Script Commands

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open restricted
Message Commands:

asound echo echoaround echoat echogrouparound echogroupat echoleadaround echoleadat gecho zecho

Movement Commands:

goto gtransfer otransfer teleport transfer

Combat Commands:

assist cast damage flee gdamage kill peace rawkill zot

Mobile Commands:

appear disappear mload raisedead

Mobile Manipulation:

altermob stringmob settimer skimprove

Object Commands:

junk oload take remove

Object Manipulation:

alterobj resetdice stringobj

Control Commands:

at call cancel delay dequeue force forget gforce interrupt queue remember vforce selfdestruct

Variable Commands:

varset varclear varcopy varsave

Token Commands:

adjust give junk

Room Commands:

link purge

Questing:

awardgold awardpneuma awardprac awardqp awardxp changevesselname chargemoney decdeity decpneuma decprac decquest dectrain

Miscellaneous:

airshipaddwaypoint airshipsetcrash


token adjust mobile vnum value op integer
token adjust token value op integer

Adjusts the value of a token.

You can specify a token either by giving the mobile it is on with a vnum or reference an explicit token. Tokens can be accessed directly by lists in entity expansions or by referencing a token variable.

The value can be given as an integer ranging from 0 to 3 or as the keyword timer to access the token's timer.

The operation done can be one of the following:
=assignment
+add
-subtract
*multiply
/divide
%modulo
&mask bits (bitwise AND)
|set bits (bitwise OR)
!clear bits (bitwise NAND)
^toggle bits (bitwise XOR)
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mob airshipaddwaypoint area
mob airshipaddwaypoint name

DON'T USE. This sets the destination location for the particular ship SELF is on.

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mob airshipsetcrash vnum

DON'T USE. This sets tells the ship with the given vnum to crash.

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mob altermob mobile field op integer
obj altermob mobile field op integer
room altermob mobile field op integer
token altermob mobile field op integer

This allows you to alter the various numerical fields on mobile. Certain fields require extra security to modify them. With players, most of the fields require full script security to be able to do them. Some will not even work on players.

Field names:
acbashArmor Class - BASH
acexoticArmor Class - EXOTIC
acpierceArmor Class - PIERCE
acslashArmor Class - SLASH
actAction flags
act2Action2 flags
alignmentAlignment
bashedTimer - BASHED
bindTimer - BINDING
bombTimer - CREATE BOMB
brewTimer - BREWING
castTimer - CASTING
damrollDamroll
dangerDanger Range
dazeTimer - DAZED
drunkCondition - DRUNK
expExperience
fadeTimer - FADING
fullnessCondition - FULLNESS
goldGold coins
hideTimer - HIDING
hitCurrent Hitpoints
hitrollHitroll
hungerCondition - HUNGER
immImmunity flags
levelTotal Level
manaCurrent Mana
maxhitMaximum Hitpoints
maxmanaMaximum Mana
maxmoveMaximum Movement
modconStat Modifier - CONSTITUTION
moddexStat Modifier - DEXTERITY
modintStat Modifier - INTELLIGENCE
modstrStat Modifier - STRENGTH
modwisStat Modifier - WISDOM
moveCurrent Movement
musicTimer - PLAYING MUSIC
norecallTimer - NO RECALL
panicTimer - PANIC!
paralyzedTimer - PARALYZED
paroxysmTimer - PAROXYSM
pktimerTimer - PK
practicePractices
raceRace number
rangedTimer - RANGED
reciteTimer - RECITING
repopRepop Room Vnum
resResistance flags
resurrectTimer - RESURRECTING
reverieTimer - REVERIE
scribeTimer - SCRIBING
sexSex
silverSilver coins
thirstCondition - THIRST
toxinneuroToxin Level - NEUROTOXIN
toxinparaToxin Level - PARALYSIS
toxinvenomToxin Level - VENOM
toxinweakToxin Level - WEAKNESS
trainTrains
tranceTimer - IN TRANCE
vulnVulnerability flags
waitTimer - WAIT
wimpyWimpy Level

Valid operations can be found here.

Ways of using this include making a mobile stronger or weaker under certain conditions, toggling a mobile's protected flag for simulated spars, etc.

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mob alterobj object field op integer
obj alterobj object field op integer
room alterobj object field op integer
token alterobj object field op integer

Similar to altermob, this alters the numerical fields on the target object. Fields that would otherwise be restricted in oedit require security on the script to modify, such as the extra2 field.

