| affect | See LexiScriptCommandAffect? for usage |
|---|---|
| Apply timed or permanent affects and attribute modifications to a character. | |
| affectmsg | affectmsg <target> <type> <message> |
| Assign a custom fade message for an affect of the specified type on the target. This message is displayed to the target when the time runs out and causes the affect to expire. This message is not displayed if the target is killed, terminating all affects on the target. | |
| asound | asound <message> |
| Display a message in every room adjacent to the current room. | |
| at | at <location> <command> |
| Perform command at the room location. | |
| attach | attach <script vnum> <target> |
| Attach the specified script to the target mob, player, object, or room. Staff cannot have scripts attached to them. |
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| call | call <target> <function> <arguments...> |
| Triggers a CALL script on the target with an arg matching function. arguments is passed as the variable %arg%. |
|
| clanecho | clanecho <clan vnum> <message> |
| Send the message to all online members of the specified clan. | |
| copy | copy [ obj or mob ] target |
| Duplicates the target object or mob, creating a cloned object or mob, and loads it into the current room. If a copied object is takeable, and the script is running on a mob or player, the object is placed in the character's inventory, instead. Copying a mob or player duplicates all of their inventory. A reference to the copied mob or object is stored in %copied%. |
|
| damage | damage [ <target> or all ] <amount> [ <damage type> ] [ <causer> ] |
| Damages the target for the amount given. If a damage type is specified, then armor is applied. Specifying all for the target will damage everyone in the room except the mob or player the script is attached to. The targets and the causer receive a combat timer. The causer takes credit for the kill, if applicable. Ignores PEACEFUL rooms if no causer is specified. |
|
| damagefull | See damage, above |
| Functions exactly like damage, with the following exception: Ignores PEACEFUL rooms if a causer is specified. |
|
| damagemv | damagemv [ <target> or all ] <amount> |
| Reduces the targets movement points by the amount specified. Specifying all for the target will reduce the movement points of everyone in the room except the mob or player the script is attached to. |
|
| dec | dec <variablename> |
| Decrement (subtract 1 from) the value in variablename. Use the name of the variable without %%s. Also 'decrement'. See also inc. | |
| delay | delay <targets> <duration> [ <prompt> ] |
| Pauses the script for up to the duration, or until one of the specified targets enters a command. If a prompt is specified, the targets' prompt will be replaced with the new one for the duration. duration is a number of seconds, unless it is followed by the letter 't' for ticks (minutes) or 'p' for pulses (tenths of a second) When the pause expires, or a target enters a command, the script resumes running. The following variables will be set: aborted 0 if the timer expired, or the target who entered a command and aborted the timer. delayed The list of still-valid targets who were delayed. timeremaining The amount of time left, if the script was aborted. arg The command entered by the target who caused the delay to abort, if it aborted. Death and timer scripts cannot wait, as the mob or object will be gone immediately upon a wait. |
|
| deposit | deposit <clan vnum> <amount> |
| Deposits the specified amount of points into the given clan's savings. This transaction is logged. |
|
| detach | detach <script vnum> <target> |
| Removes the script with the specified vnum from the target, if it is attached. If multiple of the script are attached, only one is removed. | |
| do | do <target> <command> |
| Forces the target to perform the specified special command, bypassing the command interpreter. Supported commands are: lookat thing - Look at the specific thing from anywhere in the game without moving the target to it. move dir [ +quiet ] - Make target attempt to move in the given direction. +quiet suppresses all \notification to the occupants of the rooms that the target is moving. Sets result to 0 or 1 based on success. |
|
| door | door <room> <direction> <command> <parameters> |
| Create, remove, or alter room exits. If you edit a non-existant direction, it will create a new exit. For safety reasons, scripts can only modify rooms in the same zone that the script originates from. Also please note, that all commands other than the state commands are permanent changes and can end up being saved. The available commands are: purge Destroy the exit. key Set the key to the VirtualID? specified in parameters. room Set the destination room for the exit. setflag Turn on various exit flags. parameters may be a list of flags to turn on. removeflag Turn off various exit flags. parameters may be a list of flags to turn off. clearflags Turn off all flags. setstate Turn on various exit states. parameters may be a list of states to turn on. removestate Turn off various exit states. parameters may be a list of states to turn off clearstates Turn off all states. open Shortcut for removestate CLOSED LOCKED close Shortcut for setstate CLOSED lock Shortcut for setstate CLOSED LOCKED unlock Shortcut for removestate LOCKED The valid FLAGS are the same as those in redit. The valid STATES are as follows: CLOSED Door is closed (only valid on DOORs) LOCKED Door is locked (only valid on DOORs) IMPASSABLE Similiar to the NO-MOVE flag. BLOCKED As if exit is CLOSED, but it cannot be opened or closed, and is referred to as blocked. DISABLED The exit will be treated as if it does not exist. BREACHED The exit is always open, even if a door, and cannot be opened/closed. JAMMED The exit will be stuck in it's open or closed position and cannot be opened/closed by a player. HIDDEN Like the HIDDEN flag, but a state so it can be turned on/off. Unlike the flag, it always hides the exit regardless if it is an open door or not. |
