Nevermind. http://www.byond.com/developer/forum/?id=705761 that post has answered my question :P
2. Are you able to change a client's macros, through the game's programming, during runtime? If so, an example for that would be nice, though I think I have something in mind right now.
E.g. I drag a skill to a skillbar slot, and the macro to that specific slot changes to the verb that's used to "cast" the skill.
3. I would very much like to do a pet system for my game, but I've run into a roadblock: saving the pet. I want it so when a player logs out, their pet is saved somehow, so that upon logging in again. their pet will appear again. I do not want to have to move the pet to the player's inventory just to save it along with the player. I hope that makes sense. How would I go about accomplishing this?
Just use one verb that calls the appropriate proc.
If you save the player, and the player has a reference to the pet, the pet will be saved as well. All you need to do is make sure it Write() and Read()s correctly (ie: saving the x,y,z, or alternatively just in the player's Read() relocate the pet to be next to the player). There's no need to save the pet explicitly.