You can access command mode by typing : (colon) in a single-player or multiplayer scenario.
If typing a colon is not feasible in your keyboard layout, you can reassign the hotkey in Preferences, or edit game.cfg.
Note: It is possible to highlight, copy, and paste text in the command entry field.
Several vi-like commands are available in command mode. They are defined in menu_events.cpp. There is a :help command that lists all available commands, and :help foo displays more information about command foo. This is more reliable than the list that follows here:
- quit the scenario (without prompting)
- save the game (without prompting)
- save the game and quit the scenario (without prompting)
- redraw the screen
- :droid [side] [on|off]
- toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If you don't provide side, the current side is assumed.
- :idle [side] [on|off]
- toggle player side between idle mode and not. This command should normally be needed only for debugging purposes.
- :controller [side]
- debugging command which displays the current controller type of a side.
- toggles muting/silencing of all observers on/off
- :mute [username]
- mute a specific observer. If no username is supplied the muted usernames are displayed.
- :unmute [username]
- unmute a specific observer. If no username is given everyone is unmuted. (Doesn't effect the muteall setting.)
- :kick username
- kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.
- :ban username
- kick and ban a user in multiplayer by the IP address used by that username. Can be used on users not in the game but on the server. (Of course they won't be kicked then.)
- :unban username
- unban a user by the IP address used by that username. Can be used on users not in the game but on the server.
- :control side username
- change the controller for side (write here the number of the side, the side must be controlled by you) to username (write here the nick of the player or observer)
- launch a friendly gui to assist with assigning control of sides to players
- clear chat messages. Also possible with ctrl+x
- switch debug mode on (does not work in multiplayer). Debug mode is turned off by quitting the game or using the :nodebug command.
- bring up theme selection menu
- turns off the autosave function
- :show_coordinates (or :sc)
- Overlay x,y coordinates on map tiles.
- :show_terrain_codes (or :tc)
- Overlay terrain codes on visible map tiles.
- Show all hidden unit descriptions in the in-game Help, or forget the known ones.
Extra Debugging Commands
DebugMode (:debug) enables additional commands in command mode:
- :lua statement
- execute a Lua statement
- disables debug-mode commands
- skip to next scenario by triggering a win event
- pops up a menu that allows you to move directly to a specified scenario.
- toggles shroud on/off
- toggles fog on/off
- :gold amount
- add amount gold to the current player's side
- :create unit_type
- create a unit of type specified at last selected hex
- :unit hitpoints=amount
- edit units hitpoints
- :unit experience=amount
- edit units experience
- :unit attribute=value
- when a unit is selected, this will set the unit's attribute to value. See SingleUnitWML for possible values.
- :unit advances=N
- when a unit is selected, this will advance (level up) the unit N times.
- :unit status=petrified,-slow
- (Version 1.13.2 and later only) sets or unsets statuses on a unit; put a - in front of the status to unset it.
- :unit invulnerable=yes
- (Version 1.13.6 and later only) makes the selected unit invulnerable.
- :set_var attribute=value
- this will set a WML variable to a given value
- :show_var attribute
- this will display a popup with the content of the variable
- :throw/fire event_name
- throw an event by name, like time over or enemies defeated.
- show a gamestate inspector dialog which allows to see variable info, team info, ai info.
- :turn [number]
- change the current turn to the specified number. If no number is provided, the turn number is increased by one.
- :turn_limit [number]
- change the turn limit for the current scenario to the specified number. If no number is provided, or it is -1, the turn limit is switched off.
- Report the release version and repository revision level.