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264 | C<remove> will, suprisingly enough, remove the object specified by the tag |
264 | C<remove> will, suprisingly enough, remove the object specified by the tag |
265 | supplied. see also: free |
265 | supplied. see also: free |
266 | |
266 | |
267 | =head2 reset |
267 | =head2 reset |
268 | |
268 | |
269 | reset <mapname> |
269 | reset |
270 | |
270 | |
271 | All other characters must be off of the map at the time of reset. This |
271 | Temporarily moves off all characters from the current map, then resets it. |
272 | will NOT reset any unique items, such as players apartments, in the case |
272 | This will NOT reset any per-player maps, such as apartments, or remove |
273 | of unique items being on a map, it will cause them to be saved before the |
273 | unique items or items on unique floors. I.e. it works exactly as if the |
274 | map is reset. |
274 | map reached its reset time prematurely. |
275 | |
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276 | Using C<reset .> will reset the map that the player is currently on. |
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277 | |
275 | |
278 | =head2 server_speed |
276 | =head2 server_speed |
279 | |
277 | |
280 | server_speed [newspeed] |
278 | server_speed [newspeed] |
281 | |
279 | |