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= wasound =
= wasound =
Syntax: <pre>wasound <message></pre>
Syntax: <pre>wasound <message></pre>
''Wasound'' echos the message to all the rooms adjacent to the room wasounding.
''wasound'' echos the message to all the rooms adjacent to the room wasounding.


= wecho =
= wecho =
    wecho <message>
Syntax: <pre>wecho <message></pre>
      Wecho sends the message to everyone awake in the room.
''wecho'' sends the message to everyone awake in the room.


=wechoaround=
= wechoaround =
    wechoaround <victim> <message>
Syntax: <pre>wechoaround <victim> <message></pre>
      This sends the message to everyone in the room except for the victim.


    wexp <victim> <amount>
This sends the message to everyone in the room except for the victim.
      Oexp changes the victim's experience points by amount.  The amount
      may be 100,000 exp and less, including negative values.


    wforce <victim> <command>
= wexp =
      The room forces the victim to perform the command.  If the victim is
Syntax: <pre>wexp <victim> <amount></pre>
      'all', all the characters in the room are forced to perform the
''oexp'' changes the victim's experience points by amountThe amount may be 100,000 exp and less, including negative values.
      command.  Immortals are not affected by this commandNo message is
      sent to the character, except what is caused by the command
      performed.


    wload <obj|mob> <vnum> [timer]
= wforce =
      This command loads a mob or object into the game, in the room
Syntax: <pre>wforce <victim> <command></pre>
      performing the command.  The object or mob's 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 measured in seconds.


    wpurge [<target>]
The room forces the victim to perform the command.  If the victim is 'all', all the characters in the room are forced to perform the commandImmortals are not affected by this command.  No message is sent to the character, except what is caused by the command performed.
      Wpurge removes objects or mobs from the game.  If no argument is  
      given, the all objects and mobs in the room will be removed.  If
      there is an argument, only that mob or object will be urgedPCs
      can not be purged with this command.  There is no message generated
      by this command.


    wsend <victim> <message>
= wload =
      The victim of msend gets the message.
Syntax: <pre>wload <obj|mob> <vnum> [timer]</pre>


    wteleport <victim> <target>
This command loads a mob or object into the game, in the room performing the command.  The object or mob's 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 measured in seconds.
      Wteleport moves the victim to the target.  The victim does not need  
 
      to be in the room.  If the victim is 'all', all the characters in  
= wpurge =
      the room will be teleported to the target room.  No messages are  
Syntax: <pre>wpurge [<target>]</pre>
      generated by this command.
''wpurge'' removes objects or mobs from the game.  If no argument is given, the all objects and mobs in the room will be removed.  If there is an argument, only that mob or object will be urged.  PCs can not be purged with this command.  There is no message generated by this command.
 
= wsend =
Syntax: <pre>wsend <victim> <message></pre>
 
The victim of msend gets the message.  '''<victim>''' can be %actor% or a player name.
 
= wteleport =
Syntax: <pre>wteleport <victim> <target></pre>
 
''wteleport'' moves the victim to the target.  The victim does not need to be in the room.  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.
 
= wdoor =
Syntax: <pre>wdoor <room> <direction> <field></pre>
 
''wdoor'' allows you to manipulate exits in a room.  The <room> argument is the vnum of the room you are manipulating.  <direction> is the direction you want to modify.  <field> is how you are modifying the room.


    wdoor <room> <direction> <field>
      Wdoor allows you to manipulate exits in a room.  The <room> argument
      is the vnum of the room you are manipulating.  <direction> is the
      direction you want to modify.  <field> is how you are modifying the
      room.
     
     <field> can be the following:
     <field> can be the following:
         purge        This completly removes the exit.
         purge        This completly removes the exit.
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         name          Set the keyword list of the room.
         name          Set the keyword list of the room.
         room          the vnum of the room you want the exit to lead to.
         room          the vnum of the room you want the exit to lead to.
         
      For examples of the wdoor command, stat script 1200 and 1201.


    wzecho <message>
For examples of the wdoor command, stat script 1200 and 1201.
      This command sends an echo to the entire zone.
 
= wzecho =
Syntax: <pre>wzecho <message></pre>
 
This command sends an echo to the entire zone.
 
= wdamage =
Syntax: <pre>wdamage <victim> <amount></pre>
 
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.
 
