IMM_STOPSCRIPTS

Keywords: IMM_STOPSCRIPTS, WIZ_STOPSCRIPTS, STOPSCRIPTS

Category: Admin

=== STAFF MANUAL === Usage: stopscripts Description: Toggle the global runScripts flag on the script engine. When the flag is cleared, every trigger in the game -- mob, object, room, and global -- is prevented from firing until the flag is set again. Use this as an emergency brake when a runaway script is spamming the wiznet, eating the game loop, or triggering a cascade of side effects you need time to diagnose. Each invocation flips the flag, so running stopscripts twice returns the engine to its normal running state. Output: On each invocation you see one of: Scriptengine started. Scriptengine stopped. The command produces no other output and is not logged to the staff wiznet. What Stops: Clearing runScripts affects every trigger dispatch point the engine owns, which is why it is labelled an emergency tool: - Mob triggers: random, fight, act, speech, entry, greet, load, etc. - Object triggers: wear, remove, get, drop, timer, etc. - Room triggers: command, speech, zone reset, enter, leave, time, etc. - Global triggers: the single global trigger list. Scripts that are already mid-execution at the moment you clear the flag complete their current tick before they stop; the flag gates new trigger dispatches. Restrictions: - Requires both Coder level and the Admin staff permission. The level check in the command table is LVL_CODER; the permission field is STAFF_ADMIN. - There is no confirmation prompt. The flag flips immediately on enter. Notes: - Leaving runScripts off indefinitely will break almost every automated system in the game -- combat AI, quest progress, room events, scripted NPCs, and anything else driven by triggers. Treat it as a temporary intervention, not a long-term mode. - For targeted debugging of a single script rather than a global halt, see compile <vid> and the Script_DebugMode flag in scriptedit. === END MANUAL ===