Field names:
numberOne of the eight object values
extraExtra flags
extra2Extra2 flags
wearWear flags
weightWeight
condCondition
timerDecay Timer
levelLevel
repairsRepairs Allowed
fixesRepairs Done
typeItem Type
costCost/Value

Valid operations can be found here.

Examples for this include making a weapon morph its damage type, creating a more interactive tool such as casting light on command, etc.

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mob appear

Sets the SELF's wizinvis level to 0, making it visible.

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mob asound string
obj asound string
room asound string
token asound string

Echoes a message to all surrounding rooms.

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mob assist mobile group

Will make the SELF to start attacking mobile's opponent. If group is specified, it will attempt to GROUP with mobile as well.

This will set the lastreturn value. 0 if no assistance was done. 1 if SELF assisted mobile. 2 if SELF assisted mobile and joined their group.

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mob at location command
obj at location command
room at location command

Performs a command at the specified location, doing something of a slight of hand trick.

Keep in mind that doing this will severely reduce the security available to the script. Some commands that it would've been able to do before are not executed, both to remove security holes and to prevent inadvertant actions such as self destructing.

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mob awardgold mobile amount
mob awardpneuma mobile amount
mob awardprac mobile amount
mob awardqp mobile amount
mob awardxp mobile amount

Gives the mobile amount in gold, pneuma, practices, quest points or experience. Amount must be greater than 0. These commands are silent, so they would need some kind of message.

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mob call vnum enactor victim obj1 obj2
obj call vnum enactor victim obj1 obj2
room call vnum enactor victim obj1 obj2
token call vnum enactor victim obj1 obj2

Attempts to call the script (of the same type) vnum. When no other arguments are given, the various mobiles and objects are undefined (so don't use them in the script). victim becomes the victim($t) of the called script. Similarly, obj1 and obj2 become $o and $p respectively.

The value returned by the script, either the default value or one returned via the break statement, is stored in the lastreturn value, resulting in a subroutine or function call similar to that found in normal programming language.

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mob cancel
obj cancel
room cancel
token cancel

Cancels the current delay timer by setting it to -1.

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mob cast spell target
obj cast spell target

Does an immediate cast of the given spell. Objects use a proxy mobile to do the actual casting, given the way magic is handled. This can lead to weird messages in spells. This command has no delay, nor can it be counterspelled. The spell level is determined by the SELF's level.

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mob changevesselname name

DON'T USE. Changes the current vessel's name.

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mob chargemoney mobile min max haggle

Used to exchange money from the target for scripted shops scripts. A value is computed from min to max. If haggle is given and the target passes a skill test for haggle, the amount will be lowered. This will not check to see if the target had sufficient funds.

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mob damage victim range lethal type
obj damage victim range lethal type
room damage victim range lethal type
room damage victim range lethal type

Inflicts damage to the victim over the given range, lethality and type. Lethality can be lethal or kill to allow for the damage to KILL. Omission or other words will result in non-lethal damage. Type is the damage class type: fire, cold, acid, etc. They correspond to the immunity/vulnerability flag names. If given, this will allow for a victim's immunity to play a role in how the damage affects the victim.

Range types:
min maxAbsolute damage range. Example: 100 200
level refAdjusts to the level of the reference. A reference can be an explicit level or a mobile target. Example: level 25 or level $n
remort refSimilar to level except it adds the extra damage that remorts get.
dual refComputes level of damage using two-handed values.
dual-remort refCombination of remort and dual.

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mob decdeity mobile amount
mob decpneuma mobile amount
mob decprac mobile amount
mob decquest mobile amount
mob dectrain mobile amount

Decrements from the mobile amount in deity points, pneuma, practices, quest points or trains. Amount must be greater than 0. These commands are silent, so they would need some kind of message. If the amount is more than exists, it simply zeros it out. Use ifchecks to determine if there is sufficient value to take.

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mob delay amount
obj delay amount
room delay amount
token delay amount

Sets the delay timer on SELF for the given amount. For mobiles, this is measured in pulses (the rate of a 100% random). Rooms and objects measure in ticks. Tokens depend on what they are set on, though for the time being it is just mobiles.

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mob dequeue
obj dequeue
room dequeue
token dequeue

Removes all pending queued commands for SELF.

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mob disappear

Sets the SELF's wizinvis level to 150, as if it were set wizi_mob.

