|
|
|
|
|
custom_command_act
Response Type | script |
---|
Entities | Rooms, Mobiles, Objects |
---|
Parameters | command [, 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 |
|
|
|
|
|
|
|