πŸ“š Utilities Library (LibUtilities.galaxy):

A library providing utility tools such as β€œToggle Fog Of War”, β€œToggle UI”, etc.


πŸ’¬ Command: addmarker

#️⃣ Syntax:

(addmarker | marker) <MarkerID>

πŸ“ Description:

Add a marker at the position of the first selected unit.

βš™οΈ Parameters:

<MarkerID>
	Required:	true
	Type:		integer
	Usage:		Defines the Marker ID to be added (up to 20).

πŸ’‘ 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.)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: addmarkercamera

#️⃣ Syntax:

(addmarkercamera | markerc) <MarkerID>

πŸ“ Description:

Add a marker at the center position of the camera.

Tip: Also use togglecrosshair command to set the location precisely.

βš™οΈ Parameters:

<MarkerID>
	Required:	true
	Type:		integer
	Usage:		Defines the Marker ID to be added (up to 20).

πŸ’‘ 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.)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: alliancecontrolteamselection

#️⃣ Syntax:

(alliancecontrolteamselection | acts)

πŸ“ Description:

Toggle Alliance Control and Multi-Selection β€” a shortcut reimplementation of the QA Cheat Menu’s /ac and ts commands. This enables or disables β€œAlliance Control” (control units from other players, including enemies) and β€œMulti-Selection” (select multiple units at once, like Vikings and Samuro).

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> acts
	(Toggle Alliance Control + Multi-Selection)
> alliancecontrolteamselection
	(Toggle Alliance Control + Multi-Selection)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: clear

#️⃣ Syntax:

(clear | cls) [seconds]

πŸ“ Description:

Clear all text messages, including chat and debug messages with an optional delay.

βš™οΈ Parameters:

[seconds]
	Required:	false
	Type:		float
	Usage:		Defines the delay to clear text messages in seconds.
	Default:	0

πŸ’‘ Examples:

> cls
	(Clear all texts instantly)
> clear 5.4
	(Clear all texts after 5.4 seconds)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: clearmarker

#️⃣ Syntax:

(clearmarker | clmarker)

πŸ“ Description:

Clear all created markers.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> clmarker
	(Clear all created markers.)
> clearmarker
	(Clear all created markers.)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: colormarker

#️⃣ Syntax:

(colormarker | colmarker) <MarkerID> <Red> <Green> <Blue>

πŸ“ Description:

Change the color of a specific marker using an RGB value. The new color also applies to future markers.

Note: Each marker’s color is generated randomly when the game starts.

βš™οΈ 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)

πŸ’‘ 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))

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: endgame

#️⃣ Syntax:

(endgame | eg)

πŸ“ Description:

End the game instantly and kick all players from the game.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> eg
	(End the game instantly)
> endgame
	(End the game instantly)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: floatingcombattext

#️⃣ Syntax:

(floatingcombattext | fct) <message> [state] [type]

πŸ“ 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 βœ” βœ” βœ” βœ” βœ” ❌ ❌ ❌
LesserAmountGiven βœ” βœ” βœ” βœ” βœ” ❌ βœ” ❌
NormalAmountReceived βœ” βœ” βœ” βœ” βœ” βœ” ❌ ❌
NormalAmountGiven βœ” βœ” βœ” βœ” βœ” βœ” ❌ ❌
MediumAmountReceived βœ” βœ” βœ” βœ” βœ” βœ” ❌ ❌
MediumAmountGiven βœ” βœ” βœ” βœ” βœ” ❌ ❌ ❌
GreaterAmountReceived βœ” βœ” βœ” βœ” βœ” βœ” ❌ ❌
GreaterAmountGiven βœ” βœ” βœ” βœ” βœ” ❌ ❌ ❌
CritAmountReceived βœ” βœ” βœ” βœ” βœ” βœ” ❌ ❌
CritAmountGiven βœ” βœ” βœ” βœ” βœ” ❌ ❌ ❌
AmountReadable ❌ ❌ βœ” ❌ βœ” ❌ ❌ βœ”
CritAmountReadable ❌ βœ” ❌ ❌ βœ” ❌ ❌ ❌
SelfAmountReceived ❌ ❌ ❌ ❌ ❌ βœ” ❌ ❌
HealPrevented βœ” ❌ ❌ ❌ ❌ ❌ ❌ ❌
QuestProgress ❌ βœ” ❌ ❌ ❌ ❌ βœ” ❌

Note: The capitalization of type must be followed exactly.

