Difference between revisions of "Prog Appendix 4"
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= Appendix 4: List of If Checks = | = Appendix 4: List of If Checks = | ||
+ | if adrenaline(var) == # | ||
+ | if cansee(var) == var2 | ||
+ | if charisma(var) == # | ||
+ | if class(var) == # | ||
+ | if compstr(#) == arg | ||
+ | if compx() == arg | ||
+ | if constitution(var) == # | ||
+ | if demonstate() == # | ||
+ | if dexterity(var) == # | ||
+ | if goldamt(var) == # | ||
+ | if hasboat(var) | ||
if haspath(npc) | if haspath(npc) | ||
+ | if hasrelief(var) | ||
if hassymbol(var) == arg | if hassymbol(var) == arg | ||
+ | if hitprcnt(var) == # | ||
+ | if inarea(var) | ||
+ | if inhouse(var) == House | ||
+ | if inroom(var) == vnum of room | ||
+ | if intelligence(var) == # | ||
if isanimal(var) | if isanimal(var) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
if isanypcarea() | if isanypcarea() | ||
if isanypchere(var) | if isanypchere(var) | ||
if isanynpchere(var) | if isanynpchere(var) | ||
if isanyobjere(var) | if isanyobjere(var) | ||
− | if | + | if isastral(var) |
− | + | if isaffected(var) == Bit number of the affect | |
− | + | ||
− | if | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
if isbalanced(var) | if isbalanced(var) | ||
+ | if isbitset(var) == Bit # | ||
+ | if iscarrying(var) == vnum of the object | ||
if ischaotic(var) | if ischaotic(var) | ||
− | if | + | if ischarmed(var) |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
if iscriminal(var) | if iscriminal(var) | ||
− | if | + | if isday() == # |
− | if | + | if isevil(var) |
− | if | + | if isexists() |
− | + | if isfemale(var) | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | if | + | |
if isfight(var) == name | if isfight(var) == name | ||
if isfighting(var) == name | if isfighting(var) == name | ||
− | + | if isflying(var) | |
− | + | if isfocused(var) | |
− | + | ||
− | if | + | |
− | if | + | |
if isfollow(var) | if isfollow(var) | ||
+ | if isghost(var) | ||
+ | if isgood(var) | ||
if isgroup(var) & var2 | if isgroup(var) & var2 | ||
+ | if isheld(var) | ||
+ | if ishere(var) | ||
+ | if isimmort(var) | ||
+ | if isindoors(var) | ||
+ | if isinhouse(var) | ||
+ | if islawful(var) | ||
+ | if islight() | ||
+ | if ismale(var) | ||
+ | if ismaster(var) | ||
+ | if isneuter(var) | ||
+ | if isneutral(var) | ||
+ | if isnpc(var) | ||
+ | if isopen(var) == # or Direction | ||
+ | if isoverlimit() == Vnum of the object | ||
+ | if isowner(var) | ||
+ | if ispc(var) | ||
+ | if isphase() == # | ||
+ | if israce(var) == Race | ||
if isrange(var) == var2 | if isrange(var) == var2 | ||
− | if | + | if isseason() == # or season |
− | if | + | if istime() == # |
− | if | + | if istrack(var) |
+ | if istracking(var) | ||
+ | if iswizi(var) | ||
+ | if iswearslotfull(var) == # | ||
+ | if isweather() == # | ||
if iswielding(var) == vnum of the object | if iswielding(var) == vnum of the object | ||
− | |||
− | |||
− | |||
if isworn(var) | if isworn(var) | ||
− | if | + | if lagged(var) |
+ | if level(var) == # | ||
+ | if level41corpsehere() | ||
+ | if material() == Material type | ||
+ | if mobvcheck(var) == # | ||
+ | if mobhere(vnum of mob) | ||
+ | if mobvalue(mob slot) == # | ||
+ | if name(var) == Name | ||
+ | if number([var]) == <vnum> | ||
+ | if objhere(vnum of object) | ||
+ | if objfrom(var) == <animal|celestial> | ||
if objtype() == # | if objtype() == # | ||
if objval0() == # | if objval0() == # | ||
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if objval2() == # | if objval2() == # | ||
if objval3() == # | if objval3() == # | ||
− | if | + | if objvalue(obj slot) == # |
if perminvis([var]) | if perminvis([var]) | ||
− | if | + | if position(var) == # |
− | + | ||
− | + | ||
− | + | ||
if rand(#) | if rand(#) | ||
− | if | + | if remembers(var) |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
if recentowner([var]) == <name> | if recentowner([var]) == <name> | ||
+ | if regex() == <regular expression> | ||
+ | if roomflag(var) == <room flag name> | ||
+ | if roomvalue(room slot) == # | ||
if sector(var) == <sector name> | if sector(var) == <sector name> | ||
+ | if sex(var) == # | ||
+ | if size(var) == # or size | ||
+ | if skill[vnum of skill](var) == # | ||
+ | if snaffected(var) == vnum of spell affect | ||
+ | if strength(var) == # | ||
+ | is tanking(var) | ||
+ | if valname(var) == var2 | ||
+ | if wisdom(var) == # |
Revision as of 04:58, 15 August 2003
Appendix 4: List of If Checks
if adrenaline(var) == # if cansee(var) == var2 if charisma(var) == # if class(var) == # if compstr(#) == arg if compx() == arg if constitution(var) == # if demonstate() == # if dexterity(var) == # if goldamt(var) == # if hasboat(var) if haspath(npc) if hasrelief(var) if hassymbol(var) == arg if hitprcnt(var) == # if inarea(var) if inhouse(var) == House if inroom(var) == vnum of room if intelligence(var) == # if isanimal(var) if isanypcarea() if isanypchere(var) if isanynpchere(var) if isanyobjere(var) if isastral(var) if isaffected(var) == Bit number of the affect if isbalanced(var) if isbitset(var) == Bit # if iscarrying(var) == vnum of the object if ischaotic(var) if ischarmed(var) if iscriminal(var) if isday() == # if isevil(var) if isexists() if isfemale(var) if isfight(var) == name if isfighting(var) == name if isflying(var) if isfocused(var) if isfollow(var) if isghost(var) if isgood(var) if isgroup(var) & var2 if isheld(var) if ishere(var) if isimmort(var) if isindoors(var) if isinhouse(var) if islawful(var) if islight() if ismale(var) if ismaster(var) if isneuter(var) if isneutral(var) if isnpc(var) if isopen(var) == # or Direction if isoverlimit() == Vnum of the object if isowner(var) if ispc(var) if isphase() == # if israce(var) == Race if isrange(var) == var2 if isseason() == # or season if istime() == # if istrack(var) if istracking(var) if iswizi(var) if iswearslotfull(var) == # if isweather() == # if iswielding(var) == vnum of the object if isworn(var) if lagged(var) if level(var) == # if level41corpsehere() if material() == Material type if mobvcheck(var) == # if mobhere(vnum of mob) if mobvalue(mob slot) == # if name(var) == Name if number([var]) == <vnum> if objhere(vnum of object) if objfrom(var) == <animal|celestial> if objtype() == # if objval0() == # if objval1() == # if objval2() == # if objval3() == # if objvalue(obj slot) == # if perminvis([var]) if position(var) == # if rand(#) if remembers(var) if recentowner([var]) == <name> if regex() == <regular expression> if roomflag(var) == <room flag name> if roomvalue(room slot) == # if sector(var) == <sector name> if sex(var) == # if size(var) == # or size if skill[vnum of skill](var) == # if snaffected(var) == vnum of spell affect if strength(var) == # is tanking(var) if valname(var) == var2 if wisdom(var) == #