IMM_DETACH

Keywords: IMM_DETACH, WIZ_DETACH

Category: Building

=== STAFF MANUAL === Usage: detach room <trigger | all> detach <target> <trigger | all> detach mob <target> <trigger> detach object <target> <trigger> Description: Remove a trigger script from a live mob, object, or room. Use detach to clean up attachments that you (or a reset) added via attach, to back out a bad hot-patch, or to pare down an entity that has accumulated too many runtime triggers. Forms: detach room <trigger> ..... Remove a trigger from the room you are currently standing in, matched by name. detach room all ........... Remove every trigger from the current room. detach <target> <trig> .... Smart-target form. target is resolved against your equipment, your inventory, characters and objects in your current room, and finally against characters and objects anywhere in the world (first match wins). trig may be a script name or the literal word all. detach mob <name> <trig> .. Explicit mob form. Looks up a character by name and removes the named trigger. detach object <name> <t> .. Explicit object form. Looks up an object by name and removes the named trigger. Output: On success, the invoker sees: Trigger removed. For the all variants the confirmation depends on the target: All triggers removed from room. All triggers removed from <mob>. All triggers removed from <obj>. Common failure messages: That trigger was not found. No such mobile around. No such object around. Nothing around by that name. You must specify a trigger to remove. Restrictions: - Requires the Script staff permission. - Both arguments are required. An incomplete command prints: "Usage: detach [ mob | object ] { target } { trigger | 'all' }" - The all keyword only removes triggers reliably on the room form and on the smart-target form. For mob or object targets, prefer the smart-target form when you want to wipe every trigger, since that is the code path all is wired through. Notes: - detach only operates on live-instance triggers. It does not remove triggers that are part of a mob or object prototype -- for those, edit the prototype's trigger list in medit / oedit or add a TRIG_DELETED flag via delete trigger. - After a zone reset or reboot, any triggers attached to prototype-reset entities are reapplied, so a detach made during play may be silently undone by the next reset of that zone. - Use sstat on the target if you need to list the triggers currently attached before picking which one to remove. Related Helpfiles: WIZ_ATTACH, WIZ_VATTACHED === END MANUAL ===