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mob echo message
obj echo message
room echo message
token echo message

Echoes the message to everyone in the room.

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mob echoaround target message
obj echoaround target message
room echoaround target message
token echoaround target message

Echoes the message to everyone in the room but target.

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mob echoat target message
obj echoat target message
room echoat target message
token echoat target message

Echoes the message to target.

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mob echogrouparound target message
obj echogrouparound target message
room echogrouparound target message
token echogrouparound target message

Echoes the message to everyone in the room but target's group.

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mob echogroupat target message
obj echogroupat target message
room echogroupat target message
token echogroupat target message

Echoes the message to everyone in the room in target's group.

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mob echoleadaround target message
obj echoleadaround target message
room echoleadaround target message
token echoleadaround target message

Echoes the message to everyone in the room but target's leader.

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mob echoleadat target message
obj echoleadat target message
room echoleadat target message
token echoleadat target message

Echoes the message to target's leader.

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mob flee

Causes the SELF to try fleeing from the room. If the mobile is fighting or can't find an exit after six attempts, nothing happens. This is silent, so you will have to do the messages required.

Should the flee succeed, this will set the lastreturn value to the door number fled through. If not, the value will be 10.

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mob force mobile command
obj force mobile command
room force mobile command
token force mobile command

Forces mobile to do the command. When a mob is doing the forcing, security checks for being able to force are done. All other script types have no restriction.

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mob forget
obj forget
room forget
token forget

Clears the script target for SELF.

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mob gdamage victim range lethal type
obj gdamage victim range lethal type
room gdamage victim range lethal type
room gdamage victim range lethal type

Similar to damage but it hits everyone in the room that is in the same group as victim, except for the victim. Using gdamage in conjunction with damage can be used to create SPLASH damage.

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mob gecho message
obj gecho message
room gecho message
token gecho message

Echoes the message to all connected players in the game.

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mob gforce mobile command
obj gforce mobile command
room gforce mobile command
token gforce mobile command

Similar to force except it affects the members of mobile's group in the current room.

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token give mobile vnum
Gives the token with the given vnum to the mobile if it doesn't already have it. If given, the new token will run any REPOP triggers that fire.

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mob goto location
obj goto location

Teleports the mobile or object SELF to the resolved room location.

Resolving locations come in the following formats:
nothingThe current room
hereThe current room
vnumAn explicit room index
@directionThe destination of the given exit in the current room.


token goto location

This works differently than the other goto's. Instead of the token changing location, which makes no sense, it will move its owner. Currently this means a mobile owner.

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mob gtransfer mobile location all force quiet
obj gtransfer mobile location all force quiet
room gtransfer mobile location all force quiet
token gtransfer mobile location all force quiet

Transfers those in the current room in the same group as mobile to location. The location follows the same format as goto, found here.

All will transfer everyone regardless of their current position. If omitted, only those that are standing are transfered.

Force overrides privacy checks done for the destination.

Quiet suppresses the auto-look done by transfers.

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mob interrupt mobile type-list
obj interrupt mobile type-list
room interrupt mobile type-list
token interrupt mobile type-list

Sometimes when doing something in a script, you wish to interrupt the actions of the victim for one reason or another. Bashing at the victim really hard could interrupt casting, for example. That is where this command comes in. Interruptable events are typically timed actions, such as casting a spell, brewing a potion or shooting a projectile.

Without a type list, this command will interrupt anything. When given, the command will only interrupt the specified types of actions.

Regardless of what was specified, this command will set the lastreturn value to indicate what was interrupted. This value is a bitvector which can be tested using the mask (&) operator with the flaginterrupt used in a $[ ] escape. If you are testing for one action, you can simply check for greater than zero.

This command is silent, thus messaging would be required to indicate to the victim and/or room that the action was in fact halted. To aide this, various action types will set variables to save what the victim was doing. Example, if you were shooting a projectile, it will set a variety of variables containing the direction, the weapon used and the projectile.

List of interrupt types:
bindbinding a mobile
bombcreating a smoke bomb
brewbrewing a potion **
castcasting a spell
fadefading
hidehiding into the shadows
musicplaying bard music
rangedfiring a ranged weapon
recitereciting a scroll
repairrepairing an object
resurrectresurrecting a player corpse
reveriedoing a reverie
scribescribing a scroll **
trancein a trance
** Due to the way brew and scribe work, the empty vial or blank scroll are used up before the action ever starts. Keep that in mind when interrupting those actions.

