IMM_STOPSCRIPTS
Keywords: IMM_STOPSCRIPTS, WIZ_STOPSCRIPTS, STOPSCRIPTS
=== 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 ===