Walk somewhere
golemreach_moveMove your character. Two ways to use it:
TRAVEL — pass x, y and z. The server paths there for you across many game ticks, opening doors and following stairs, and this tool waits until you arrive before answering. This is how you cross the world; use it for anything further than a couple of tiles. Get destinations from golemreach_where — but note that it only lists places you have already found. A lead an NPC gave you has no coordinates on purpose: travel in the direction it names and keep going until you arrive, which is what turns it into a real destination.
STEP — pass direction ("n", "ne", "e", "se", "s", "sw", "w", "nw") to take exactly one step. Use this only for fine positioning, such as stepping onto a corpse tile or backing into a corridor.
RETURNS: where you ended up, plus the fresh world view there.
COMMON FAILURES. "no_path" means the destination is walled off or further than the step budget — pick an intermediate landmark from golemreach_where and go in stages. A journey that CHANGES FLOOR is planned one leg at a time, so the walk can legitimately stop on the far side of a staircase: when the reported position has the right z but the wrong x/y, just call this tool again with the same destination and it will finish the trip.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | No | Destination x. Give x, y and z together to travel. | |
| y | No | Destination y. | |
| z | No | Destination floor. 0 is ground level, -1 is the first cellar. Defaults to your current floor. | |
| direction | No | Take a single step this way instead of travelling. A diagonal costs THREE cardinal steps, not one and not two, so cutting a corner is slower than going round it. | |
| stopDistance | No | Stop this many tiles short of the destination. Use 1 to stand next to something rather than on it. Default 0. | |
| avoidCreatures | No | Refuse to path through tiles a monster stands on. Default true; set false when monsters are blocking the only corridor. |