Variables set by actions:
stopbindBINDThe mobild being bound
stopfadeFADEExit the mobile was fading through
stoprangedtargetRANGEDTarget of the attack
stoprangedweaponRANGEDRanged weapon used
stoprangedammoRANGEDProjectile ammo used
stoprangedistRANGEDDistance to target
stoprangeexitRANGEDExit to target, if not in the same room
stoprecitetargetRECITETarget string of recite
stopreciteobjRECITEThe scroll being recited
stoprepairREPAIRThe object being repaired
stopresurrectcorpseRESURRECTThe physical corpse being resurrected
stopresurrectRESURRECTThe player being resurrected
stopreverieREVERIEThe amount of the reverie
stopreverietypeREVERIE0 = hit->mana, 1 = mana->hit

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mob junk object-reference
obj junk object-reference

Purges an object or objects referenced by the command. Only those found in the contents of the SELF are able to be junked. A reference can be a name, an explicit object or an object list referenced by an entity escape $( ). If the containment restrictions weren't necessary, this command could purge far more than intended, such as junking all the objects in the room several exits away.


token junk token
token junk mobile vnum

Removes the token from the mobile. If the token is valid, it will fire any EXPIRE triggers found on it.

NOTE: if a token junks itself, this operates just like a selfdestruct

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mob kill mobile

Starts combat with mobile, provided SELF is in the same room and not trying to attack their master (if charmed).

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mob mload vnum varname
obj mload vnum varname
room mload vnum varname
token mload vnum varname

Loads a mobile with the given vnum into the current room. If varname is given, it will assign the loaded mobile to a variable with the supplied name. This gives the script the ability to reference the mobile directly in commands instead of relying on string matching.

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mob oload vnum level action varname
obj oload vnum level action varname
room oload vnum level varname
token oload vnum level action varname

Loads an object with the given vnum and places it in the location governed by action. If the object is not flagged take, it is placed in the current room regardless of the action specified.

For mobiles, loading an object with no action loads it into its inventory. Specifying room loads it in the current room. Wear causes the mobile to wear the item.

For objects, the object is loaded into current room unless inside is specified and the SELF is a container.

For rooms, there is no action for those...

For tokens, this works similar to objects except the keyword carry will place the object in the token's owner's inventory.

If varname is given, it will assign the loaded object to a variable with the supplied name. This gives the script the ability to reference the object directly in commands instead of relying on string matching.

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mob otransfer object location
obj otransfer object location
room otransfer object location
token otransfer object location

Transfers the object to the designated location. If the object is used, it will be removed/unequiped first.

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mob peace
obj peace
room peace
token peace

Ceases all combat in the room and strips away aggressive act flags.

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mob purge target
obj purge target
room purge target
token purge target

If the target is a mobile, it will extract that mobile.

If the target is an object, it will extract that object.

If the target is a room or omitted, it will extract every purgable entity in the current room.

If the target is an exit, it will extract every purgable entity in the destination.

If the target is a mobile list or an object list, it will extract every purgable element in the list.

If the SELF of the script is purged, execution of the script is terminated.

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mob queue timer command
obj queue timer command
room queue timer command
token queue timer command

Queues up a command in the EVENT system to be executed when the timer expires. The timer units are measured in seconds, give or take one second depending on when the command was queued in the whole time slice.

Due to the implementation of the EVENT system, when two events are queued up with the same timer setting, the events are executed in reverse order. So keep that in mind.

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mob raisedead player
token raisedead player

If the player is dead, it will perform the resurrection. Lastreturn is set to 0 (no resurrect) or 1 (resurrect). The command itself is silent aside from the perspective of the actual resurrection done to the player.

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mob rawkill mobile type head show
obj rawkill mobile type head show
room rawkill mobile type head show
token rawkill mobile type head show

Instantly kills mobile. The type specifies the type of corpse to leave behind. Head specifies whether the corpses is headless. Show specifies whether any death messages pertaining to the corpse type is echoed. Both arguments are specified using yes/true or no/false.

Corpse Types:
charredcrispy critters!
flaystrips the skin off
frozenself explanatory
iceblockencases the body in ice
meltedmelts away some of the flesh
nocorpseleaves no corpse behind
normalrun of the mill death
skeletalleaves a skeleton behind
stonethink Medusa or gargoyles
witheredlike the mummies!

