π Utilities Library (LibUtilities.galaxy):
A library providing utility tools such as βToggle Fog Of Warβ, βToggle UIβ, etc.
- π¬ Command:
addmarker - π¬ Command:
addmarkercamera - π¬ Command:
alliancecontrolteamselection - π¬ Command:
clear - π¬ Command:
clearmarker - π¬ Command:
colormarker - π¬ Command:
endgame - π¬ Command:
floatingcombattext - π¬ Command:
forceruntrigger - π¬ Command:
getmarker - π¬ Command:
loadmap - π¬ Command:
minionwaveinterval - π¬ Command:
playcutscene - π¬ Command:
removecamerabound - π¬ Command:
removemarker - π¬ Command:
resetcameraobject - π¬ Command:
resetgamespeed - π¬ Command:
restartgame - π¬ Command:
setcameraobject - π¬ Command:
setgamespeed - π¬ Command:
startgame - π¬ Command:
string - π¬ Command:
togglecdr - π¬ Command:
togglecrosshair - π¬ Command:
toggledebugmode - π¬ Command:
togglefogofwar - π¬ Command:
togglerandommovement - π¬ Command:
toggleterrainindicator - π¬ Command:
toggleui - π¬ Command:
wingame
π¬ Command: addmarker
#οΈβ£ Syntax:
(addmarker | marker) <MarkerID>
π Description:
Add a marker at the position of the first selected unit.
βοΈ Parameters:
<MarkerID>
Required: true
Type: integer
Usage: Defines the Marker ID to be added (up to 20).
π‘ Examples:
> marker 1
(Add marker 1 at the position of the first selected unit.)
> addmarker 10
(Add marker 10 at the position of the first selected unit.)
πΌ UI Availability:
- β Not Implemented
π¬ Command: addmarkercamera
#οΈβ£ Syntax:
(addmarkercamera | markerc) <MarkerID>
π Description:
Add a marker at the center position of the camera.
Tip: Also use
togglecrosshaircommand to set the location precisely.
βοΈ Parameters:
<MarkerID>
Required: true
Type: integer
Usage: Defines the Marker ID to be added (up to 20).
π‘ Examples:
> markerc 1
(Add marker 1 at the center position of the camera.)
> addmarkercamera 10
(Add marker 10 at the center position of the camera.)
πΌ UI Availability:
- β Not Implemented
π¬ Command: alliancecontrolteamselection
#οΈβ£ Syntax:
(alliancecontrolteamselection | acts)
π Description:
Toggle Alliance Control and Multi-Selection β a shortcut reimplementation of the QA Cheat Menuβs /ac and ts commands. This enables or disables βAlliance Controlβ (control units from other players, including enemies) and βMulti-Selectionβ (select multiple units at once, like Vikings and Samuro).
βοΈ Parameters:
None
π‘ Examples:
> acts
(Toggle Alliance Control + Multi-Selection)
> alliancecontrolteamselection
(Toggle Alliance Control + Multi-Selection)
πΌ UI Availability:
- β Not Implemented
π¬ Command: clear
#οΈβ£ Syntax:
(clear | cls) [seconds]
π Description:
Clear all text messages, including chat and debug messages with an optional delay.
βοΈ Parameters:
[seconds]
Required: false
Type: float
Usage: Defines the delay to clear text messages in seconds.
Default: 0
π‘ Examples:
> cls
(Clear all texts instantly)
> clear 5.4
(Clear all texts after 5.4 seconds)
πΌ UI Availability:
- β Not Implemented
π¬ Command: clearmarker
#οΈβ£ Syntax:
(clearmarker | clmarker)
π Description:
Clear all created markers.
βοΈ Parameters:
None
π‘ Examples:
> clmarker
(Clear all created markers.)
> clearmarker
(Clear all created markers.)
πΌ UI Availability:
- β Not Implemented
π¬ Command: colormarker
#οΈβ£ Syntax:
(colormarker | colmarker) <MarkerID> <Red> <Green> <Blue>
π Description:
Change the color of a specific marker using an RGB value. The new color also applies to future markers.
Note: Each markerβs color is generated randomly when the game starts.
βοΈ Parameters:
<MarkerID>
Required: true
Type: integer
Usage: Defines the Marker ID to be added (up to 20).
