Event Program Commands
Event programs have access to 44 commands. Most are shared with other script types and are documented in the Shared Commands Reference. This page provides a brief index of all commands with links, plus full documentation for event-specific behavior.
All commands use the event prefix: event echoat, event mload, event startevent, etc.
Table of Contents
- Commands Not Available to Events
- Complete Command List
- Event Control (8 commands)
- Communication (4 commands)
- Entity Loading (2 commands)
- Room Management (2 commands)
- Dungeon and Instance Integration (6 commands)
- Quest Integration (2 commands)
- Player Management (2 commands)
- Area and Dungeon Unlocking (2 commands)
- Entity Modification (1 command)
- Variable Management (7 commands)
- Scripting Control (2 commands)
- Wilderness (5 commands)
- Miscellaneous (1 command)
- Command Summary Table
Comments in scripts use the
**prefix. Place comments on their own line:** This is a comment event echoat $n The event has begun!
Commands Not Available to Events
Event programs have a focused command set. Many commands available to mob, object, and room programs are not available in event context. Notable exclusions:
| Command | Available To | Why Not Event |
|---|---|---|
appear / disappear | mob | Events have no visibility state |
assist / kill / flee | mob | Events don’t participate in combat directly |
at | mob, obj, room, token | Events have no location |
cast | mob, obj | Events don’t cast spells |
damage / gdamage | mob, obj, room, token | Use mob scripts for damage |
delay / cancel | mob, obj, room | Events use tick-based timing |
echo / echoaround | mob, obj, room, token | Use echoat or gecho instead |
force / gforce | mob, obj, room, token | Events don’t force player commands |
goto / transfer / gtransfer | mob, obj, room, token | Events have no location to move from |
hunt | mob | Events don’t track targets |
purge | mob, obj, room, token | Use mob/room scripts for purging |
selfdestruct | mob, obj | Events end via stopevent |
dequeue / queue | mob, obj, room, token | Events use their own scheduling |
Complete Command List
All 44 commands available to event programs, organized by category.
Event Control (8 commands)
These commands directly manage event lifecycle and progression.
event
event event <subcommand> [parameters]
Interact with the event system — create, modify, query, and manage events. This is the general-purpose event command for operations not covered by the specific commands below.
** Query event state
event event status
startevent
event startevent
Start a world or area event. When called from within an event program, starts the current event or a referenced event. Triggers the event’s start sequence, sends announcements, and begins tracking participants.
** Start the event from a tick trigger
event startevent
event gecho {WThe invasion has begun! Defend the realm!{x
stopevent
event stopevent
Stop and end the currently active event. Triggers end-of-event processing including reward distribution and cleanup announcements.
** End the event when goal is reached
if eventprogress $self >= 100
event stopevent
endif
phaseevent
event phaseevent
Advance the event to its next phase or stage. Events can have multiple stages defined in evtedit, and each phase transition can trigger different behavior in your scripts.
** Advance to next phase when progress milestone is hit
if eventprogress $self >= 50
event phaseevent
event gecho {YThe event has entered its next phase!{x
endif
stageevent
event stageevent
Advance the event to its next stage. This is an alias for phaseevent — both commands perform the same action.
reckoning
event reckoning <subcommand>
Interact with the reckoning world event system. Trigger reckoning phases, check reckoning state, and manage reckoning progression.
- Requires argument: Yes (restricted)
** Trigger a reckoning phase
event reckoning advance
startreckoning
event startreckoning <parameters>
Start a reckoning world event sequence. Reckonings are large-scale world events with global effects.
- Requires argument: Yes (restricted)
** Begin a new reckoning
event startreckoning
event gecho {RThe Reckoning has begun! The world trembles!{x
stopreckoning
event stopreckoning
Stop an active reckoning event. Ends the reckoning and triggers any cleanup logic.
- Requires argument: Yes (restricted)
** End the reckoning
event stopreckoning
event gecho {WThe Reckoning has ended. Peace returns to the land.{x
Communication (4 commands)
Commands for sending messages to players.
echoat
event echoat <target> <message>
Send a message to a specific target character. This is the primary communication command for events, since events have no “room” to echo to.
** Notify a player of their event progress
event echoat $n {CYou have contributed 15 kills to the war effort!{x
questechoat
event questechoat <target> <message>
Send a quest-themed message to a specific character. Displays with quest formatting.
