Many commands in DROD Script can accept dynamic values for certain options by taking values from any of the _MyScript variables. When a _MyScript variable is equal to -9999 it indicates its value should not be used - anything else and commands will take their values, overriding whatever you input in the command itself.
Below is a table of all the ways this can be used:
| Command | X | Y | W | H | F |
| Activate item | Target X | Target Y | |||
| Amb. Sound at | Target X | Target Y | |||
| Appear at | Target X | Target Y | |||
| Attack Tile | Target X | Target Y | Attack type | ||
| Push Tile | Target X | Target Y | Direction | ||
| Build | Rect X | Rect Y | Rect Width | Rect Height | Tile type |
| Build marker | Rect X | Rect Y | Rect Width | Rect Height | Tile type |
| Cut scene | Ms per frame | ||||
| Destroy trapdoor | Rect X | Rect Y | Rect Width | Rect Height | |
| Display filter | Filter | ||||
| Face Direction | Orientation | ||||
| Face Towards | Target X | Target Y | Single Step | Entity bitmap | |
| Flash mess. | Red, 0-255 | Green, 0-255 | Blue, 0-255 | Use color? | |
| Game effect | Target X | Target Y | Orientation | Game effect | Play sound |
| Generate entity | Target X | Target Y | Orientation | Entity | |
| Get entity dir. | Target X | Target Y | |||
| Get natural target | Target type | ||||
| Goto lev. entrance | Skip e. screen | ||||
| Link Orb | Target 1 X | Target 1 Y | Target 2 X | Target 2 Y | Connection type |
| Move | X Move | Y Move | Allow Turn. | Single Step | |
| Move to | Target X | Target Y | Allow Turn. | Single Step | Entity bitmap |
| Play Video | Target X | Target Y | |||
| Set player weapon | Weapon | ||||
| Set ceiling darkness | Rect X | Rect Y | Rect Width | Rect Height | Darkness level |
| Set ceiling light | Rect X | Rect Y | Rect Width | Rect Height | Light color |
| Set wall light | X | Y | Intensity | Light color | |
| Set var at | Target X | Target Y | |||
| Set array var | Starting Index | ||||
| Set array var at | Target X | Target Y | Starting Index | ||
| Teleport Player | Target X | Target Y | |||
| Teleport To | Target X | Target Y | |||
| Wait | Wait turns | Y | |||
| W. entity | Rect X | Rect Y | Rect Width | Rect Height | Entity bitmap |
| W. entity type | Rect X | Rect Y | Rect Width | Rect Height | Entity |
| W. door | X | Y | |||
| W. item | Rect X | Rect Y | Rect Width | Rect Height | Tile type |
| W. item group | Rect X | Rect Y | Rect Width | Rect Height | |
| W. build mark. | Rect X | Rect Y | Rect Width | Rect Height | |
| W. no build mark. | Rect X | Rect Y | Rect Width | Rect Height | |
| W. b.m. type. | Rect X | Rect Y | Rect Width | Rect Height | Tile type |
| W. open move | Orientation | ||||
| W. player to face | Orientation | ||||
| W. player state | On or off | ||||
| W. player to input | Command | ||||
| W. player to move | Orientation | ||||
| W. remains | Rect X | Rect Y | Rect Width | Rect Height | Remains |
| W. turn | Turn number | ||||
| W. weapon | Rect X | Rect Y | Rect Width | Rect Height | Weapon |
| W. while entity | Rect X | Rect Y | Rect Width | Rect Height | Entity bitmap |
| W. while ent. type | Rect X | Rect Y | Rect Width | Rect Height | Entity |
| W.Map Tile Icon | Target X | Target Y | Entrance | Entity | Map display |
| W.Map Image Icon | Target X | Target Y | Entrance | Image | Map display |
Below are the values that can be used for specific override types: