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/travelto

Provided by a script

/lua run travel
Run with no arguments it stays resident and registers /travelto. It can also be run one-shot: /lua run travel <destination text>, queued as its first job. The registered command name differs from the script's own name (travel) — see Why /travelto, not /travel below.

Syntax

/travelto <destination text>
/travelto status
/travelto clear

Description

Relay receiver that commits a fast-travel map destination on this client by display label, against this client's own observed destination list. Nothing but the label text crosses the wire.

Options

  • <destination text> — The whole rest of the line, verbatim (labels contain spaces), exactly as /maptravel list prints it, e.g. Freeport 4. Queued as a job; jobs run one at a time, in the order they arrive.
  • status — Print the resident worker's queue depth, in-flight job, and done/failed/dropped counters.
  • clear — Drop every queued job. A job already in flight still finishes.

Why /travelto, not /travel

The client's own command hook swallows any typed line whose first token matches clockwork's registry. Registering a name the game might already own would silently break that native command for as long as this script is resident, and /travel is exactly the kind of verb the game plausibly owns. /travelto is unmistakably clockwork's — the script itself keeps its own name (lua/travel.lua, lib.travel), only the registered command differs.

Commits happen on the fast-travel map (eq2.travel.map_select), the same underlying primitive as /maptravel/maptravel remains the lighter path when you already know you want the map on the client typing the command, since it skips the peer relay entirely.

Examples

/lua run travel
/travelto Antonica
/travelto status

Leader relays the pick, each peer resolves the label against its own destination list:

/dge /travelto Freeport 4

See also