Headless Corpses Types: These leave no head regardless.
dissolvecompletely dissolves the body
explodeexplodes into a bloody mess of remains
incinerateburns the body to ashes
shattershatters the body into countless shards

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mob remember mobile
obj remember mobile
room remember mobile
token remember mobile

Sets the script target to mobile.

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mob remove mobile object count
obj remove mobile object count
room remove mobile object count
token remove mobile object count

Removes object(s) from mobile.

If object is a vnum, all objects in the mobile's inventory with that vnum are removed.

If object is the keyword all, all objects in the the mobile's inventory are removed. USE WITH CAUTION!

If object is an explicit object using entities, only that object is removed. This only works when the object is in the mobile's inventory.

Count is used to limit the number of objects removed. If omitted, all possible objects will be removed.

If the SELF of the script is purged, execution of the script is terminated.

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mob resetdice object
obj resetdice object
room resetdice object
token resetdice object

Used on weapons that have altered dicerolls or weapon parameters, this will reset the dice to the values oedit would set.

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mob selfdestruct
obj selfdestruct

Extracts the SELF. This will terminate execution of the script.

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mob settimer mobile type amount

Sets the timer on the victim if the current timer value is LESS than the amount. This is useful when the actions of a script need to incur a timer value. Examples include causing paralysis from a stinger attack and incuring lag from an illness like coughing.

Timer Types:
dazedazed state
norecallprevents recalls
panicnot sure what this is used for... induces panic?
paralyzecan't move a thing
paroxysmresult of vampire bites
waitgeneral wait timer - LAG!
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mob skimprove mobile skill difficulty success

Calls the system function used to improve a skill. The difficulty is used to determine the divisor used in the calculations. Script security is required to given lower difficulties, the general formula being min_diff = 10 - security. This limits the ultimate minimum to 1 difficulty.

The success flag determines whether to treat this as a success improvement, or a failure improvement which is harder. Valid keywords to indicate success are yes, true, success or pass. All other words mean failure. When omitted, it will be treated as success.

All messages normally generated are displayed, so place this command wisely so as not to look... misplaced.

This command may change should the skill improvement function be updated.

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mob stringmob mobile field string
obj stringmob mobile field string
room stringmob mobile field string
token stringmob mobile field string

Sets the given string on mobile. This will ONLY work on NPCs. Player strings may not be changed.

String Fields:
namename string
longroom description
ownerwho owns the mobile (requires at least 5 script security)
shortviewed name

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mob stringobj object field string
obj stringobj object field string
room stringobj object field string
token stringobj object field string

Sets the given string on object. If a particular string has been changed via RESTRING, this command will not change them. Should this command be absolutely required, simply flag the object as no_restring.

String Fields:
namename string
longroom description
ownerwho owns the object (requires at least 5 script security)
shortviewed name

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mob take mobile object force count

Takes object(s) and places them into the inventory of SELF, provided the SELF can carry the taken item(s). Should the SELF not be able to carry anything else, this command will stop.

If object is a vnum, all takable objects with the vnum can be taken.

If object is the keyword all, all takable objects can be taken.

If object is any other string, all takable objects with matching script keywords can be taken.

If object is an explicit object, just that object can be taken.

Specifying force will cause objects that can't be dropped normally to be takable. Safe would be given to use these checks, but only really necessary when a count is needed.

Counts operate like in remove, limiting how many objects can be taken.

Scrolls currently being recited may not be taken.

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mob teleport

Transfers the SELF to a random room location.

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mob transfer mobile location force quiet
obj transfer mobile location force quiet
room transfer mobile location force quiet
token transfer mobile location force quiet

Transfers mobile to location. If mobile is the keyword all, it will transfer all players. The location follows the same format as goto, found here.

Force overrides privacy checks done for the destination.

Quiet suppresses the auto-look done by transfers.

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mob varclear name
obj varclear name
room varclear name
token varclear name

Removes the variable with the given name from SELF.

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mob varcopy old new
obj varcopy old new
room varcopy old new
token varcopy old new

Copies the variable with the old name to the new name on SELF.

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mob varsave name state
obj varsave name state
room varsave name state
token varsave name state

Sets the save state on the variable with the given name on SELF. However, only integer, string and room variables will ever be saved.

State with a value yes, true or on will enable saving. All other values will disable it.

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mob varset name type value
obj varset name type value
room varset name type value
token varset name type value

Sets a variable on SELF to the given name with the given type and value. The type of variable determines what values it will accept.