<Red>
Required: true
Type: integer
Usage: Defines the Red color of the marker's RGB color. (0 - 255)
<Green>
Required: true
Type: integer
Usage: Defines the Green color of the marker's RGB color. (0 - 255)
<Blue>
Required: true
Type: integer
Usage: Defines the Blue color of the marker's RGB color. (0 - 255)
π‘ Examples:
> colmarker 1 255 0 0
(Change Marker 1 color to 255, 0, 0 (Red))
> colormarker 10 0 0 0
(Change Marker 10 color to 0, 0, 0 (Black))
> colormarker 10 0 0 0
(Change Marker 10 color to 0, 255, 255 (Cyan))
πΌ UI Availability:
- β Not Implemented
π¬ Command: endgame
#οΈβ£ Syntax:
(endgame | eg)
π Description:
End the game instantly and kick all players from the game.
βοΈ Parameters:
None
π‘ Examples:
> eg
(End the game instantly)
> endgame
(End the game instantly)
πΌ UI Availability:
- β Not Implemented
π¬ Command: floatingcombattext
#οΈβ£ Syntax:
(floatingcombattext | fct) <message> [state] [type]
π Description:
Show a custom floating combat text with different built-in templates.
The table is the available combinations of state and type. Columns are state (e.g Shield) and Rows are type (e.g NormalAmountGiven):
type \ state | Ability | Basic | Heal | Mana | Shield | XP | Quest | Reduced |
|---|---|---|---|---|---|---|---|---|
LesserAmountReceived | β | β | β | β | β | β | β | β |
LesserAmountGiven | β | β | β | β | β | β | β | β |
NormalAmountReceived | β | β | β | β | β | β | β | β |
NormalAmountGiven | β | β | β | β | β | β | β | β |
MediumAmountReceived | β | β | β | β | β | β | β | β |
MediumAmountGiven | β | β | β | β | β | β | β | β |
GreaterAmountReceived | β | β | β | β | β | β | β | β |
GreaterAmountGiven | β | β | β | β | β | β | β | β |
CritAmountReceived | β | β | β | β | β | β | β | β |
CritAmountGiven | β | β | β | β | β | β | β | β |
AmountReadable | β | β | β | β | β | β | β | β |
CritAmountReadable | β | β | β | β | β | β | β | β |
SelfAmountReceived | β | β | β | β | β | β | β | β |
HealPrevented | β | β | β | β | β | β | β | β |
QuestProgress | β | β | β | β | β | β | β | β |
Note: The capitalization of
typemust be followed exactly.
βοΈ Parameters:
<message>
Required: true
Type: string
Usage: Defines the message to be shown in Floating Combat Text
[state]
Required: false
Type: string
Usage: Defines the state of the Floating Combat Text
Default: Basic
[type]
Required: false
Type: string
Usage: Defines the type of the Floating Combat Text
Default: NormalAmountGiven
π‘ Examples:
> fct 100
(Shows the FCT "100" with the style of basic attack (orange))
> fct 50 XP SelfAmountReceived
(Shows the FCT "50" with the style of xp gathered (small purple text))
> floatingcombattext nice Quest QuestProgress
(Shows the FCT "nice" with the style of quest progressing (gold circle with "!"))
> floatingcombattext 999 Shield CritAmountGiven
(Shows the FCT "999" with the style of critical shield (white with explosion style))
πΌ UI Availability:
- β Not Implemented
π¬ Command: forceruntrigger
#οΈβ£ Syntax:
(forceruntrigger | frt) <TriggerName>
π Description:
Force-run a trigger created by TriggerCreate(), ignoring conditions and waiting until it finishes. This can be used to run a trigger that bypasses the testConds check, such as GameCheatsEnabled(c_gameCheatCategoryDevelopment).
You can get the trigger name from the TriggerCreate() function in various galaxy files.
For example, a debug chat trigger to start the Immortal objective in Battlefield of Eternity immediately:
//--------------------------------------------------------------------------------------------------
// Trigger: MMBOE Debug - Start Immediately
//--------------------------------------------------------------------------------------------------
bool libMLBD_gt_MMBOEDebugStartImmediately_Func (bool testConds, bool runActions) {
// Automatic Variable Declarations
// Conditions
if (testConds) {
if (!((GameCheatsEnabled(c_gameCheatCategoryDevelopment) == true))) {
return false;
}
}
// Actions
if (!runActions) {
return true;
}
libMLBD_gv_mMBOEDebugUsed = true;
libMLBD_gf_MMBOEDuelWarningStart();
TimerStart(libMLBD_gv_mMBOEEventWarningTimer, 0.5, false, c_timeGame);
return true;
}
//--------------------------------------------------------------------------------------------------
void libMLBD_gt_MMBOEDebugStartImmediately_Init () {
libMLBD_gt_MMBOEDebugStartImmediately = TriggerCreate("libMLBD_gt_MMBOEDebugStartImmediately_Func");
TriggerEnable(libMLBD_gt_MMBOEDebugStartImmediately, false);
TriggerAddEventChatMessage(libMLBD_gt_MMBOEDebugStartImmediately, c_playerAny, "-bd", true);
}
The trigger name will be libMLBD_gt_MMBOEDebugStartImmediately_Func. By using this command (frt libMLBD_gt_MMBOEDebugStartImmediately_Func), you can bypass the GameCheatsEnabled(c_gameCheatCategoryDevelopment) restriction, which was required when using the -bd command.
