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Cheats Cheatsheet

Dylan

Admin

Level 34
Joined 9/14/16

Posted Jun 19, 2023, 9:40pm CST OP
Edited Jan 30, 2024, 5:38pm CST

How To Execute Cheats

There are two different ways cheats can be executed. The first way would be the cheat prompt. You can open the cheat prompt anytime while inside of a world by pressing the enter key. Alternatively there is the "Cheat Interface" tile which accepts a cheat input and then executes it when activated by an entity.

Chaining & Syntax

Up to eight cheats can be chained together and ran at once. You can use three different operators to do this but each one has different behavior.

  • ; continues the chain regardless of the prior cheat's output
  • && only runs the next cheat if the prior cheat was successful
  • || only runs the next cheat if the prior cheat failed

Here are a few examples of some cheats and chains.

print.color red Hello world!

query background ~5 ~-2 beveled !red * && print Red beveled tile detected!

Cheat Documentation

General

  • help
    • Displays the in-game cheat documentation.
  • print <text...>
    • Displays the given text at the bottom of the screen.
  • print.color <color|hex code> <text...>
    • Displays the given text at the bottom of the screen in the color specified.
  • count <"box"|"entity"|"sign"|"walker">
    • Count the instances of the object type specified.
  • break
    • Breaks the cheat execution and ends the chain.
  • from <x> <y>
    • Updates the origin for relative coordinates.

World

  • setspawn
    • Updates the world's spawn location to where the player currently is.
  • lock <code>
    • Disables world modification.
    • Warning! This code is saved in the world file and can be extracted. It should not be the same as any passwords you use.
  • unlock <code>
    • Enables world modification.
  • background <color|hex code|"reset"> <?time>
    • Changes the background color.
  • gravity <scale>
    • Changes the world's gravity scale.

Tiles

  • place <layer> <x> <y> <tileType> <?color> <?rotation>
    • Places a tile within the world.
  • fill.layer <layer> <x1> <y1> <x2> <y2> <tileType> <?color> <?rotation> <?overwrite>
    • Fills the area on a single layer with the tile specified.
  • fill.all <x1> <y1> <x2> <y2> <tileType> <?color> <?rotation> <?overwrite>
    • Fills the area on both layers with the tile specified.
  • erase <layer> <x> <y>
    • Erases a single tile from the world.
  • clear.layer <layer> <x1> <y1> <x2> <y2>
    • Erases all tiles inside the given area and layer.
  • clear.all <x1> <y1> <x2> <y2>
    • Erases all tiles from inside the given area across both layers.
  • copy <srcLayer> <srcX> <srcY> <destLayer> <destX> <destY>
    • Copies a tile from on position to another.
  • clone.layer <srcLayer> <srcX1> <srcY1> <srcX2> <srcY2> <destLayer> <destX> <destY> <?overwrite>
    • Copies an area from a single layer to another location.
  • clone.all <srcX1> <srcY1> <srcX2> <srcY2> <destX> <destY> <?overwrite>
    • Copies an area from both layers to another location.
  • move <srcLayer> <srcX> <srcY> <destLayer> <destX> <destY>
    • Moves a tile from one position to another.
  • cut.layer <srcLayer> <srcX1> <srcY1> <srcX2> <srcY2> <destLayer> <destX> <destY> <?overwrite>
    • Moves an area from a single layer to another location.
  • cut.all <srcX1> <srcY1> <srcX2> <srcY2> <destX> <destY> <?overwrite>
    • Moves an area from both layers to another location.
  • color <layer> <x> <y> <color>
    • Updates the color of a tile.
  • recolor.layer <layer> <x1> <y1> <x2> <y2> <color>
    • Recolors the tiles inside the given area and layer.
  • recolor.all <x1> <y1> <x2> <y2> <color>
    • Recolors the tiles inside the given area across both layers.
  • query <layer> <x> <y> <?tileType> <?color> <?rotation>
    • Tests a tile in a specific location and optionally its attributes. The tiles attributes accept wildcards (*, default) and when prefixed with an exclamation mark the check is inversed.
  • compare <layer1> <x1> <y2> <layer2> <x2> <y2> <?checkType> <?checkColor> <?checkRotation>
    • Compares two different tiles. By default the two tiles must be completely identical.

Player

  • camera.zoom <distance> <?time>
    • Updates the camera's zoom distance.
  • camera.pin <x> <y> <?rotation> <?time>
    • Pins the camera to a specific location.
  • camera.unpin <?time>
    • Makes the camera follow the player.
  • walk <scale>
    • Changes the player's walk speed scale.
  • jump <scale>
    • Changes the player's jump power scale.

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