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The Devworld's control system, consisting of five Conjuration Engines, is configured to only respond to certain commands; this limits the processing power required to handle the needs of the Devworld and restricts users' ability to create catastrophic effects, intended or not.

Some commands or specific attributes thereof require a certain user authorization status; users attempting to execute commands without the proper authorization will receive a Denial Code: Unauthorized from the Conjuration Engine.

  • Blue text indicates something limited to admin or maintenance users.
  • Red text indicates something limited to maintenance users only.

Command list Edit

In syntax descriptions, required values are noted by [brackets], whereas optional values are given in {braces}.

Query Edit

Syntax: query [obj_id] [attribute]

The Query command is simply a read request; the Engine returns the current value of the specified attribute.

Form Edit

Syntax: form [obj_type] [location_precise/parent_id] {attribute/value pair(s)}

The Form command Realizes an object and gives it an ID number (value of obj_id). If required parameters are missing, the Engine will return a Denial Code: Omission.

Purge Edit

Syntax: purge [obj_id] {time_delay} {purge_effect}

The Purge command removes an object and wipes its ID number, making it available for use. If specified, the value of purge_effect will override the object's own value.

Mod Edit

Syntax: mod [obj_id] [attribute] [value]

The Mod command modifies one attribute of an object.

Attribute and value list Edit

obj_type Edit

The object type attribute defines the type of object attached to a particular ID number.

  • 0: No type - object is maintained in Engine memory but not present in the Devworld. This is primarily used as a placeholder to reserve an ID number.
  • 1: Defined space - object is hollow and has boundaries set by its coordinates, size, and shape. All of Devworld is made of defined space, most of which is the purely chaotic space (passability 0, chaos_saturation 1.0) that opposes the stable space (passability 1.0, chaos_saturation 0) where most of the users live.
  • 2: Portal - object connects two or more defined spaces. Portals are planar objects that can take the form of doors (a section of area shared by two adjacent spaces) or Gates (a section of area shared by two nonadjacent spaces). All portals can be closed or open, locked or unlocked, and just about any size. Doors can come in any variety of two-dimensional shapes, but Gates are always regular octagons, just as they are in real space.
  • 3: Core - object is a Core. Cores are the connection point between a user and the Devworld; they serve as containers for users' souls.
  • 4: Construct - object is a Construct. Constructs are the interface between a Core and the Devworld environment; when used without a Core and thus without a soul (in the case of stationary or automated defenses, or enemy Chaos Constructs), they are called Coreless, Hollows, or Shells.
  • 5: Auxiliary - object is a piece of equipment attached to a Construct. Even a Chaos Construct's built-in weaponry exists as this object type.

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