βοΈ Parameters:
<TriggerName>
Required: true
Type: string
Usage: Defines the trigger to be run
π‘ Examples:
> frt libUIUI_gt_InputBackslashKeyDown_Func
(Force to run the trigger "libUIUI_gt_InputBackslashKeyDown_Func", which will show up the debug menu.)
> forceruntrigger libSprt_gt_DEBUGHaveAITakeOverAI_Func
(Force to run the trigger "libSprt_gt_DEBUGHaveAITakeOverAI_Func", which will have an AI take over your unit.)
πΌ UI Availability:
- β Not Implemented
π¬ Command: getmarker
#οΈβ£ Syntax:
(getmarker | gmarker) <MarkerID>
π Description:
Get a Markers position in (X, Y, Z).
βοΈ Parameters:
<MarkerID>
Required: true
Type: integer
Usage: Defines the Marker ID to be added (up to 20).
π‘ Examples:
> gmarker 1
(Get the position of Marker 1 in (X, Y, Z).)
> getmarker 10
(Get the position of Marker 10 in (X, Y, Z).)
πΌ UI Availability:
- β Not Implemented
π¬ Command: loadmap
#οΈβ£ Syntax:
(loadmap | lm) <MapPath>
π Description:
End the game and instantly load a .stormmap file. The MapPath is relative to:
*.stormmods/base.stormmap/for CASC / MPQ storageHEROES_INSTALL_LOCATION/maps/for file system
There are currently 4 built-in .stormmaps from CASC in Heroes, which the MapPath is:
- heroes/singleplayermaps/(10)trymemode.stormmap
heroes/singleplayermaps/startingexperience/tutorial01.stormmapheroes/singleplayermaps/startingexperience/tutorialmapmechanics.stormmapheroes/singleplayermaps/startingexperience/tutorialveteran.stormmap
You can also put a .stormmap file into HEROES_INSTALL_LOCATION/maps/, e.g HEROES_INSTALL_LOCATION/maps/cool.stormmap, which the MapPath will be cool.stormmap
βοΈ Parameters:
<MapPath>
Required: true
Type: string
Usage: Defines the path to the stormmap
π‘ Examples:
> lm heroes/singleplayermaps/startingexperience/tutorial01.stormmap
(Exit and Load the tutorial 1 map)
> loadmap heroes/singleplayermaps/startingexperience/tutorialveteran.stormmap
(Exit and Load the veteran tutorial map.)
πΌ UI Availability:
- β Not Implemented
π¬ Command: minionwaveinterval
#οΈβ£ Syntax:
(minionwaveinterval | mwi) [seconds]
π Description:
Get or set the minion wave spawn interval. Usually 30s, or 15s in ARAM.
βοΈ Parameters:
[seconds]
Required: false
Type: float
Usage: Defines interval for minion wave to spawn
Default: (The map's original interval, usually 30 but 15 for ARAMs)
π‘ Examples:
> mwi
(Get the minion wave interval)
> minionwaveinterval
(Get the minion wave interval)
> mwi 0.0625
(Set the minion wave to spawn every 0.0625 seconds (each game loop))
> mwi 100
(Set the minion wave to spawn every 100 seconds.)
πΌ UI Availability:
- β Not Implemented
π¬ Command: playcutscene
#οΈβ£ Syntax:
(playcutscene | pcs) <mode>
π Description:
Play a Cutscene file (*.StormCutscene) directly. Press Esc anytime to stop it.
The file path is relative to *.stormmod/base.stormdata. (e.g If Cutscene file is in mods/heroesdata.stormmod/base.stormdata/Cutscenes/EndOfMatch/EndOfMatch_LineUp_Tassadar.StormCutscene, the path will be Cutscenes/EndOfMatch/EndOfMatch_LineUp_Tassadar.StormCutscene)
βοΈ Parameters:
<mode>
Required: true
Type: string
Usage: Defines the path of the *.StormCutscene file.
