This page was last updated for (v1.1.2).
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In-game functions are responsible for most things in the game. It is possible to interact directly with them through the console. This can be used to add items, levels, GP and more. These functions can be executed though the console. To access the console open Developer Tools (usually by pressing F12) in your browser and navigate to the console. Then, simply paste the code in the input field and press enter. Most functions will require you to fill out variables in the code before executing them. Note that all code is case sensitive.
Disclaimer: Blindly adding items and experience will most likely take away game enjoyment. It is highly encouraged only to use this to either test things or recoup lost items/progress due to lost saves.
You are playing around with the code of the game, as such if you make mistakes it is possible that could corrupt your game. It is highly recommended to BACKUP YOUR SAVE before running any in-game functions.
Using In-game Functions On Steam, Android, or iOS
Players can use the dev.Console mod to execute these commands within the Steam, Android, and iOS versions of Melvor Idle.
Add Item to Bank
The addItemByID function can be used to add any item in the game to the bank.
game.bank.addItemByID(itemID, quantity, logLost, found, ignoreSpace)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
itemID |
string |
No |
|
The ID of the item. For a complete list of items and their IDs, see: Table of Items
|
quantity |
int |
No |
|
Quantity of item to add.
|
logLost |
boolean |
Yes |
false |
If true , items that did not fit into the bank will be logged as lost
|
found |
boolean |
Yes |
false |
Determines if it will show in item completion log
|
ignoreSpace |
boolean |
Yes |
false |
If true , the item will be added to the bank even if the bank is already full
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Examples
game.bank.addItemByID("melvorD:Oak_Logs", 10, true, true, false);
The above code will result in attempting to add 10 Oak Logs to the Bank. If they do not fit, 10 will be added to the # of Oak Logs lost on the item's stats. Additionally, Oak Logs will be marked as discovered in the Completion Log.
Remove Item from Bank
The removeItemQuantityByID function can be used to remove any item from the bank
game.bank.removeItemQuantityByID(itemID, quantity, removeItemCharges)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
itemID |
string |
No |
|
The ID of the item. For a complete list of items and their IDs, see: Table of Items
|
quantity |
int |
No |
|
The number of items to remove.
|
removeItemCharges |
boolean |
Yes |
true |
If true , the count of glove charges will be set to 0 if the itemID is for a pair of gloves with charges.
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Examples
game.bank.removeItemQuantityByID("melvorD:Oak_Logs", 10);
The above code will result in 10 Oak Logs being removed from the bank.
Adjust Currencies (GP, Slayer Coins, and Raid Coins)
All Currency within the game, being GP, Slayer Coins (SC), and Raid Coins (RC) can be adjusted using the same set of functions:
- To adjust GP, use
game.gp
- To adjust SC, use
game.slayerCoins
- To adjust RC, use
game.raidCoins
Add Currency
The game.currency.add function can be used to add to the player's current balance of that currency.
game.<currency>.add(amount)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
amount |
int |
No |
|
The amount to increase the specified currency's balance by
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Examples
game.gp.add(1);
The above code will add 1 GP to the player.
Remove Currency
The game.currency.remove function can be used to subtract from the player's current balance of that currency. If the amount specified is greater than the amount the player currently has, then the currency's balance will become negative.
game.<currency>.remove(amount)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
amount |
int |
No |
|
The quantity to decrease the specified currency's balance by
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Examples
The above code will remove 1 Raid Coin from the player.
Set Currency
The game.currency.set function can be used to set the player's balance of that currency to the specified amount. This function may be of particular use to players who have inadvertently found their GP or SC balance is set to an invalid value such as NaN
.
game.<currency>.set(amount)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
amount |
int |
No |
|
The amount to set the specified currency's balance to
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Examples
The above code will set the player's Raid Coin balance to 999, regardless of what the previous balance of raid coins owned was.
Add Prayer Points
The combat.player.addPrayerPoints function can be used to add prayer points to a player.
game.combat.player.addPrayerPoints(amount)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
amount |
int |
No |
|
The quantity of prayer points to add.
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Examples
game.combat.player.addPrayerPoints(1);
The above code will add 1 prayer point to the player, and update player stats.
Add XP
The addXP function can be used to add experience to any skill.
where skill
is the lowercase name of the skill you are adding experience to.
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
xp |
int |
No |
|
Amount of experience to add.
|
Examples
game.thieving.addXP(1000);
The above code will result in 1000 experience being added to
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Thieving.
Add Mastery XP
The addMasteryXP function can be used to add experience to any specific
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Mastery in a skill.
game.skill.addMasteryXP(masteryAction, xp)
where skill
is the lowercase name of the skill you are adding mastery experience to.
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
masteryAction |
object |
No |
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The action to add Mastery XP to. Obtained with game.skill.actions.getObjectByID(id) where skill is to be replaced with the name of the skill (all lowercase), and id is the ID of the action.
A list of action IDs can be obtained by entering the following into the console: console.log(game.skill.actions.allObjects.map((a) => a.id + ' - ' + a.name).join('\n')) .
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xp |
int |
Yes |
0 |
Amount of experience to add.
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Examples
game.farming.addMasteryXP(game.farming.actions.getObjectByID('melvorD:Carrot'), 300);
The above code will result in 300
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Mastery XP being added to
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Farming for Carrot Seeds.
game.firemaking.addMasteryXP(game.firemaking.actions.getObjectByID('melvorD:Teak_Logs'), 3000);
The above code will result in 3,000
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Mastery XP being added to
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Firemaking for Teak Logs.
Add Mastery XP to Pool
The addMasteryPoolXP function can be used to add Mastery Pool experience to a skill
game.skill.addMasteryPoolXP(xp)
where skill
is the lowercase name of the skill you are adding mastery experience to.
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
xp |
int |
Yes |
0 |
Amount of experience to add.
|
Examples
game.woodcutting.addMasteryPoolXP(600);
The above code will result in 600 Mastery Pool XP being added to
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Woodcutting.
Unlock Pet
The petManager.unlockPetByID function is used to unlock Pets. Note that unlocking a pet is permanent - there is no supported method to lock a pet once again.
game.petManager.unlockPetByID(petID)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
petID |
string |
No |
|
The ID of the pet, which can be found on the individual pet pages (such as Error creating thumbnail: File missing Ty for example).
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Examples
game.petManager.unlockPetByID('melvorD:CoolRock');
The above code will result in the unlocking of
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Cool Rock.
Discover Mark
The discoverMark function is used to discover Summoning Marks. Once discovered, there is no supported method to allow a mark to become undiscovered again.
game.summoning.discoverMark(mark)
Attributes
Attribute |
Type |
Optional? |
Default Value |
Description
|
mark |
object |
No |
|
The mark to discover. Obtained with game.summoning.actions.getObjectByID(markID) where markID is the ID of the mark.
A list of mark IDs can be obtained by entering the following into the console: console.log(game.summoning.actions.allObjects.map((a) => a.id + ' - ' + a.name).join('\n')) .
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Examples
game.summoning.discoverMark(game.summoning.actions.getObjectByID('melvorF:Dragon'));
The above code discovers a single mark for the
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Dragon familiar.