Variable Types:
integervalue is an INTEGER
stringvalue is a STRING
mobilereferences a MOBILE
playerreferences a PLAYER only
objectreferences an OBJECT
carryreferences an OBJECT in INVENTORY
wornreferences an OBJECT worn by a MOBILE
contentreferences an OBJECT inside an OBJECT
roomreferences a ROOM
exitreferences an EXIT
tokenreferences a TOKEN

Value Formats: (Grouped by variable type)
numberINTEGERnumerical value
numberSTRINGconverts the number to a string
stringSTRING 
vnum nameMOBILEa MOBILE matching the name in the ROOM at vnum
nameMOBILEa loaded MOBILE matching the name
mob-list nameMOBILEa MOBILE matching the mobile list
room nameMOBILEa MOBILE matching the name in the ROOM
mobileMOBILEan explicit MOBILE
namePLAYERan online PLAYER matching the name
playerPLAYERan explicit PLAYER
mob-list namePLAYERa PLAYER matching the mobile list
vnum nameOBJECTan OBJECT matching the name in the ROOM at vnum
nameOBJECTan OBJECT matching the name in the current ROOM
mobile nameOBJECTan OBJECT matching the name in the MOBILE's inventory
obj-list nameOBJECTan OBJECT matching the object list
room nameOBJECTan OBJECT matching the object list
objectOBJECTan explicit OBJECT
vnumCARRYa carried OBJECT with the vnum in the SELF's inventory
(MPROG ONLY)
nameCARRYa carried OBJECT matching the name in the SELF's inventory
(MPROG ONLY)
mobile nameCARRYa carried OBJECT matching the name in the MOBILE's inventory
obj-list nameCARRYa carried OBJECT matching the object list
vnumWORNa worn OBJECT with the vnum in the SELF's inventory
(MPROG ONLY)
nameWORNa worn OBJECT matching the name in the SELF's inventory
(MPROG ONLY)
mobile nameWORNa worn OBJECT matching the name in the MOBILE's inventory
obj-list nameWORNa worn OBJECT matching the object list
vnumCONTENTan OBJECT with the vnum in the SELF's contents
(OPROG ONLY)
nameCONTENTan OBJECT matching the name in the SELF's contents
(OPROG ONLY)
object nameCONTENTan OBJECT matching the name in the OBJECT's contents
obj-list nameCONTENTan OBJECT matching the object list
numberROOMselect by room vnum
exitROOMthe exit destination
roomROOMan explicit ROOM
room directionEXITan EXIT in the ROOM
room randomEXITa random EXIT in the ROOM
room openEXITa random open EXIT in the ROOM
room existsEXITa random EXIT that exists in the ROOM
directionEXITan EXIT in the current ROOM
randomEXITa random EXIT in the current ROOM
openEXITa random open EXIT in the current ROOM
existsEXITa random EXIT that exists in the current ROOM
exitEXITan explicit EXIT
mobile vnum v0 v1 v2 v3TOKENMatches a token on MOBILE that has the given vnum and matches any of the supplied values.
tok-list vnum v0 v1 v2 v3TOKENMatches a token in the list that has the given vnum and matches any of the supplied values.
tokenTOKENan explicit TOKEN

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mob vforce vnum command
obj vforce vnum command
room vforce vnum command
token vforce vnum command

Forces all mobiles with the given vnum to do the command. When a mob is doing the forcing, security checks for being able to force are done. All other script types have no restriction.

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mob zecho message
obj zecho message
room zecho message
token zecho message

Echoes the message to every player in the current area.

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mob zot mobile
obj zot mobile
room zot mobile
token zot mobile

Performs the infamous zot on the unsuspecting mobile, setting their current hitpoint, mana and movement to 1.

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adjust airshipaddwaypoint airshipsetcrash altermob alterobj appear asound assist
at awardgold awardpneuma awardprac awardqp awardxp call cancel
cast changevesselname chargemoney damage decdeity decpneuma decprac decquest
dectrain delay dequeue disappear echo echoaround echoat echogrouparound
echogroupat echoleadaround echoleadat flee force forget gdamage gecho
gforce give goto gtransfer interrupt junk kill link
mload oload otransfer peace purge queue raisedead rawkill
remember remove resetdice selfdestruct settimer skimprove stringmob stringobj
take teleport transfer varclear varcopy varsave varset vforce
zecho zot

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