order

Gives an order to a creature by id, as the player would. action:

  • attack: attack target.
  • move: walk to point. Only the creature you control can be moved this way, so another party member id is given control first and keeps it (the answer says controlled and before). Creatures outside the party cannot be moved.
  • ability: use ability (an id from abilities) on target or at point. For an item’s ability, such as a potion’s, also pass item or itemTag. An area ability with a range (such as Fireball; abilities gives each one’s aoe and range) aimed at a creature is aimed at the ground under it (aimedAt), unless atCreature is true. An ability used on oneself alone (targetType 1 in abilities, such as a sustained mode) needs no target: by command it is aimed at the creature itself, which turns a mode on or off.
  • use: use the object target, such as a door, chest or lever. Using a door toggles it; doorWas says whether it was open.

How the order is sent (via):

  • command: through the engine’s own order functions. The order counts as the player’s, and anything watching the command queue sees it. Any creature can obey. A use by command does objectAction.
  • click: as if the player clicked, so anything hooked to clicks also runs (for example a mod that asks for an ability’s target when none is given). Only the creature you control can click, only in explore or combat mode, and a move cannot be clicked. An attack or use by click is carried out by every party member selected in the party bar (selected), and the answer cannot say who obeyed: check the events from cursor.

via defaults to command, except: a use without objectAction by the creature you control goes by click, since a click picks the object’s own action (a plain use by command can leave a chest or door shut). Out of combat, an item’s ability by the creature you control also goes by click, since by command it does nothing there. Out of combat, when id is another party member, control is handed to it first for these, as for a move, and stays with it.

The answer says the order was given and includes a cursor; wait_for from it shows what happened (eluvian.command.started and eluvian.command.ended, and a mod’s own events).

Arguments

Name Type Required What
action "attack" | "move" | "ability" | "use" yes What to do.
id any   Who obeys, by creature id. Default: the creature you control.
atCreature boolean   With ability: aim an area ability at the creature itself, not the ground under it. Default false.
target any   The creature or object to act on, by id.
point any   With move or ability: the point, {x, y, z} or [x, y, z].
ability integer   The ability’s id, from abilities.
item any   For an item’s ability: the item’s id.
itemTag string   For an item’s ability: the item’s tag, looked up in the creature’s inventory (for example gen_im_qck_health_101, a lesser health poultice).
via "command" | "click"   How the order is sent. Default command, but click for a use without objectAction, or an item’s ability out of combat, by the creature you control.
objectAction string   With use by command: what to do with the object, a PLACEABLE_ACTION_* name such as open, close, unlock, use, examine, disarm, dialog, open_inventory, trigger_trap, topple or area_transition. Default use. It must be an action the object accepts in its current state, or the command ends with COMMAND_FAILED: a locked chest takes unlock, then open_inventory.

Call it as order over MCP, or POST /api/tool/order with the arguments as JSON.