|
| echo | echo [ <flags> ] <message> |
| Displays the message to everyone in the current room. Flags is optional, and may be any of the following: +sleeping Send the message to characters who are sleeping, incapacitated, or dying. |
|
| echoaround | echoaround [ <flags> ] <target> <message> |
| Displays the message to everyone in the current room except for the target. Flags is optional, and may be any of the following: +sleeping Send the message to characters who are sleeping, incapacitated, or dying. |
|
| echoaround2 | echoaround2 [ <flags> ] <target 1> <target 2> <message> |
| Displays the message to everyone in the current room except for target 1 and target 2. Flags is optional, and may be any of the following: +sleeping Send the message to characters who are sleeping, incapacitated, or dying. |
|
| force | force <target> <command> |
| Forces the target to perform the specified command. Staff cannot be forced. |
|
| goto | goto <destination> |
| Only valid on mob scripts. Moves the mob to the destination character, object, or room. | |
| heal | heal [ <target> or all ] <amount> |
| Heals the target for the specified amount. Specifying all for the target will heal everyone in the room. |
|
| healmv | healmv [ <target> or all ] <amount> |
| Heals the target's movement points for the specified amount. Specifying all for the target will heal the movement points of everyone in the room. |
|
| inc | inc <variablename> |
| Increment (add 1 to) the value in variablename. Use the name of the variable without %%s. Also 'increment'. See also dec. | |
| hunt | hunt <target> <victim> |
| Sets the target mob hunting the victim. The mob will attempt to create and maintain a path to the victim. | |
| info | info <message> |
Displays the message to all players who have the info channel turned on. |
|
| junk | junk <object name> |
| Only valid on mob scripts. Removes and destroys the named object from the mob's inventory and equipment. Can also destroy all matching items via all. name . Use with care. |
|
| kill | kill <victim> |
| Only valid on mob scripts. Sets the mob attacking the victim. | |
| killthread | killthread <thread identifier> |
| Immediately stops the specified thread. A thread identifier is a record containing a reference to the entity the thread is executing on, and a unique id of the thread on that entity. This can also be used to terminate the current script from within a function: killthread %threadid% |
|
| lag | lag <target> <seconds> |
| Lags the target for the number of seconds specified. This number must be greater than zero and less than 20. |
|
| load | load [ obj or mob ] vnum |
| Loads the specified object or mob into the current room. If a loaded object is takeable, and the script is running on a mob or player, the object is loaded into the character's inventory, instead. A reference to the loaded mob or object is stored in %loaded%. |
|
| log | log <message> |
| Displays the message in the syslog at Normal level, with information about the script and the entity it is executing on. This message is also saved into the running syslog, and long-term stored in the script log. | |
| mecho | mecho <message> |
| Displays the message to all players currently flagged as in a mission. | |
| move | move <what> <where> |
| Moves the specified object, mob, or player ( what ) to the destination room, character inventory, or object contents ( where ) Mobs and players can only be moved to rooms. This cannot be used to bypass staff-only, private, or house rooms. Objects can be moved to rooms, mob/player inventories, and the contents of container objects. |
|
| mp | mp <target> <amount> |
| Gives or removes the specified amount of MP from the target. A positive amount also increases the target's lifetime MP. This transaction is logged. |
|
| mset | mset <mob>.<field> <value> |
| Set a named variable on a mob to the new value. Please note the period between the object and the field - this functions exactly like setting a remote variable on something. The following fields are available for mobs: agi Agilitycoo Coordinationhea Healthkno Knowledgeper Perceptionstr Strengthclan hp Hit pointshitpercent Hit point (percentage of max)maxhp Maximum hit pointsmaxmv Maximum mv pointsposition Current positionrace sex team The following fields are available for players only: loadroom Sets the load room of the player. |
|
| oset | oset <object>.<field> <value> |