= wat =
Syntax: <pre>wat <location> <command to do there></pre>
 
This allows a room to perform a script command as if it is in a different room.  It works much like the immortal AT command.
 
= waward =
Syntax: <pre>waward <victim> <amount></pre>


    wdamage <victim> <amount>
This allows a room to award the victim the <amount> of quest pointsUse of this command MUST MUST be cleared with a GOD+.
      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.


    wat <location> <command to do there>
= wsavevars =
      This allows a room to perform a script command as if it is in a
Syntax: <pre>wsavevars</pre>
      different room.  It works much like the immortal AT command.


    waward <victim> <amount>
This saves all global script variables so they are loaded after a reboot.  If you want a rooms global variables to be saved through a reboot, you must call this command in your script.
      This allows a room to award the victim the <amount> of quest points.
      Use of this command MUST MUST be cleared with Silvara.


    wsavevars
= wportal =
      This saves all global script variables so they are loaded after a
Syntax: <pre>wportal <target room> <timer></pre>
      reboot.  If you want a rooms global variables to be saved through a
      reboot, you must call this command in your script.


    wportal <target room> <timer>
Creates a portal from the room the script is on to the target room that last the number of seconds specificed as the timer.
      Creates a portal from the room the script is on to the target room  
      that last the number of seconds specificed as the timer.





Revision as of 14:48, 19 September 2011

Room scripts alone can use the following commands.

wasound

Syntax:

wasound <message>

wasound echos the message to all the rooms adjacent to the room wasounding.

wecho

Syntax:

wecho <message>

wecho sends the message to everyone awake in the room.

wechoaround

Syntax:

wechoaround <victim> <message>

This sends the message to everyone in the room except for the victim.

wexp

Syntax:

wexp <victim> <amount>

oexp changes the victim's experience points by amount. The amount may be 100,000 exp and less, including negative values.

wforce

Syntax:

wforce <victim> <command>

The room 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 sent to the character, except what is caused by the command performed.

wload

Syntax:

wload <obj|mob> <vnum> [timer]

This command loads a mob or object into the game, in the room performing the command. The object or mob's 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 measured in seconds.

wpurge

Syntax:

wpurge [<target>]

wpurge removes objects or mobs from the game. If no argument is given, the all objects and mobs in the room will be removed. If there is an argument, only that mob or object will be urged. PCs can not be purged with this command. There is no message generated by this command.

wsend

Syntax:

wsend <victim> <message>

The victim of msend gets the message. <victim> can be %actor% or a player name.

wteleport

Syntax:

wteleport <victim> <target>

wteleport moves the victim to the target. The victim does not need to be in the room. 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.

wdoor

Syntax:

wdoor <room> <direction> <field>

wdoor allows you to manipulate exits in a room. The <room> argument is the vnum of the room you are manipulating. <direction> is the direction you want to modify. <field> is how you are modifying the room.

    <field> can be the following:
        purge         This completly removes the exit.
        description   This will change the exit description.
        flags         Set room flags. They have to be added together the 
                      same way ITEM_CONTAINER flags are set.
                       1     ISDOOR    (exit has a door)
                       2     CLOSED    (door is closed)
                       4     LOCKED    (exit is locked)
                       8     PICKPROOF (exit can not be picked)
                      16     NOSAVE    (if the zone is saved in olc, exits 
                                        with this flag will not be saved)
          
        key           set what key vnum is needed to unlock the door.
        name          Set the keyword list of the room.
        room          the vnum of the room you want the exit to lead to.

For examples of the wdoor command, stat script 1200 and 1201.

wzecho

Syntax:

wzecho <message>

This command sends an echo to the entire zone.

wdamage

Syntax:

wdamage <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.

wat

Syntax:

wat <location> <command to do there>

This allows a room to perform a script command as if it is in a different room. It works much like the immortal AT command.

waward

Syntax:

waward <victim> <amount>

This allows a room to award the victim the <amount> of quest points. Use of this command MUST MUST be cleared with a GOD+.

wsavevars

Syntax:

wsavevars

This saves all global script variables so they are loaded after a reboot. If you want a rooms global variables to be saved through a reboot, you must call this command in your script.

wportal

Syntax:

wportal <target room> <timer>

Creates a portal from the room the script is on to the target room that last the number of seconds specificed as the timer.


SEE ALSO: SCRIPT_COMMANDS, VARIABLES