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

Players can use the dev.Console mod to execute these commands within the Steam, Epic, Android, and iOS versions of Melvor Idle.

On Web, Steam, and Epic, the console can be opened with F12. If using Steam or Epic, you must enable the dev console first before you are able to open it.

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, notify)

Attributes

Attribute Type Optional? Default Value Description
itemID string No The ID of the item.

For a complete list of items, see: Table of Items. Item IDs are on their respective wiki page.

Item IDs can also be searched through the console with the following command: console.log(game.items.filter(x => x.name.toLowerCase().includes('SEARCHTERM'.toLowerCase())).map((a) => a.id + ' - ' + a.name).join('\n')). Replace SEARCHTERM with any part of the item's name.

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 items added by this function will be included within the "Times Found" statistic for that item within the completion log. Therefore, unless this parameter is set to true, any items added in this way will not contribute towards the player's item completion percentage.

Note: When adding   Bank Slot Tokens, it is suggested that this parameter is set to true, otherwise this may cause issues with the way the game calculates the amount of bank space a player has.
ignoreSpace boolean Yes false If true, the item will be added to the bank even if the bank is already full
notify boolean Yes true If true, there will be a notification that the item was added along with the quantity.

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.

game.items.forEach((item) => game.bank.addItem(item, 1000000, false, true, true, false));

The above code will add 1,000,000 of every item in the game. The items will be forced into the bank even if you do not have room and there will be no notifications upon adding the items.

Remove Item from Bank

The removeItemQuantityByID function can be used to remove any item from the bank

game.bank.removeItemQuantityByID(itemID, quantity, removeItemCharges)

Note that if an item's quantity is in an invalid state, such as NaN or Infinity, then this function will not be able to remove that item from the bank. For any such items, use the below snippet instead:

Code
First, enter the below into the console:
function removeItemByID(itemID) {
	const item = game.items.getObjectByID(itemID);
	if (item === undefined)
	throw new Error(
	`Error removing item from bank by id. Item with id: ${ itemID } is not registered.`
	);
	const bankItem = game.bank.items.get(item);
	if (bankItem === undefined)
	throw new Error(
	`Tried to remove quantity from bank, but item is not in bank.`
	);
	bankItem.quantity = 1;
	game.bank.removeItemQuantity(item, 1, true);
}

After this, invoke the newly-created function with the appropriate item ID to remove items from the bank. For example: removeItemByID('melvorD:Oak_Logs');

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.

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, AP, Slayer Coins, Abyssal Slayer Coins, and Raid Coins)

All Currencies within the game, being   GP,   Abyssal Pieces (AP),   Slayer Coins (SC),   Abyssal Slayer Coins (ASC), and   Raid Coins (RC) can be adjusted using the same set of functions:

  • To adjust GP, use game.gp
  • To adjust GP, use game.abyssalPieces
  • To adjust SC, use game.slayerCoins
  • To adjust SC, use game.abyssalSlayerCoins
  • 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

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

Examples

game.abyssalSlayerCoins.remove(2);

The above code will remove 2 Abyssal Slayer Coins 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

Examples

game.raidCoins.set(999);

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 or Remove Prayer Points or Soul Points

The addPrayerPoints and addSoulPoints functions can be used to add prayer points or soul points to a player.

 game.combat.player.addPrayerPoints(amount);
 game.combat.player.addSoulPoints(amount);

Attributes

Attribute Type Optional? Default Value Description
amount int No The quantity of prayer or soul points to add. A negative value will remove points.

Examples

 game.combat.player.addPrayerPoints(1);
 game.combat.player.addSoulPoints(-50);

The first line will add 1 prayer point to the player while the second will remove 50 soul points.

Add or Remove XP or Abyssal XP

The addXP and addAbyssalXP functions can be used to add experience and abyssal experience to any skill.

game.<skill>.addXP(xp);
game.<skill>.addAbyssalXP(xp);

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. A negative value will remove experience.

Examples

game.thieving.addXP(1000);
game.thieving.addAbyssalXP(-700);

The first line will result in 1000 experience being added to

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Thieving

while the second line will remove 700 abyssal xp from Thieving.

Add or Remove 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 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')).

xp int Yes 0 Amount of experience to add. A negative value will remove mastery xp.

Examples

 game.farming.addMasteryXP(game.farming.actions.getObjectByID('melvorD:Carrot'), 300);
 game.farming.addMasteryXP(game.farming.actions.getObjectByID('melvorTotH:Starfruit'), -500);

The first line will result in 300

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Mastery

XP being added to

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Farming

for   Carrot Seeds whereas the second line will remove 500 Mastery XP from   Starfruit.

game.masterySkills.forEach(skill => skill.actions.forEach(action => skill.addMasteryXP(action, 5000)));

The above code will result in 5,000

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Mastery

XP being added to every action within every skill with a mastery action.