π‘ Examples:
> pcs Cutscenes/Tutorial_CursedHollow.StormCutscene
(Plays the Tutorial Cutscene for Cursed Hollow)
> playcutscene Cutscenes/StoreMuradin.StormCutscene
(Plays the Muradin Cutscene in the Collection Page (wait for 2 second to show Muradin))
πΌ UI Availability:
- β Not Implemented
π¬ Command: removecamerabound
#οΈβ£ Syntax:
(removecamerabound | rcb)
π Description:
Remove the camera bounding box, which is defined in the map editor. This allows the camera to move freely without being limited to a specific area.
Note: This command cannot be reverted. You will need to restart the current map to get the bounding box back. (e.g the
restartgamecommand)
βοΈ Parameters:
None
π‘ Examples:
> rcb
(Remove the camera bounding box)
> removecamerabound
(Remove the camera bounding box)
πΌ UI Availability:
- β Not Implemented
π¬ Command: removemarker
#οΈβ£ Syntax:
(removemarker | rmmarker) <MarkerID>
π Description:
Removes a specific marker.
βοΈ Parameters:
<MarkerID>
Required: true
Type: integer
Usage: Defines the Marker ID to be added (up to 20).
π‘ Examples:
> rmmarker 1
(Removed Marker 1)
> removemarker 10
(Removed Marker 10)
πΌ UI Availability:
- β Not Implemented
π¬ Command: resetcameraobject
#οΈβ£ Syntax:
(resetcameraobject | rco)
π Description:
Reset the game camera to BlizzardAllStars (default game camera)
βοΈ Parameters:
None
π‘ Examples:
> rco
(Reset the game camera to BlizzardAllStars)
> resetcameraobject
(Reset the game camera to BlizzardAllStars)
πΌ UI Availability:
- β Not Implemented
π¬ Command: resetgamespeed
#οΈβ£ Syntax:
(resetgamespeed | rgs)
π Description:
Reset the game speed to 2 (Normal).
βοΈ Parameters:
None
π‘ Examples:
> rgs
(Reset the game speed to 2 (Normal).)
> resetgamespeed
(Reset the game speed to 2 (Normal).)
πΌ UI Availability:
- β Not Implemented
π¬ Command: restartgame
#οΈβ£ Syntax:
(restartgame | re)
π Description:
Restart the map without needing to re-enter. This is extremely useful when testing modified XML files or Galaxy scripts.
Note: It will NOT automatically reload or add mods from
Includes.xml. You must manually re-enter the map for mods to be applied.
βοΈ Parameters:
None
π‘ Examples:
> re
(Restart the game instantly)
> restartgame
(Restart the game instantly)
πΌ UI Availability:
- β Not Implemented
π¬ Command: setcameraobject
#οΈβ£ Syntax:
(setcameraobject | sco) <camera>
π Description:
Manually set the camera object. The parameter is the id of <CCamera id="xxx">.
WARNING: Set a non existing camera will actually crash the game.
βοΈ Parameters:
<camera>
Required: true
Type: string
Usage: Defines the camera object.
π‘ Examples:
> sco BlizzardAllStars
(Set the camera object to BlizzardAllStars (default game camera))
> setcameraobject Dflt
(Set the camera object to Dlft (default SC2 camera))
πΌ UI Availability:
- β Not Implemented
π¬ Command: setgamespeed
#οΈβ£ Syntax:
(setgamespeed | sgs) <speed>
π Description:
Set the game speed.
The game speed must be between 0 and 4:
| value | speed |
|---|---|
| 0 | Slower |
| 1 | Slow |
| 2 | Normal |
| 3 | Fast |
| 4 | Faster |
βοΈ Parameters:
<speed>
Required: true
Type: integer
Usage: Defines the game speed to be set (between 0 - 4).
π‘ Examples:
> sgs 0
(Set the game speed to 0 (Slower))
> setgamespeed 3
(Set the game speed to 3 (Fast))
πΌ UI Availability:
- β Not Implemented
π¬ Command: startgame
#οΈβ£ Syntax:
(startgame | sg)
π Description:
Start the game instantly (timer start, gate open, etc).
βοΈ Parameters:
None
π‘ Examples:
> sg
(Start the game instantly)
> startgame
(Start the game instantly)
πΌ UI Availability:
- β Not Implemented
π¬ Command: string
#οΈβ£ Syntax:
(string | str) <mode> <value>
π Description:
Display a string using TextExpressionAssemble or StringExternal. Useful for quickly displaying strings from internal functions. mode must be either TextExpressionAssemble or StringExternal.
βοΈ Parameters:
<mode>
Required: true
Type: string
Usage: Defines the mode of the string to be displayed.
