Note that any changes to SpawnRegions re applied in runtime memory only, and next server startup or reload of spawn regions from UOX3 console will overwrite those changes.
GetSpawnRegion | ||
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Prototype | SpawnRegion GetSpawnRegion( spawnRegionNum ) | |
Purpose | Returns SpawnRegion object for specified spawnRegionNum | |
Example of Usage | var spawnRegion = GetSpawnRegion( 1 ); // Returns SpawnRegion object for spawn region #1 from spawns.dfn pUser.TextMessage( "The name of this SpawnRegion is: " + spawnRegion.name ); |
GetSpawnRegionCount | ||
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Prototype | int GetSpawnRegionCount() | |
Purpose | Returns amount of SpawnRegions that exist | |
Example of Usage | var spawnRegionCount = GetSpawnRegionCount(); pUser.TextMessage( "There are " + spawnRegionCount + " SpawnRegions on this server!" ); var spawnRegion; for( var i = 0; i < spawnRegionCount; i++ ) { spawnRegion = GetSpawnRegion( i ); Console.Print( "SpawnRegion Name: " + spawnRegion.name + "\n" ); } |
IterateOverSpawnRegions | ||
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Prototype | void IterateOverSpawnRegions() | |
Purpose | Iterates over all SpawnRegions on the server. | |
Extra Info | For every object it comes across, the iterator will call onIterateSpawnRegions( SpawnRegionObject ) in the calling script. | |
Example of Usage | var count = IterateOverSpawnRegions(); function onIterateSpawnRegions( toCheck ) { Console.Print( "Spawn Region Number: " + toCheck.regionNum + "\n" ); Console.Print( "Spawn Region Name: " + toCheck.name + "\n" ); Console.Print( "Spawn Region World: " + toCheck.world + "\n" ); return true; } |