** Quest-style notification
event questechoat $n {YObjective Update: Collect 10 more moonberries.{x
event mail <player> <subject>~ <body>~
Send an in-game mail message to a player. Useful for notifying offline participants of event results.
- Requires argument: Yes (restricted)
** Mail results to the winner
event mail $n Event Results~ Congratulations! You won the Harvest Moon event with 47 contributions!~
wiznet
event wiznet <message>
Send a message to the immortal communication channel. Useful for logging event state changes visible to staff.
** Log event milestones to wiznet
event wiznet Event 'Harvest Moon' reached 50% progress.
Entity Loading (2 commands)
Commands for creating mobs and objects in the game world.
mload
event mload <mobile vnum> [room vnum]
Load a mobile (NPC) by vnum into the game world. When a room vnum is specified, the mob spawns there. Without a room argument, the mob spawns at a default location within the event scope.
** Spawn the event boss
event mload 9500 3001
event gecho {RThe Dread Warden has appeared in the Town Square!{x
oload
event oload <object vnum> [location]
Load an object by vnum into the game world. Can place objects in rooms or on mobs.
** Spawn a collection item
event oload 5001
Room Management (2 commands)
alterroom
event alterroom <room vnum> <field> <value>
Modify properties of a room. Events can alter rooms within their scope to create environmental effects.
- Requires argument: Yes (restricted)
** Make the arena room safe during setup phase
event alterroom 3500 flags safe
resetroom
event resetroom <room vnum>
Reset a room to its default template state. Useful for cleaning up after an event.
- Requires argument: Yes (restricted)
** Clean up the arena after the event
event resetroom 3500
event resetroom 3501
event resetroom 3502
Dungeon and Instance Integration (6 commands)
Events can interact with the dungeon and instance systems.
dungeoncommence
event dungeoncommence <dungeon id>
Start a dungeon encounter or phase. Used when an event integrates with a dungeon.
- Requires argument: Yes (restricted)
dungeoncomplete
event dungeoncomplete <dungeon id>
Mark a dungeon as successfully completed.
- Requires argument: Yes (restricted)
dungeonfailure
event dungeonfailure <dungeon id>
Mark a dungeon as failed.
- Requires argument: Yes (restricted)
instancecomplete
event instancecomplete <instance id>
Mark the current dungeon instance as completed.
- Requires argument: Yes (restricted)
instancefailure
event instancefailure <instance id>
Mark the current dungeon instance as failed.
- Requires argument: Yes (restricted)
sendfloor
event sendfloor <parameters>
Send a dungeon floor transition to players. Moves participants to the next dungeon floor.
Quest Integration (2 commands)
quest
event quest <subcommand> <parameters>
Interact with the quest system. Start, complete, or modify quests for event participants.
** Complete the event quest for a player
event quest complete $n harvest_quest
specialkey
event specialkey <parameters>
Create or manage a special key item for dungeon access. Used when events gate dungeon entry.
Player Management (2 commands)
mute
event mute <target>
Mute a character, preventing them from using speech channels. Can be used to enforce event rules.
** Mute a disruptive player
event mute $n
unmute
event unmute <target>
Remove a mute from a previously muted character.
** Unmute at event end
event unmute $n
Area and Dungeon Unlocking (2 commands)
unlockarea
event unlockarea <area vnum>
Unlock a locked area, making it accessible to players. Events can gate content behind event progress.
- Requires argument: Yes (restricted)
** Unlock the bonus zone when event reaches phase 3
event unlockarea 45
event gecho {GThe sealed gates of the Shadow Realm swing open!{x
unlockdungeon
event unlockdungeon <dungeon id>
Unlock a dungeon, making it accessible to players.
- Requires argument: Yes (restricted)
Entity Modification (1 command)
churchannouncetheft
event churchannouncetheft <parameters>
Announce a theft to members of a church or religion. Specialized for religion-based war events.
- Requires argument: Yes (restricted)
Variable Management (7 commands)
Variables let event scripts store and retrieve data that persists across trigger firings.
varset
event varset <name> <type> <value>
Set a variable on the event entity. Supports number, string, and room types.
** Track the current phase
event varset current_phase number 2
** Store the boss room
event varset boss_room room 3001
varseton
event varseton <target> <name> <type> <value>
Set a variable on a different entity (player, mob, quest, another event).
