13.20 Target Dummy

A runed target dummy is a special type of training tool that allows you to practiced your PVP abilities against a simulated opponent. Ordinarily, your PVP abilities can only be used upon other players, so a dummy presents an opportunity to test things out before you get into a real combat situation.

When you find a room containing a runed target dummy, you can manifest a spirit within it, creating a fully functional sparring partner that can be configured with different classes, statpacks, and equipment.

The Sect of Blades has a runed target dummy available to all its members, located at v84268 in the Sect Hall.

COMMANDS
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DUMMY MANIFEST
Bring the dummy to life by manifesting the spirit within it. This must be done before any other commands can be used. The dummy will appear in the room as a player and remain until it is 'killed' or times out.
 
DUMMY CLASS <class>
Change the dummy's class. The dummy will be given transcendent skills in all of the class's skill trees.

DUMMY SHAPESHIFTER <WEREWOLF/WEREBEAR/WERECROC/WEREBOAR/WERERAVEN>
Changes the type of shapeshifter the dummy is (note, does not swap the dummy to shapeshifter class, use the DUMMY CLASS command for that).
 
DUMMY STATPACK <statpack>
Change the dummy's statpack to the specified option (e.g. strong, agile, intelligent). Note that changing the dummy's statpack will reset all its stats to default.

DUMMY STAT <STR|CON|DEX|INT|WIS> <1-25>
Set an individual stat on the dummy to a specific value. You can alternatively specify ALL in place of a stat name to set all stats to the specified value at once.
 
DUMMY RESET
Fully heal and cure the dummy, restoring it to pristine condition.

DUMMY IMMORTAL <ON|OFF>
Toggle whether the dummy can be 'killed'. When toggled on, should the dummy's health reach 0 or it is instakilled, its health will be restored to maximum while any afflictions on it remain. Toggled off is the default behaviour, where the dummy disappears upon death.

DUMMY AFFS
View a list of all afflictions currently affecting the dummy.
 
DUMMY REPORT AFFS <ON|OFF>
Toggle whether the dummy announces each affliction it receives and each cure it applies.
 
DUMMY REPORT DAMAGE <ON|OFF>
Toggle whether the dummy announces the amount of health it loses from each hit

DUMMY REPORT LIMB DAMAGE <ON|OFF>
Toggle whether the dummy announces its limb damage taken on hit.
 
DUMMY FIRSTAID [...]
View or configure the dummy's firstaid settings.
 
DUMMY FIGHT
Order the dummy to actively fight you. The dummy will use its class abilities to attack you as a real opponent would. Currently only Templar and Revenant classed dummies are able to fight.
 
DUMMY PASSIVE
Order the dummy to stop fighting and return to a passive state.
 
DUMMY FORCE <command>
Force the dummy to execute a specific command. Not all commands are available through this method, and this is largely intended to allow you to test class abilities on yourself. You should report anything you can force the dummy to do that you think shouldn't be intended.

DUMMY RESIST <dtype|ALL> <amount>
Increase the resistance amount for the specific damage type to the dummy. This adds to any other resistances the dummy might have active from defences, etc, rather than setting it to that value directly. You can supply ALL to set all resistances at once.

NOTES
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* A dummy's spirit is tethered to its vessel. If it moves away from the dummy object, it will be pulled back.

* It shouldn't be possible to die to the dummy under most means; you'll be given temporary grace and healed when it defeats you. That said, certain afflictions or abilities might bypass this. We will not refund your lost experience if this happens, but please submit a bug so we can look into fixing it.

* The dummy will be dismissed if left idle for too long.

* Most abilities will let you target the dummy through just 'dummy'. For those that can't, you'll have to use its exact number, i.e. Dummy503601
  - This includes enemying/allying, ENEMY DUMMY503601 will be the correct syntax.

* To purchase a training dummy for a house or organization, the command is BUILDING MAKE DUMMY.
  - For houses, this carries a cost of 600/900/1200 credits.
  - For orgs, this carries a cost of 10,000,000 gold.

* Using the dummy to aid you in combat or defence - e.g. such as forcing it to use abilities that affect players outside its room - is against the rules and will result in punishment. Note that if you are killed by another player while training with the dummy, that is considered a valid kill and will not be treated as an exploit on their part (i.e. you get jumped by someone while using DUMMY FIGHT to train).