custom_command_act

Response Typescript
EntitiesRooms, Mobiles, Objects
Parameterscommand [, command2, command3, ...]

    This trigger is used to override or implement a non-existent command.  Any
command found in the parameters list will cause this trigger to fire but
only one trigger can fire for the input command. The order goes from room
to mobiles, with objects in each being checked before moving on to next.
If you want other entities to have a chance at the command (maybe it
doesn't suit your needs) then you should return 0. You may also set the
parameters to "all" (excluding the quotes) and all commands will be caught
by the trigger. When the trigger fires the following variables will be set:

@actor
- Contains a pointer to the thing that executed the command. The thing
may be a room, mobile, or object.

@commandId
- Internal assigned ID for the command. Useful for obtaining extra
information about the command (such as flags). The ID can change
from reboot to reboot and so it should never be saved. This will
be 0 for commands that aren't real.

@rawCommand
- Contains the exact command input by the user. For instance if you
type "no" then this will contain "no".

@command
- Contains the full command input by the user as it appears in the
game's command list after accounting for shortcutting. For instance
if you type "no" then this will contain "north".

@arguments
- Contains any arguments that followed the command.


Example:

We have a custom_command_act trigger with parameters "roll".
Blobbie inputs at his console: roll dice
The script has the following:

@command: roll
@arguments: dice