βš™οΈ 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

πŸ’‘ 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))

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: forceruntrigger

#️⃣ Syntax:

(forceruntrigger | frt) <TriggerName>

πŸ“ 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.

βš™οΈ Parameters:

<TriggerName>
	Required:	true
	Type:		string
	Usage:		Defines the trigger to be run

πŸ’‘ 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.)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: getmarker

#️⃣ Syntax:

(getmarker | gmarker) <MarkerID>

πŸ“ Description:

Get a Markers position in (X, Y, Z).

βš™οΈ Parameters:

<MarkerID>
	Required:	true
	Type:		integer
	Usage:		Defines the Marker ID to be added (up to 20).

πŸ’‘ 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).)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: loadmap

#️⃣ Syntax:

(loadmap | lm) <MapPath>

πŸ“ Description:

End the game and instantly load a .stormmap file. The MapPath is relative to:

  • *.stormmods/base.stormmap/ for CASC / MPQ storage
  • HEROES_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.stormmap
  • heroes/singleplayermaps/startingexperience/tutorialmapmechanics.stormmap
  • heroes/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

βš™οΈ Parameters:

<MapPath>
	Required:	true
	Type:		string
	Usage:		Defines the path to the stormmap

πŸ’‘ 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.)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: minionwaveinterval

#️⃣ Syntax:

(minionwaveinterval | mwi) [seconds]

πŸ“ Description:

Get or set the minion wave spawn interval. Usually 30s, or 15s in ARAM.

βš™οΈ 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)

πŸ’‘ 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.)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: playcutscene

#️⃣ Syntax:

(playcutscene | pcs) <mode>

πŸ“ 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)

βš™οΈ Parameters:

<mode>
	Required:	true
	Type:		string
	Usage:		Defines the path of the *.StormCutscene file.

πŸ’‘ 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))

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: removecamerabound

#️⃣ Syntax:

(removecamerabound | rcb)

πŸ“ 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 restartgame command)

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> rcb
	(Remove the camera bounding box)
> removecamerabound
	(Remove the camera bounding box)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: removemarker

#️⃣ Syntax:

(removemarker | rmmarker) <MarkerID>

πŸ“ Description:

Removes a specific marker.

βš™οΈ Parameters:

<MarkerID>
	Required:	true
	Type:		integer
	Usage:		Defines the Marker ID to be added (up to 20).

πŸ’‘ Examples:

> rmmarker 1
	(Removed Marker 1)
> removemarker 10
	(Removed Marker 10)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: resetcameraobject

#️⃣ Syntax:

(resetcameraobject | rco)

πŸ“ Description:

Reset the game camera to BlizzardAllStars (default game camera)

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> rco
	(Reset the game camera to BlizzardAllStars)
> resetcameraobject
	(Reset the game camera to BlizzardAllStars)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: resetgamespeed

#️⃣ Syntax:

(resetgamespeed | rgs)

πŸ“ Description:

Reset the game speed to 2 (Normal).

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> rgs
	(Reset the game speed to 2 (Normal).)
> resetgamespeed
	(Reset the game speed to 2 (Normal).)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: restartgame

#️⃣ Syntax:

(restartgame | re)

πŸ“ 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.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> re
	(Restart the game instantly)
> restartgame
	(Restart the game instantly)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: setcameraobject

#️⃣ Syntax:

(setcameraobject | sco) <camera>

πŸ“ 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.

βš™οΈ Parameters:

<camera>
	Required:	true
	Type:		string
	Usage:		Defines the camera object.

πŸ’‘ Examples:

> sco BlizzardAllStars
	(Set the camera object to BlizzardAllStars (default game camera))
> setcameraobject Dflt
	(Set the camera object to Dlft (default SC2 camera))

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: setgamespeed

#️⃣ Syntax:

(setgamespeed | sgs) <speed>

πŸ“ 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

βš™οΈ Parameters:

<speed>
	Required:	true
	Type:		integer
	Usage:		Defines the game speed to be set (between 0 - 4).