<value>
Required: true
Type: string
Usage: Defines the value of the string to be displayed
π‘ Examples:
> str TextExpressionAssemble Param/Expression/lib_Sprt_B1FD42AF
(Shows the string "Set Mastery Ring..." from supportlib)
> string StringExternal Param/Value/lib_Sprt_F697F4C7
(Shows the string "Game Speed should not exceed 8.0...." from supportlib)
πΌ UI Availability:
- β Not Implemented
π¬ Command: togglecdr
#οΈβ£ Syntax:
(togglecdr | tcdr)
π Description:
Toggle Mass CDR. Resets the cooldown on all abilities every game loop (0.0625s). This is useful for bypassing the limit of Try Modeβs Toggle Cooldown, which has a 1.5s cooldown between each reset.
βοΈ Parameters:
None
π‘ Examples:
> tcdr
(Toggle Mass CDR)
> togglecdr
(Toggle Mass CDR)
πΌ UI Availability:
- β Not Implemented
π¬ Command: togglecrosshair
#οΈβ£ Syntax:
(togglecrosshair | tch)
π Description:
Toggle a crosshair at the center of the camera. This allows for more precise placement of summon units and adding effects.
βοΈ Parameters:
None
π‘ Examples:
> tch
(Toggle showing crosshair)
> togglecrosshair
(Toggle showing crosshair)
πΌ UI Availability:
- β Not Implemented
π¬ Command: toggledebugmode
#οΈβ£ Syntax:
(toggledebugmode | tdb)
π Description:
Toggle Debug Mode by modifying the libCore_gv_dEBUGDebuggingEnabled variable.
βοΈ Parameters:
None
π‘ Examples:
> tdb
(Toggle Debug Mode)
> toggledebugmode
(Toggle Debug Mode)
πΌ UI Availability:
- β Not Implemented
π¬ Command: togglefogofwar
#οΈβ£ Syntax:
(togglefogofwar | tfow)
π Description:
Toggle Fog Of War. This can enable or disable full map vision.
βοΈ Parameters:
None
π‘ Examples:
> tfow
(Toggle Full Map Vision)
> togglefogofwar
(Toggle Full Map Vision)
πΌ UI Availability:
- β Not Implemented
π¬ Command: togglerandommovement
#οΈβ£ Syntax:
(togglerandommovement | trm) [radius]
π Description:

Toggle random movement for selected units.
This command creates a circle centered on your camera. Selected units will begin moving randomly within the circle. This is useful for practicing various things, such as skillshots. Run this command again to turn off this functionality.
Tip: To get the most out of this tool, use
alliancecontrolteamselectionto select desired units, then use summon units to let them move randomly.
Tip: Also use the
addbehaviorcommand to add theMounted(adb Mounted) behavior for faster movement (mount speed), andadb DisableWeaponsBehaviorto disable auto attacks.
Note: You can still issue commands to units that are moving randomly, but once all commands are finished (e.g., the unit stops), it will resume moving randomly within the circle.
βοΈ Parameters:
[radius]
Required: false
Type: float
Usage: The radius of the circle that units will be moved randomly
Default: 7
π‘ Examples:
> trm 10
(Toggle Random Movement with circle radius of 10.)
> togglerandommovement
(Toggle Random Movement with circle radius of default 7.)
πΌ UI Availability:
- β Not Implemented
π¬ Command: toggleterrainindicator
#οΈβ£ Syntax:
(toggleterrainindicator | tti)
π Description:
Toggle the Terrain Indicator (used by Diablo, Auriel, etc.) for any unit.
βοΈ Parameters:
None
π‘ Examples:
> tti
(Toggle Terrain Indicator)
> toggleterrainindicator
(Toggle Terrain Indicator)
πΌ UI Availability:
- β Not Implemented
π¬ Command: toggleui
#οΈβ£ Syntax:
(toggleui | tui)
π Description:
Toggle the UI. This hides or shows all UI elements, including the HP bar, talents panel, floating combat text, abilities bar, etc.
Note: When the UI is off, all abilities are disabled.
βοΈ Parameters:
None
π‘ Examples:
> tui
(Toggle In game UI)
> toggleui
(Toggle In game UI)
πΌ UI Availability:
- β Not Implemented
π¬ Command: wingame
#οΈβ£ Syntax:
(wingame | wg) <TeamID>
π Description:
Instantly declare a win for a team and end the game. Generally left team is Team 1 and right team is Team 2.
βοΈ Parameters:
<TeamID>
Required: true
Type: integer
Usage: Defines the team ID to win the game.
π‘ Examples:
> wg 1
(Win the game for Team 1)
> wingame 2
(Win the game for Team 2)
πΌ UI Availability:
- β Not Implemented