
When I say "valid pet commands", I mean commands that you give to a pet that effect the pets loyalty. A successful valid pet command will raise a pets loyalty, where as a failed one will decrease it. "All good" is not a real command, as it does not raise loyalty (or anything else for that matter). The release command causes creatures to have 0 loyalty towards you.
The control difficulty refers to how difficult the command is for the pet to follow. Some commands are easier to give when you are a low level tamer. The easiest are 0 difficulty and mean anyone can give them. The most difficult is a 4 because it does a double check on taming and lore
Any creature with 29.1 taming or lower can be commanded by anyone with 0 difficulty. However, their loyalty is unaffected by successful commands.
| Command | Function | |
|---|---|---|
| Follow/Come | ||
| [petname] follow me | Tells [petname] to follow you | 1 |
| All follow me | Tells all pets to follow you | 1 |
| [petname] follow [target] | Tells [petname] to follow a specific target | 1 |
| The follow command will put pets into "follow" mode, where they will usually move faster than their normal moving speed in the wild. Pets commanded to follow will not pathfind around obstacles to reach you. | ||
| [petname] come | This command tells [petname] to move to your position | 2 |
| all come | This command tells all pets to move to your position | 2 |
| The come command's most beneficial use comes when magical creatures get stuck. When commanded to "come", magical pets will teleport to you. This command is not the same as the follow command, since some pets will wander off if told to simply come as opposed to following your every move. Pets moving while under the "come" command will move at their normal walking speed, which is significantly slower than their "follow" speed. | ||
| Stay | ||
| [petname] stay | Tells [petname] to stay | 2 |
| all stay | Tells all pets to stay | 2 |
| Guard** | ||
| [petname] guard | Tells [petname] to guard you | 1 |
| all guard me | Tells all pets to guard you | 1 |
The guard command will cause pets to auto-defend against anything that aggresses towards you or damages you (including paralyze and poison damage). A pet will only guard its owner. The guard command does not work inside guard protection and you will become "unguarded" once you enter guard protection. Oddly, "all guard" does not cause any response from the pet. |
||
| Attack/Kill** | ||
| [petname] attack/kill [target] | Tells [petname] to attack a specific target | 3 |
| all attack/kill [target] | Tells all pets to attack a specific target | 3 |
| The attack/kill command will not bring up noto query if you have it turned on. The attack/kill command will cancel all guard commands active for the attacking pet. If you accidentally target inanimate objects with this command, you will be forced to wait 15 seconds before being able to give another kill/attack command. If the pet gives a "successful" noise when targeting certain objects, there is no delay in giving the next command. | ||
| Friend/Transfer | ||
| [petname] friend [target] | Tells [petname] to friend to a specific person | 4 |
| Friends of a pet will only be able to perform the following actions to a pet: use their pack (for pack animals), resurrect a bonded pet with less skill loss, give the pet movement commands, or allow others the option of resurrecting the friended pet. Pets will look around desperately while in the presence of the friend if the owner is not within LOS. This command does a check between both the owner and the friend's taming and lore before it will be successful. You cannot "unfriend" friends of a pet. However, the friends list will be completely cleared once the pet has been transfered or released/retamed. | ||
| [petname] transfer [target] | Tells [petname] to transfer to a specific person | 3 |
| The transfer command only checks against the recipient of the pet's taming and lore before it will be a successful transfer, not the pet's owner's skill. Transfers will bring up a secure trade window that can be declined or accepted with gold or other form of payment (including no payment). Transfers cannot be initiated if a trade window is already open. | ||
| Other | ||
| [petname] drop | Tells [petname] to drop anything it might be carrying | 1 |
| The drop command was meant to be used in combination with the "fetch" command, which was disabled due to a house break-in bug. Drop was later re-enabled so that we could retrieve loot from our pets, particularly white wyrms (they used to loot). Only bonded pets will drop their loot. | ||
| [petname] stop | This command tells [petname] to stop guarding, following, staying, and attacking | 3 |
| all stop | This command tells all pets to stop guarding, following, staying, and attacking | 3 |
| The stop command can be used to clear out stored commands. The oldest command gets cleared first. | ||
| [petname] release | This command releases [petname] from your control | 0 |
| The release command returns pets to a wild state. Non-aggressive creatures will attack any aggressive creature that is near by. Aggressive creatures will remain "stunned" for a few moments, then will attack any players, pets/hirelings, or previously tamed non-aggressive creature. Any released creature gets an increase in taming difficulty, except for any previous owner, who has a retame difficulty of 0. | ||
* Patrol
This command still causes pets to respond as if it was still a command. Either it is still a command and is broken (ie. doesn't work), or it isn't a command and the Dev Team forgot to remove the pet's response to the command. Only "[petname] patrol" causes a response, not "all patrol".
** Aggressive Commands
These are commands that will set control to the owner, making them eligible for any fame/karma or looting rights for kills made by the pet. Once you have issued these commands, you will be responsible for the pet's actions for 2 minutes, even if the pet goes wild or is released. If you are guilded, your pet will highlight green during this time.
Pets can be commanded via context menu (by default, this is done by single clicking on the pet). This can sometimes be more convenient for more obscure commands that you don't use often, such as drop, friend, or transfer. Though you do not speak anything out loud when you use the context menu, this action will reveal you if you are hiding or invisible or stop your active meditation process.
Using macros to command a pet is the most convenient way to command a pet. Simply use a "say" macro and fill in the command you wish to give to the pet. Pets are very picky about the words you use to command it. Saying "all follow me!" will cause the pet to ignore you, simply because you used an exclamation point. You must, instead, use "all follow me". Multiple pet names can be used in a single command, and pets usually seem ok with this, such as "spot rover tiny attack".
Pets can receive commands by whispering them, as well as by "say" or "yell". Pets have ultra sensitive hearing and can hear any whispered command just as well as if you had said it in a normal voice, regardless of how far away from you they are.
If a pet has died and is roaming the land as a ghost, they can still have commands issued to them. Just like a player ghost, they cannot attack any targets. They can, however, be friended (not transfered) or released.
Last modified on March 07, 2003 3:03 pm EST.
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