πŸ’‘ Examples:

> sgs 0
	(Set the game speed to 0 (Slower))
> setgamespeed 3
	(Set the game speed to 3 (Fast))

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: startgame

#️⃣ Syntax:

(startgame | sg)

πŸ“ Description:

Start the game instantly (timer start, gate open, etc).

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> sg
	(Start the game instantly)
> startgame
	(Start the game instantly)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: string

#️⃣ Syntax:

(string | str) <mode> <value>

πŸ“ Description:

Display a string using TextExpressionAssemble or StringExternal. Useful for quickly displaying strings from internal functions. mode must be either TextExpressionAssemble or StringExternal.

βš™οΈ 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

πŸ’‘ 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)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: togglecdr

#️⃣ Syntax:

(togglecdr | tcdr)

πŸ“ Description:

Toggle Mass CDR. Resets the cooldown on all abilities every game loop (0.0625s). This is useful for bypassing the limit of Try Mode’s Toggle Cooldown, which has a 1.5s cooldown between each reset.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> tcdr
	(Toggle Mass CDR)
> togglecdr
	(Toggle Mass CDR)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: togglecrosshair

#️⃣ Syntax:

(togglecrosshair | tch)

πŸ“ Description:

Toggle a crosshair at the center of the camera. This allows for more precise placement of summon units and adding effects.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> tch
	(Toggle showing crosshair)
> togglecrosshair
	(Toggle showing crosshair)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: toggledebugmode

#️⃣ Syntax:

(toggledebugmode | tdb)

πŸ“ Description:

Toggle Debug Mode by modifying the libCore_gv_dEBUGDebuggingEnabled variable.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> tdb
	(Toggle Debug Mode)
> toggledebugmode
	(Toggle Debug Mode)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: togglefogofwar

#️⃣ Syntax:

(togglefogofwar | tfow)

πŸ“ Description:

Toggle Fog Of War. This can enable or disable full map vision.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> tfow
	(Toggle Full Map Vision)
> togglefogofwar
	(Toggle Full Map Vision)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: togglerandommovement

#️⃣ Syntax:

(togglerandommovement | trm) [radius]

πŸ“ Description:

trm screenshot

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 alliancecontrolteamselection to select desired units, then use summon units to let them move randomly.

Tip: Also use the addbehavior command to add the Mounted (adb Mounted) behavior for faster movement (mount speed), and adb DisableWeaponsBehavior to 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.

βš™οΈ Parameters:

[radius]
	Required:	false
	Type:		float
	Usage:		The radius of the circle that units will be moved randomly
	Default:	7

πŸ’‘ Examples:

> trm 10
	(Toggle Random Movement with circle radius of 10.)
> togglerandommovement
	(Toggle Random Movement with circle radius of default 7.)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: toggleterrainindicator

#️⃣ Syntax:

(toggleterrainindicator | tti)

πŸ“ Description:

Toggle the Terrain Indicator (used by Diablo, Auriel, etc.) for any unit.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> tti
	(Toggle Terrain Indicator)
> toggleterrainindicator
	(Toggle Terrain Indicator)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: toggleui

#️⃣ Syntax:

(toggleui | tui)

πŸ“ 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.

βš™οΈ Parameters:

None

πŸ’‘ Examples:

> tui
	(Toggle In game UI)
> toggleui
	(Toggle In game UI)

πŸ–Ό UI Availability:

  • ❌ Not Implemented

πŸ’¬ Command: wingame

#️⃣ Syntax:

(wingame | wg) <TeamID>

πŸ“ Description:

Instantly declare a win for a team and end the game. Generally left team is Team 1 and right team is Team 2.

βš™οΈ Parameters:

<TeamID>
	Required:	true
	Type:		integer
	Usage:		Defines the team ID to win the game.

πŸ’‘ Examples:

> wg 1
	(Win the game for Team 1)
> wingame 2
	(Win the game for Team 2)

πŸ–Ό UI Availability:

  • ❌ Not Implemented


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Try Mode 2.0 is a personal project and is not affiliated, associated, authorized, endorsed by, or in any way officially connected with Blizzard or Heroes of the Storm. Distributed by an MIT license.

Page last modified: May 10 2026 at 09:11 AM.

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