Add or Remove Mastery XP to Pool

The addMasteryPoolXP function can be used to add Mastery Pool experience to a skill

game.<skill>.addMasteryPoolXP(realm, xp)

where <skill> is the lowercase name of the skill you are adding mastery experience to.

Attributes

Attribute Type Optional? Default Value Description
realm object No The realm to add the Mastery Pool XP to. Obtained with game.realms.getObjectByID(realmID).

A list of realm IDs can be obtained by entering the following into the console: console.log(game.realms.allObjects.map((a) => a.id + ' - ' + a.name).join('\n')).

xp int Yes 0 Amount of experience to add. A negative value will remove mastery pool xp.

Examples

 game.woodcutting.addMasteryPoolXP(game.realms.getObjectByID('melvorD:Melvor'), 600);
 game.woodcutting.addMasteryPoolXP(game.realms.getObjectByID('melvorItA:Abyssal'), -400);

The first line will result in 600 Mastery Pool XP being added to

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Woodcutting

in the Melvor Realm whereas the second line will remove 400 mastery pool xp from Woodcutting in the abyssal realm.

game.realms.forEach(realm => game.masterySkills.forEach(skill => skill.addMasteryPoolXP(realm, 1000)));

The above code will result in 1,000 Mastery Pool XP being added to all skills in every realm.

Unlock Pet

The unlockPetByID function is used to unlock Pets.

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
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Ty
for example) or by using the following command: console.log(game.pets.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))

Examples

 game.petManager.unlockPetByID('melvorD:CoolRock');
 game.petManager.unlocked.delete(game.pets.getObjectByID('melvorD:CoolRock'));game.petManager.computeProvidedStats();

The fire line will result in the unlocking of

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Cool Rock

while the second line will remove the Cool Rock then reload the player's stats.

game.pets.forEach(pet => game.petManager.unlockPet(pet));

The above code will unlock every single pet.

Discover Mark

The discoverMark function is used to discover Summoning Marks.

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')).

Examples

 game.summoning.discoverMark(game.summoning.actions.getObjectByID('melvorF:Dragon'));
 game.summoning.marksUnlocked.delete(game.summoning.actions.getObjectByID('melvorF:Dragon'));

The first line discovers a single mark for the

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Dragon

familiar whereas the second line removes all marks from the Dragon.

game.summoning.actions.forEach((mark) => {
	game.summoning.marksUnlocked.set(mark, (mark.realm.id === 'melvorD:Melvor') ? 61 : 31);
	game.summoning.renderQueue.markCount.add(mark);
	game.summoning.renderQueue.markState.add(mark);
});

The above code will set every single mark to level 61 if it's in the Melvor Realm and 31 if it's in the Abyssal Realm then update the mark count and mark states.

Locate Ancient Relic

The locateAncientRelic function is used to locate Ancient Relics.

game.<skill>.locateAncientRelic(relicSet, relic)

where <skill> is the lowercase name of the skill you wish to add a relic to.

Attributes

Attribute Type Optional? Default Value Description
relicSet object No The relicSet that the relic belongs to. Obtained with game.<skill>.ancientRelicSets.get(realm)

A list of realms IDs can be obtained by entering the following into the console: console.log(game.realms.allObjects.map((a) => a.id + ' - ' + a.name).join('\n')). To convert the realmID into a realm object, use game.realms.getObjectByID('realmID').

relic object No The relic that you wish to add.

The relic can be obtained with <relicSet>.relicDrops.find(x => x.relic.id.toLowerCase().includes('relic<#>')).relic; where <#> is replaced with the relic number, starting from 1 and ending with 5.

Examples

let realm = game.realms.getObjectByID('melvorD:Melvor');
let relicSet = game.woodcutting.ancientRelicSets.get(realm);
let relic = relicSet.relicDrops.find(x => x.relic.id.toLowerCase().includes('relic1')).relic;
if (!relicSet.foundRelics.has(relic))
     game.woodcutting.locateAncientRelic(relicSet, relic);

The above code locates Woodcutting Relic 1 in the Melvor Realm.

game.skills.forEach(skill => {
	game.realms.forEach(realm => {
		let relicSet = skill.ancientRelicSets.get(realm);
		if (skill.hasAncientRelics && relicSet !== undefined)
			relicSet.relicDrops.forEach(({ relic }) => {
				if (!relicSet.foundRelics.has(relic))
					skill.locateAncientRelic(relicSet, relic)
			});
	});
});

The above will add all ancient relics to every skill, including modded skills, from all realms.

