Tools

Every tool the bench serves, as tools/list gives them; generated from the code. Plugins add tools of their own (health lists them); their docs are theirs.

Tool What
abilities Lists every ability a creature has, not only those on its quickbar.
board Reads and answers the quest board while its screen is open (the Chanter’s board, or Awakening’s Letters for the Commander).
camera Reads or moves the camera, in explore or combat mode.
character Reads a creature’s character sheet.
chargen Builds the hero on the game’s character creation screen, as a player’s clicks do, so the game’s own rules and scripts apply; then ends the screen, and the origin starts.
control Gives control to a party member, like clicking its portrait.
controls Lists the key bindings shown in the Options screen’s Controls list.
craft Makes poisons, potions, traps and runes as the game’s crafting screen does, so the game’s own rules apply.
creature Returns one creature in full.
creatures Lists every creature in the area, nearest first.
cursor Returns what is under the real mouse cursor right now, in explore and combat mode.
data Reads the game’s data tree, the values its interface displays.
dialogue Reads or answers the conversation on screen, or skips a cutscene.
equip Puts an item from the pack on a party member, or takes one off, the way the inventory screen does, so the game’s rules apply (requirements, which items fit which slot).
equipment Lists what a creature wears, with each item in full, as item returns it.
events Returns the events since a cursor, in order.
exits Lists the ways out of the area.
frame_capture Records the next frame the game draws, as Direct3D 9 was handed it.
geometry Measures from a creature (id) to another creature or object (target) or a point.
gift Gives a follower a gift from the pack, like the inventory’s Give button.
gui Returns what the game’s interface is showing.
health Says whether the game is alive and what state it is in.
input Sends the game one of its own internal messages, written as text.
inventory Lists the items in a creature’s backpack, or in a container without opening it (a chest, a body, a pile of bones).
item Reads one item in full.
journal Lists the quests in the journal.
levelup Spends a creature’s level-up points as the game’s level-up screen does, by the engine’s own rules for what may be taken.
log Reads a DAOLib log (in Documents\BioWare\Dragon Age\daolib) from a cursor.
loot Takes everything a container holds (a chest, a body’s remains, a pile of bones.
movie Drives the ActionScript of a screen that is shown, to reach what no message does (such as a tab or a scroll).
order Gives an order to a creature by id, as the player would.
party Works the party picker, the screen the game shows after a follower joins and at camp, as a player’s clicks do.
pause Pauses or unpauses the game, like the space bar.
peek Reads a field of a live object, or of the game’s own data, by a chain of offsets.
placeables Lists the doors, chests, levers and other placeables in the area, nearest first.
plot Returns the state of a quest or story.
pointer Makes the game act as if the mouse rested at a place, without clicking, to show what appears only under the cursor (a path preview, a cost caption, a highlight).
press Presses a button, just as a click would.
resources Searches the game’s resources by name, across every archive in the game’s folder.
rooms Lists every room of the area.
saves Lists, loads and makes the game’s saves.
scenario Runs a list of steps in one call and returns a transcript.
screen Finds where things are on the game’s screen, for driving the real mouse.
screenshot Takes a picture of the game as it is now, interface included.
script Calls any of the game’s 661 script commands by name and returns its result (value).
snapshot Takes the game’s state in one frame, as a JSON another engine can write too, to compare with snapshot_diff.
snapshot_diff Compares two snapshots and says what differs.
stage_cooldown Sets how long is left on a creature’s cooldown for one ability; 0 makes the ability ready.
stage_cutscene Plays a cutscene the way the game’s scripts do.
stage_effect Puts a condition on a creature, or removes effects from it, to set up a test.
stage_equip Creates an item from a template in a creature’s inventory and equips it, in the item’s own slot or in slot.
stage_group Moves a creature to another group.
stage_health Sets a creature’s current health to value.
stage_kill Kills a creature by dealing it more damage than its health.
stage_reset Restores things to how they were before a fight, so another fight can run in the same session.
stage_spawn Creates a creature from a template at point, in the area of the creature you control.
state Returns the game’s current state.
steer Holds one of the game’s movement keys down for the creature you control, with no key pressed and the window not in front.
store Buys or sells an item at the store screen that is open, or closes it.
surroundings A quick look around, one line per thing.
tactics Reads and sets a party member’s tactics (what they do on their own in a fight), the way the tactics screen does, with no screen open and nobody selected.
travel Moves a creature, or the party, opening doors on the way.
triggers Lists the area’s triggers, nearest first.
wait_for Waits until an event matching topic and match happens, and returns it.
wait_ready Waits until the game takes input again, for example after an area exit, a load, the end of a fight or conversation, or a cutscene.
wait_until Waits until a condition on a tool’s answer holds.
warp Puts the party in an area, at one of its waypoints, by the game’s own area transition (DoAreaTransition), with no save there.
window Returns where the game’s window is on the desktop, for tests that must use the real mouse.
worldmap Returns the world map.