| Set a named variable on object to the new value. Please note the period between the object and the field - this functions exactly like setting a remote variable on something. The following fields are available: buyer Buyer of the object. May be an ID number, reference, or player name. Must be to a valid player, or 0.bought Sets the date/time of purchase. Automatically set to current time when buyer is set.clan Sets the clan restriction of the object.timer Set the timer on the object. Object's timer script fires when value seconds have elapsed.gun.ammoamount Set the amount of ammo in the object. Object must be a gun. |
|
| purge | purge [ <target> ] |
| Purges (permanently destroys) the target object or mob. Does not work on players. If no target is specified, permanently destroys all mobs and objects in the current room. |
|
| raceecho | raceecho <race> <message> |
| Sends the message to all players of the specified race. | |
| remove | remove <target> [ <object vnum> or all ] |
| Removes and destroys all losable objects of the specified vnum from the target's inventory and equipment. Specifying all instead of an object vnum removes all losable objects. Use with care. |
|
| restring | restring <target> <field> <string> |
| Changes a text string on the target mob, player, or object to the string specified. The following fields are available: name keywords of mob or object. Not valid on players. short short name of mob or short and inventory name of object. Not valid on players long room name of mob or object. Not valid on players. description look-at description of object. Not valid on mobs or players. Use $_ for multiple lines. title title of player. Not valid on objects or mobs. |
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| send | send [ <flags> ] <target> <message> |
| Displays the message to the specified target. Flags is optional, and may be any of the following: +sleeping Send the message to characters who are sleeping, incapacitated, or dying. |
|
| stitle | stitle <target> <title> |
| Change the target's title to the one specified. The target is notified of the title change. |
|
| startcombat | startcombat <attacker> <victim> |
| Places the attacker in combat with the victim, or switches the attacker's target to the victim. | |
| stopcombat | stopcombat <target> |
| Stops the target's current fight. If the target's current victim is attacking the target, the victim also stops fighting. However, any additional attackers attacking the target are not stopped. | |
| team | team <parameters> |
| Functions identically to the staff team command. | |
| teamecho | teamecho <team> <message> |
| Sends the message to all players on the specified team. | |
| thread | thread <entity> <function(parameters)> |
| Begins executing the function, with parameters, as a new micro-script running on the entity. When the function halts or reaches it's end, that micro-script terminates. The function thread continues executing even if the script that starts the thread has ended. This is useful for situations where you wish to have a behavior continue executing independent of the rest of the script; for example, a flamethrower firing script could have a burning-on-fire damage effect implemented as a function to repeatedly damage %self%, with accompanying messages. By threading this function off, the current script can be greatly simplified and does not need to handle the ongoing effects. When a player dies, any scripts, including threaded functions, currently running on the player are terminated and removed. |
|
| timer | DEPRECATED timer <object> <duration> |
| Starts an object timer on the object, with the specified duration in game-hours. When the timer expires, any timer scripts on the object will execute, and the object will be purged. Use oset object.timer duration instead. |
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| teleport | teleport [ <target> or all ] <destination> |
| Moves the target to the destination room. Specifying all instead of a target moves all characters in the current room to the destination room. Cannot be used to bypass private or staff-only rooms. Players will only be moved to house rooms if they could normally enter the house. |
|
| unaffect | See LexiScriptCommandAffect? for usage |
| Removes the specified affect type from the target. | |
| wait | wait <duration> or wait until <time> |
| Pauses the script for the duration. When the pause expires the script resumes running. duration is a number of seconds, or a number followed by one of the following letters: d game-days (24 real minutes) h real hours t game hours (ticks; 1 real minute) m real minutes p pulses (tenths of a second) wait until time expects an hour:minute format, such as 14:30. The script will pause until the specified in-game time is reached. Death and timer scripts cannot wait, as the mob or object will be gone immediately upon a wait. |
|
| withdraw | withdraw <clan vnum> <amount> |
| Removes the specified amount of points from the given clan's savings. This transaction is logged. |
|
| zoneecho | zoneecho <zone> <message> |
| Sends the message to all players in the specified zone who are not currently sleeping. | |
| zoneechorace | zoneechorace <zone> <race> <message> |
| Sends the message to all players in the specified zone who are of the specified race, and are not currently sleeping. | |
| zreset | zreset <zone> |
| Resets the specified zone like the staff 'zreset' command. | |