Reset all Equipment Quick Equip Items

The below script will reset the Equipment Quick Equip items back to an empty item. These are the Quick Equip items that are found when clicking on an equipment slot, not the ones found in the skilling minibar (that are set through the bank).

Examples

game.combat.player.equipment.equippedArray.forEach(equipped => {
	equipped.quickEquipItems = [game.emptyEquipmentItem, game.emptyEquipmentItem, game.emptyEquipmentItem];
	equipped.trimQuickEquipItems();
});

The above code will reset all the quick equip items for the current equipment set.

game.combat.player.equipmentSets.forEach(({ equipment }) => {
	equipment.equippedArray.forEach(equipped => {
		equipped.quickEquipItems = [game.emptyEquipmentItem, game.emptyEquipmentItem, game.emptyEquipmentItem];
		equipped.trimQuickEquipItems();
	});
});

The above code will reset all the quick equip items for all equipment sets.

Dungeon Completions

The addDungeonCompletion and setDungeonCompleteCount functions are used to modify a dungeon's completion count.

game.combat.player.manager.addDungeonCompletion(dungeon);
game.combat.player.manager.setDungeonCompleteCount(dungeon, amount);

Attributes

Attribute Type Optional? Default Value Description
dungeon object No The dungeon you wish to add a completion to. Obtained with game.dungeons.getObjectByID(dungeonID); where dungeonID is the ID of the dungeon.

A list of dungeon IDs can be obtained by entering the following into the console: console.log(game.dungeons.allObjects.map((a) => a.id + ' - ' + a.name).join('\n')).

If an invalid dungeonID is entered, your game will be unable to be saved until the entry is either removed or the game is reloaded. You can remove the undefined entry with game.combat.player.manager.dungeonCompletion.delete(undefined) which should return true and the errors should stop appearing.

amount number No The amount of dungeons clears you wish to add when using setDungeonCompleteCount. An amount is only required for setDungeonCompleteCount.

Examples

 game.combat.player.manager.addDungeonCompletion(game.dungeons.getObjectByID('melvorF:Into_the_Mist'));
 game.combat.player.manager.setDungeonCompleteCount(game.dungeons.getObjectByID('melvorItA:Into_The_Abyss'), 15);

The first line will add a single completion to

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Into the Mist

while the second line will set

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Into the Abyss

completions to 15.

After modifying the dungeon completion count, run game.queueRequirementRenders(); to apply UI updates without having to restart the game.

Ancient Relics Level Caps

Increasing or Setting level caps

The increaseLevelCap and setLevelCap functions are used to modify the current level cap of a given skill in the     Ancient Relics gamemode.

 game.<skill>.increaseLevelCap(value);
 game.<skill>.setLevelCap(value);
 game.<skill>.increaseAbyssalLevelCap(value);
 game.<skill>.setAbyssalLevelCap(value);

Attributes

Attribute Type Optional? Default Value Description
value int No The value to increase the level cap by, or set the level cap to

Examples

 game.slayer.increaseLevelCap(20);
 game.thieving.setAbyssalLevelCap(45);

The first line will increase

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Slayer's

level cap by 20 levels whereas the second line will set

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Thieving

level cap to 45.

 game.skills.forEach(skill => {
	 skill.setLevelCap(skill.maxLevelCap);
	 if (skill.hasAbyssalLevels)
		 skill.setAbyssalLevelCap(skill.maxAbyssalLevelCap);
 });

The above code will set both the level caps and abyssal level caps of all skills to their maximum value.

Awarding random level caps

The below script will award random level cap increases without increasing combat level caps. The only value that must be changed is the capType at the beginning of the script. 0 is a pre-Bane level cap increase, 2 is a TotH level cap increase, and 4 is an ItA level cap increase.

let capType = 0; // 0 = pre-Bane, 2 = TotH, 4 = ItA
let capIncrease = game.currentGamemode.levelCapIncreases[capType];
game.validateRandomLevelCapIncreases();
if (capIncrease.randomIncreases.length > 0 && capIncrease.randomCount > 0) {
	if (capIncrease.randomIncreasesLeft === 0)
		game.levelCapIncreasesBeingSelected.push(capIncrease);
	capIncrease.randomIncreasesLeft += capIncrease.randomCount;
	game.renderQueue.sidebarSkillUnlock = true;
	game.queueNextRandomLevelCapModal();
}

If you wish to also increase combat level caps then the following can be used.

let capType = 0; // 0 = pre-Bane, 2 = TotH, 4 = ItA
let capIncrease = game.currentGamemode.levelCapIncreases[capType];
game.increaseSkillLevelCaps(capIncrease, capIncrease.requirementSets.get(0));