Difference between revisions of "MUDL:Every zone reset"
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! Name !! Type !! Description | ! Name !! Type !! Description | ||
|- | |- | ||
− | | | + | | %room |
| Room | | Room | ||
| The room in the game where the script is being run. This value may be null if the script is attached to an area. | | The room in the game where the script is being run. This value may be null if the script is attached to an area. |
Latest revision as of 16:54, 18 May 2017
Contents
Overview
This MUDL function gets called for each room in an area/zone when it is reset. Then it is called on the area.
Command Syntax
addproc room mudl setproc room ## every_zone_reset addproc area mudl setproc area ## every_zone_reset
Global Variables
The following global variables are available:
Name | Type | Description |
---|---|---|
%room | Room | The room in the game where the script is being run. This value may be null if the script is attached to an area. |
%area | Area | The area (zone) in the game where the script is being run. |
%parent | Room or Area | The in-game element that the MUDL script is attached to. It will be identical to one of %room or %area. |
%procedure_index | Integer | The index of the current MUDL procedure on the %parent variable. |
Return Values
The return value from this function is ignored.
Triggered Scripts
Zone resets trigger events in the following order:
- Zone commands are executed on the rooms in the area.
- Every_zone_reset scripts are triggered for each room.
- Every_zone_reset scripts are triggered on the area.
Example
addproc room mudl setproc room 0 every_zone_reset msg_room(%r, 'ZONE RESET!') @ setproc room 0 PROC_ENABLED 1 compile