be that you have to type ".npc name <original Name> <new name>" as you need to for the .rename command. Or you need to add a didget, but i think its an admin command.

    ".npc emote <ID>"
    This will make the NPC run an emote. Use gastric's emote list to pinpoint what you need. Emotes are from 1 to 400ish. A fun command to tinker with. Select the npc, and lets say we want him to dance, we will type ".npc emote 10" the number 10 is the dance emote ID.

    ".npc return"
    This will return wayward NPC to their spawn locations and reset their waypoint patrol. Use this when you have a bugged NPC on the loose. Select the NPC, and type ".npc return"

    ".npc say <Talk>"
    This is a rather fun command, as it can be used on players as well. This will make the NPC/player say whatever you want him to say in the <talk> part. For example ".npc say Skype is teh leet!" The NPC will say "Skype is teh leet!" However wont make any gestures. the same can be used on players. Subsitute the <talk> with whatever you want the target to say.

    ".npc yell <talk>"
    works the same as ".npc say <talk>" except that the NPC will yell it in red rather then talking normaly.

    ".npc possess"
    This will possess the npc as if you were Mind controling him, only that they cant resist, or that it will wear off. If you go too far, you will break the spell. Rule of thumb with this one: "4 S spit by E" Many people tend to spell "possess" wrong. Its 2 pairs of 'S's Split by one 'E' Remember this and you wont have any problem with this command.

    ".npc unpossess"
    This will simply unpossess the NPC. you need to select the NPC, and type this in.

    ".npc come"
    This will make the NPC wonder to you. Select the NPC and type ".npc come" he will turn heels and start walking to the exact location you are.

    ".npc addagent"
    These commands bear further investigation on my part. I belive this will add a spell to an NPC without having to go into the SQL, making it great for creating a good dungon. Im not too sure, and i need to resurch this more, and make a guide about it. =P


    ----> .recall commands <----
    This works very well to move around the map without having to run there.

    ".recall list"
    this will list all the recalls currently in use. you may have a long list in your chat log, good luck managing it. =P

    ".recall port <name>"
    This only works if you know the name of the recall position. For example, say someone made a recall about "Skypebase" You can use that name to jump to that area, by typeing ".recall port Skypebase" and your screen will either jump to a loading screen if the area you ported to is in another continant, or it will freeze as its loading if its in your own continant, Dont assume its a bug and try to CRT+ALT+DELTE. Its not, its perfectly normal if the screen freezes for a few seconds as it loads.

    ".recall add <name>"
    you will add your own recall with this command. Find yourself a recall name that has not been used aready to add the recall there. Type ".recall add Skype" to add a recall with the name of Skype for example. Any name works so long as it has not been used. you can then use that name in your recall, for the <name> part in ".recall port <name>" keep in mind where you are because the recall will add itself right where you stand.

    ".recall del <name>"
    this will delete a recall by the name of <name> be carful when you use this...


    For now that all, I will be adding stuff continually as i test it.
    You now know all the commands a Gm master needs, maybe even more. Debug will be added in time when if find the time to resurch them. .npc addagents seem soo much more intersting however, and so does guides about other stuff. [IMG]http://www.************/forums/images/smilies/wink.gif[/IMG]
    Either way a new GM can live without .debug commands, so they are not my priority. i will add them once i scratched out everything to do on this compedium.
    Last edited by enegue; 06-04-09 at 09:15 AM.



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