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 | ||
|---|---|---|
| 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 | ||
|---|---|---|
| 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 | ||
|---|---|---|
| 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;
}
| |