** Mark a player as having participated
event varseton $n event_participated number 1
varclear
event varclear <name>
Remove a variable from the event entity.
** Clean up tracking variables at event end
event varclear current_phase
event varclear boss_spawned
varclearon
event varclearon <target> <name>
Clear a variable on a different entity.
** Remove participation marker from a player
event varclearon $n event_participated
varcopy
event varcopy <source_name> <dest_name>
Copy a variable from one name to another on the event entity.
varsave
event varsave <name>
Mark a variable for persistent storage. Saved variables survive server reboots.
** Persist the event's historical win count
event varsave total_completions
varsaveon
event varsaveon <target> <name>
Mark a variable on a different entity for persistent save.
Scripting Control (2 commands)
call
event call <script vnum> [arguments]
Call another script as a subroutine. The called script runs and returns control to the caller. Useful for reusing common logic across multiple event scripts.
** Call the reward distribution subroutine
event call 505
xcall
event xcall <entity> <script vnum> [arguments]
Execute a cross-entity script call — run a script on another entity (mob, room, area, etc.) from the event context.
** Trigger a room script to open the arena gates
event xcall room:3500 600
Wilderness (5 commands)
Events can modify the wilderness map.
wildernessmap
event wildernessmap <parameters>
Generate or modify a wilderness map overlay.
wildsanchor
event wildsanchor <parameters>
Set an anchor point on the wilderness map.
wildsoverlay
event wildsoverlay <parameters>
Apply a tile overlay to the wilderness map. Used to change terrain during events.
** Turn the plains to scorched earth during the invasion
event wildsoverlay 50 50 100 100 scorched
wildstile
event wildstile <parameters>
Set or modify a specific wilderness tile.
wildsvlink
event wildsvlink <parameters>
Create a virtual link between wilderness tiles and interior rooms.
Miscellaneous (1 command)
treasuremap
event treasuremap <parameters>
Create or interact with a treasure map item. Used for treasure-hunt style events.
Command Summary Table
| Command | Category | Description |
|---|---|---|
alterroom | Room Management | Modify room properties |
call | Scripting | Call a subroutine script |
churchannouncetheft | Entity Modification | Announce church theft |
dungeoncommence | Dungeon/Instance | Start a dungeon encounter |
dungeoncomplete | Dungeon/Instance | Mark dungeon complete |
dungeonfailure | Dungeon/Instance | Mark dungeon failed |
echoat | Communication | Message a specific character |
event | Event Control | Interact with the event system |
instancecomplete | Dungeon/Instance | Mark instance complete |
instancefailure | Dungeon/Instance | Mark instance failed |
mail | Communication | Send in-game mail |
mload | Entity Loading | Load a mobile by vnum |
mute | Player Management | Mute a character |
oload | Entity Loading | Load an object by vnum |
phaseevent | Event Control | Advance to next phase |
quest | Quest Integration | Interact with quest system |
questechoat | Communication | Quest-formatted message to a character |
reckoning | Event Control | Trigger reckoning event |
resetroom | Room Management | Reset a room to defaults |
sendfloor | Dungeon/Instance | Send floor transition |
specialkey | Quest Integration | Manage special keys |
stageevent | Event Control | Advance to next stage (alias for phaseevent) |
startevent | Event Control | Start a world/area event |
startreckoning | Event Control | Start a reckoning sequence |
stopevent | Event Control | End the active event |
stopreckoning | Event Control | Stop an active reckoning |
treasuremap | Miscellaneous | Create/manage treasure map |
unlockarea | Unlocking | Unlock a locked area |
unlockdungeon | Unlocking | Unlock a dungeon |
unmute | Player Management | Unmute a character |
varclear | Variables | Clear a variable |
varclearon | Variables | Clear variable on another entity |
varcopy | Variables | Copy a variable |
varsave | Variables | Persist a variable |
varsaveon | Variables | Persist variable on another entity |
varset | Variables | Set a variable |
varseton | Variables | Set variable on another entity |
wildernessmap | Wilderness | Modify wilderness map |
wildsanchor | Wilderness | Set wilderness anchor |
wildsoverlay | Wilderness | Apply tile overlay |
wildstile | Wilderness | Set a wilderness tile |
wildsvlink | Wilderness | Create virtual link |
wiznet | Communication | Message the immortal channel |
xcall | Scripting | Cross-entity script call |