This isn't a new command perse, but it was something added by Mordecai and never fully documented so I don't think it's gotten much use.
I originally had a script that looked like this:
Code:
Name: 'Mob Death Command', VNum: [40606], RNum: [ 1700]
Trigger Intended Assignment: Rooms
Trigger Type: Command , Numeric Arg: 100, Arg list: dead
Commands:
if %actor.vnum% == 40604
eval deadmouthers %deadmouthers% + 1
global deadmouthers
if %deadmouthers% == 3
wait 60 s
%at% 40610 %echo% A grating sound like metal sliding on stone echoes throughout the area.
%at% 40610 %echo% A writhing mass of silver serpents slither out of the cracks in the walls,
%at% 40610 %echo% their teeth gnashing and metallic scales ringing as they descend!
%at% 40611 %echo% A grating sound like metal sliding on stone echoes throughout the area.
%at% 40611 %echo% A writhing mass of silver serpents slither out of the cracks in the walls,
%at% 40611 %echo% their teeth gnashing and metallic scales ringing as they descend!
%at% 40612 %echo% A grating sound like metal sliding on stone echoes throughout the area.
%at% 40612 %echo% A writhing mass of silver serpents slither out of the cracks in the walls,
%at% 40612 %echo% their teeth gnashing and metallic scales ringing as they descend!
%echo% A grating sound like metal sliding on stone echoes throughout the area.
%echo% A writhing mass of silver serpents slither out of the cracks in the walls,
%echo% their teeth gnashing and metallic scales ringing as they descend!
%at% 40612 %load% mob 40606
%at% 40612 %load% mob 40606
%at% 40612 %load% mob 40606
unset deadmouthers
end
elseif %actor.vnum% == 40606
eval deadserpents %deadserpents% + 1
global deadserpents
if %deadserpents% == 3
wait 5 s
%load% obj 40605
%at% 40614 %load% obj 40605
%at% 40610 %echo% The wall to the south suddenly shatters in a shower of rubble and dust!
%at% 40610 %echo% The ground quakes as a colossal, elephantine beast of rocky, armored plates
%at% 40610 %echo% presses forward. Elaborate horns crown its head, and multiple rock-encrusted
%at% 40610 %echo% tusks jut from its toothy maw. With a bellowing roar, the creature shakes its
%at% 40610 %echo% massive head in challenge, then paws the ground and charges.
%at% 40611 %echo% The wall to the south suddenly shatters in a shower of rubble and dust!
%at% 40611 %echo% The ground quakes as a colossal, elephantine beast of rocky, armored plates
%at% 40611 %echo% presses forward. Elaborate horns crown its head, and multiple rock-encrusted
%at% 40611 %echo% tusks jut from its toothy maw. With a bellowing roar, the creature shakes its
%at% 40611 %echo% massive head in challenge, then paws the ground and charges.
%at% 40612 %echo% The wall to the south suddenly shatters in a shower of rubble and dust!
%at% 40612 %echo% The ground quakes as a colossal, elephantine beast of rocky, armored plates
%at% 40612 %echo% presses forward. Elaborate horns crown its head, and multiple rock-encrusted
%at% 40612 %echo% tusks jut from its toothy maw. With a bellowing roar, the creature shakes its
%at% 40612 %echo% massive head in challenge, then paws the ground and charges.
%echo% The wall to the south suddenly shatters in a shower of rubble and dust!
%echo% The ground quakes as a colossal, elephantine beast of rocky, armored plates
%echo% presses forward. Elaborate horns crown its head, and multiple rock-encrusted
%echo% tusks jut from its toothy maw. With a bellowing roar, the creature shakes its
%echo% massive head in challenge, then paws the ground and charges.
%load% mob 40605
%door% 40613 south room 40614
%door% 40614 north room 40613
unset deadserpents
end
end
That's 55 lines. I knew I could also write it this way and save a few lines:
Code:
Name: 'Mob Death Command', VNum: [40606], RNum: [ 1700]
Trigger Intended Assignment: Rooms
Trigger Type: Command , Numeric Arg: 100, Arg list: dead
Commands:
if %actor.vnum% == 40604
eval deadmouthers %deadmouthers% + 1
global deadmouthers
if %deadmouthers% == 3
wait 60 s
set num 40610
while %num% < 40614
%at% %num% %echo% A grating sound like metal sliding on stone echoes throughout the area.
%at% %num% %echo% A writhing mass of silver serpents slither out of the cracks in the walls,
%at% %num% %echo% their teeth gnashing and metallic scales ringing as they descend!
eval num %num% + 1
done
%at% 40612 %load% mob 40606
%at% 40612 %load% mob 40606
%at% 40612 %load% mob 40606
unset deadmouthers
end
elseif %actor.vnum% == 40606
eval deadserpents %deadserpents% + 1
global deadserpents
if %deadserpents% == 3
wait 5 s
%load% obj 40605
%at% 40614 %load% obj 40605
set num 40610
while %num% < 40614
%at %num% %echo% The wall to the south suddenly shatters in a shower of rubble and dust!
%at %num% %echo% The ground quakes as a colossal, elephantine beast of rocky, armored plates
%at %num% %echo% presses forward. Elaborate horns crown its head, and multiple rock-encrusted
%at %num% %echo% tusks jut from its toothy maw. With a bellowing roar, the creature shakes its
%at %num% %echo% massive head in challenge, then paws the ground and charges.
eval num %num% + 1
done
%load% mob 40605
%door% 40613 south room 40614
%door% 40614 north room 40613
unset deadserpents
end
end
That's 39 lines.
What I didn't know till digging in the code is that there's a third way to write it to make it even shorter:
Code:
Name: 'Mob Death Command', VNum: [40606], RNum: [ 1700]
Trigger Intended Assignment: Rooms
Trigger Type: Command , Numeric Arg: 100, Arg list: dead
Commands:
if %actor.vnum% == 40604
eval deadmouthers %deadmouthers% + 1
global deadmouthers
if %deadmouthers% == 3
wait 60 s
%recho% 40610 40613 A grating sound like metal sliding on stone echoes throughout the area.
%recho% 40610 40613 A writhing mass of silver serpents slither out of the cracks in the walls,
%recho% 40610 40613 their teeth gnashing and metallic scales ringing as they descend!
%at% 40612 %load% mob 40606
%at% 40612 %load% mob 40606
%at% 40612 %load% mob 40606
unset deadmouthers
end
elseif %actor.vnum% == 40606
eval deadserpents %deadserpents% + 1
global deadserpents
if %deadserpents% == 3
wait 5 s
%load% obj 40605
%at% 40614 %load% obj 40605
%recho% 40610 40613 The wall to the south suddenly shatters in a shower of rubble and dust!
%recho% 40610 40613 The ground quakes as a colossal, elephantine beast of rocky, armored plates
%recho% 40610 40613 presses forward. Elaborate horns crown its head, and multiple rock-encrusted
%recho% 40610 40613 tusks jut from its toothy maw. With a bellowing roar, the creature shakes its
%recho% 40610 40613 massive head in challenge, then paws the ground and charges.
%load% mob 40605
%door% 40613 south room 40614
%door% 40614 north room 40613
unset deadserpents
end
end
That's 31 lines.
%recho% # # <message>
echoes the message to every room in the range of #-#.