Difference between revisions of "DETACH"
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Builder's working on their trial vnum do not need to learn this command, yet. | Builder's working on their trial vnum do not need to learn this command, yet. |
Latest revision as of 17:18, 10 January 2018
DETACH
Builder's working on their trial vnum do not need to learn this command, yet.
Usage: detach [mob | obj] {target name} {trigger name/vnum | 'all'}
detach room {target vnum | '.'} {trigger name/vnum | 'all'}
Detach removes a script to one instance of a mob/obj/room, for testing or
other purposes. The command only removes the trigger temporarily, until the
room/obj/mob is reloaded via reboot, zreset, load.
Use the optional arguments 'mob' and 'obj' to differentiate if more entities
with the same alias are in the room.
Examples:
detach room 14500 14520 - remove trigger 14500 from room 14520.
detach room all - removes all triggers from a room.
detach santa 1332 - detach trigger 1332 from mob 1308 (santa).
detach mob santa all - detach all triggers from Santa.
detach santa all - Same as above.
detach sword 1300 - detach trigger 1300 from sword.
detach obj sword 1300 - You guessed it - same as above.
detach sword all - detach all triggers from the sword.
See also: ATTACH TRIG-DETACH TRIG-ATTACH OLC TRIGEDIT TSTAT STAT ROOMFLAGS