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commands

Runs the commands of the server, as its console or as a player.

Source: src/Moongate.Server.Ultima/Modules/CommandsModule.cs

commands.execute(command, ...) -> boolean

Runs a command as the server console does: with every power and with no player behind it, so a command that needs one, such as a target cursor, answers that it works in game only. The arguments follow the name, one each: strings, numbers and booleans, joined by spaces into one line (an argument with a space in it is read as two). True when the command was started, false for an empty name, a line end in it or in an argument, or an argument that is a table or a function. The command runs on its own: what it answers is written in the server log, and a failure of it is logged, never raised in the script.

A script that keeps the world saved before it changes the season, as the console would:

commands.execute("save")
commands.execute("season", "winter")

A timer that tells everyone the server is about to save:

timer.every(3600, function()
commands.execute("broadcast", "The", "world", "is", "being", "saved.")
commands.execute("save")
end)
ParameterTypeDefault
commandstring
...any

Returns boolean.

commands.execute_as(player, command, ...) -> boolean

Runs a command as the player wrote it in game: with the level of its account, so a command above it is refused as it would be, and with its session, so a target cursor opens for it. The player reads what the command answers. True when the command was started; false as commands.execute, and for a player that is not in the world. The command runs on its own.

A stone that sends who double clicks it to Britain with the staff’s own go; a player whose account may not use that command reads the refusal it would read typing it:

function travel_stone.on_use(serial, user)
commands.execute_as(user, "go", "britain")
return true
end
ParameterTypeDefault
playerinteger
commandstring
...any

Returns boolean.

Made with ❤️ by Tom

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