OBJCMDS
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Object Commands
------------------ Items alone can use the following commands.
oecho <message>
Oecho sends the message to everyone awake in the same room as the
object. If the object is equiped or carried by someone or in
something, the message is sent to the room the person or object is
in.
oechoaround <victim> <message>
This sends the message to everyone in the room, except for the victim
and the mob.
oexp <victim> <amount>
Oexp changes the victim's experience points by amount. The amount
may be 100,000 exp and less, including negative values.
oforce <victim> <command>
The object forces the victim to perform the command. If the victim
is 'all', all the characters in the room are forced to perform the
command. Immortals are not affected by this command. No message is
set to the character, except what is caused by the command performed.
opurge [<target>]
Opurge removes objects or mobs from the game. If no argument is
given, then all objects and mobs in the room will be removed. If
there is an argument, only that mob or object will be purged. PCs
can not be purged with this command. There is no message when this
command is used.
osend <victim> <message>
The victim of osend gets the message.
oload <obj|mob> <vnum> [timer]
This command loads a mob or object into the game. They are both
loaded in the same room as the object using the command. The object
or mobs vnum must be specified, the name will not work. No message
is given. If timer is specified, (this works for objects only), the
loaded object will disappear with a message when the timer expires
(like a key would after it's been used). [timer] is specified as
number of seconds.
oteleport <victim> <target>
Oteleport moves the victim to the target. The victim does not need
to be in the same room as the object. If the victim is 'all', all
the characters in the room will be teleported to the target room.
No messages are generated by this command.
odamage <victim> <amount>
Causes the <amount> of damage to be done to the <victim>. The only
time a message is displayed is if the victim receives a LOT of
damage, or they are BLEEDING or about do die.
ozecho <message>
Ozecho causes the object to echo something to the entire zone.
oportal <target room> <timer>
Creates a portal from the current room the object is in to the
target room that last the number of seconds specificed as the timer.
otimer <timer> [1|0]
Put's a timer on the object in terms of seconds. The optional last
argument will cause the item to disappear without any messages if it
is 1. No value or any other value will cause it to display the
disappear messages as normal.
SEE ALSO: SCRIPT COMMANDS, VARIABLES