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Update help for @destroy and @undestroy.

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talvo committed Jan 3, 2019
1 parent 6db29d8 commit 3ed544a183797f8ccd81c84690bd755a3c5a93df
Showing with 20 additions and 16 deletions.
  1. +20 −16 game/txt/hlp/penncmd.hlp
@@ -965,33 +965,37 @@ See also: look, @adescribe, @idescribe, @descformat
& @destroy
& @recycle
& @nuke
@destroy[/override] <object>
@destroy[/override] <object> or @recyle[/override] <object>
@nuke <object>
@undestroy <object>

The @destroy command marks <object> for destruction by setting the GOING flag on it. If <object> is a room, all the exits in the room are marked for destruction as well. If <object> is a player, and the @config option destroy_possessions is on, everything he owns is marked for destruction as well. (If really_safe is also on, his SAFE objects will not be destroyed.) If the adestroy @config option is on, the ADESTROY attribute will be triggered when the object is first @destroy'd.

The MUSH checks for GOING objects every ten minutes or so (see '@config purge_interval'); each one is set with the GOING_TWICE flag, and will be destroyed totally on the next cycle. You can save it from destruction during this period using the @undestroy command, or @destroy it again to destroy it instantly.

When an object is destroyed, any commands, @waits and semaphores it has queued are drained, and the object's owner has the quota for the object, and the initial cost of creating it, refunded.
The @destroy command marks <object> for destruction, or destroys <object> instantly if it was already marked for destruction. You must either control <object>, control its source or destination room (for exits), or it must be set DESTROY_OK and you must pass its @lock/destroy.

Continued in 'help @destroy2'.
& @destroy2
To destroy objects set SAFE, you must use @destroy/override or @nuke. If the really_safe @config option is on, even @nuke can't destroy SAFE objects, and you must clear the SAFE flag first.

@recycle is an alias for @destroy. Some MUSHes disable @destroy and only use @recycle, to avoid players mistyping. @nuke is an alias for @destroy/override.

To destroy an object, you must either control it, control its source or destination room (for exits), or it must be set DESTROY_OK and you must pass its @lock/destroy.
See 'help @destroy2' for a description of the destruction process.
See also: @undestroy, @create, @dig, @open, DESTROY_OK, SAFE
& @destroy2
& DESTRUCTION
When an object is marked for destruction, the GOING flag is set on it and its @adestroy attribute is triggered (if the 'adestroy' @config option is true). If <object> is a room, all the exits in the room are marked for destruction as well. If <object> is a player, and the @config option destroy_possessions is on, everything he owns is marked for destruction as well. (If really_safe is also on, his SAFE objects are spared.)

To destroy objects set SAFE, you must use @destroy/override or @nuke. If the really_safe @config option is on, even @nuke can't destroy SAFE objects, and you must clear the safe flag first.
The MUSH checks for GOING objects every ten minutes or so (see '@config purge_interval'); each one is set with the GOING_TWICE flag, and will be destroyed totally on the next cycle. You can save it from destruction during this period using the @undestroy command, or @destroy it again to destroy it instantly. The GOING and GOING_TWICE flags cannot be set or removed manually.

Players can only be @destroyed when they are not connected, and even then can only be destroyed by a Wizard player. If the destroy_possessions @config option is on, anything the player owns is @destroyed. If the really_safe option is also on, his SAFE possessions are @chown'd to God instead. If the option is off, all their possessions are @chown'd to God.
When an object is destroyed, any commands, @waits and semaphores it has queued are drained, and the object's owner has the quota for the object, and the initial cost of creating it, refunded. The OBJECT`DESTROY event is also queued.

@recycle is an alias for @destroy. Some MUSHes disable @destroy and only use @recycle, to avoid players mistyping.
See also: @undestroy, @create, @dig, @open, DESTROY_OK, SAFE
Players can only be @destroyed when they are not connected, and even then can only be destroyed by a Wizard player. If the destroy_possessions @config option is on, anything the player owns is @destroyed. If the really_safe option is also on, his SAFE possessions are spared. Any objects he owns which aren't destroyed are @chown'd to the Probate player (as per '@config probate_judge'), as are any @channels the player owned.

See also: SAFE, EVENTS
& @undestroy
& @unrecycle
@undestroy <object>

When an object has been marked for destruction using @destroy, this command spares it from destruction. <object>'s @startup is triggered when it is spared.
When an object has been marked for destruction using @destroy, this command spares it from destruction, removing the GOING and GOING_TWICE flags. You must control <object>. <object>'s @startup is triggered when it is spared.

If <object>'s owner is marked for destruction, they will also be spared.

If <object> is a player and the 'destroy_possessions' @config option is on, all objects he owns will also be undestroyed. If <object> is a room, all exits in the room will also be undestroyed. If <object> is an exit and its source room is marked for destruction, it will be undestroyed.

@unrecycle is an alias for @undestroy.

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