Difference between revisions of "Prog Appendix 4"
From Immwiki
(*Alphabetized, and added if regex()) |
m |
||
Line 1: | Line 1: | ||
= Appendix 4: List of If Checks = | = Appendix 4: List of If Checks = | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
if haspath(npc) | if haspath(npc) | ||
− | |||
if hassymbol(var) == arg | if hassymbol(var) == arg | ||
− | |||
− | |||
− | |||
− | |||
− | |||
if isanimal(var) | if isanimal(var) | ||
+ | if isbitset(var) == Bit # | ||
+ | if mobvcheck(var) == # | ||
+ | if mobvalue(mob slot) == # | ||
+ | if objvalue(obj slot) == # | ||
+ | if roomvalue(room slot) == # | ||
+ | if remembers(var) | ||
+ | if isfocused(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 objhere(vnum of object) |
− | if | + | if mobhere(vnum of mob) |
+ | if ishere(var) | ||
+ | if inroom(var) == vnum of room | ||
+ | if inarea(var) | ||
+ | if isopen(var) == # or Direction | ||
+ | if isseason() == # or season | ||
+ | if isphase() == # | ||
+ | if islight() | ||
+ | if isday() == # | ||
+ | if istime() == # | ||
+ | if roomflag(var) == <room flag name> | ||
+ | if isnpc(var) | ||
+ | if name(var) == Name | ||
+ | if valname(var) == var2 | ||
+ | if ismale(var) | ||
+ | if isfemale(var) | ||
+ | if isneuter(var) | ||
+ | if sex(var) == # | ||
+ | if strength(var) == # | ||
+ | if dexterity(var) == # | ||
+ | if intelligence(var) == # | ||
+ | if constitution(var) == # | ||
+ | if wisdom(var) == # | ||
+ | if charisma(var) == # | ||
+ | if isgood(var) | ||
+ | if isneutral(var) | ||
+ | if isevil(var) | ||
+ | if islawful(var) | ||
if isbalanced(var) | if isbalanced(var) | ||
− | |||
− | |||
if ischaotic(var) | if ischaotic(var) | ||
− | if | + | if size(var) == # or size |
+ | if israce(var) == Race | ||
+ | if class(var) == # | ||
+ | if level(var) == # | ||
+ | if isimmort(var) | ||
+ | if hitprcnt(var) == # | ||
+ | if adrenaline(var) == # | ||
+ | if position(var) == # | ||
+ | if goldamt(var) == # | ||
+ | if skill[vnum of skill](var) == # | ||
+ | if isbitset(var) == Bit # | ||
if iscriminal(var) | if iscriminal(var) | ||
− | if | + | if inhouse(var) == House |
− | if | + | if isinhouse(var) |
− | if | + | if snaffected(var) == vnum of spell affect |
− | if | + | if isaffected(var) == Bit number of the affect |
+ | if isghost(var) | ||
+ | if isastral(var) | ||
+ | if isflying(var) | ||
+ | if hasboat(var) | ||
+ | if iswizi(var) | ||
+ | if isindoors(var) | ||
if isfight(var) == name | if isfight(var) == name | ||
if isfighting(var) == name | if isfighting(var) == name | ||
− | if | + | is tanking(var) |
− | if | + | if istracking(var) |
+ | if istrack(var) | ||
+ | if ischarmed(var) | ||
+ | if ismaster(var) | ||
if isfollow(var) | if isfollow(var) | ||
− | |||
− | |||
if isgroup(var) & var2 | if isgroup(var) & var2 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
if isrange(var) == var2 | if isrange(var) == var2 | ||
− | if | + | if cansee(var) == var2 |
− | if | + | if lagged(var) |
− | + | if isoverlimit() == Vnum of the object | |
− | if | + | |
− | + | ||
− | + | ||
− | + | ||
if iswielding(var) == vnum of the object | if iswielding(var) == vnum of the object | ||
+ | if iscarrying(var) == vnum of the object | ||
+ | if isowner(var) | ||
+ | if isheld(var) | ||
if isworn(var) | if isworn(var) | ||
− | if | + | if iswearslotfull(var) == # |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
if objtype() == # | if objtype() == # | ||
if objval0() == # | if objval0() == # | ||
Line 89: | Line 92: | ||
if objval2() == # | if objval2() == # | ||
if objval3() == # | if objval3() == # | ||
− | if | + | if material() == Material type |
if perminvis([var]) | if perminvis([var]) | ||
− | if | + | if ispc(var) |
+ | if level41corpsehere() | ||
+ | if number([var]) == <vnum> | ||
+ | if objfrom(var) == <animal|celestial> | ||
if rand(#) | if rand(#) | ||
− | if | + | if compstr(#) == arg |
+ | if compx() == arg | ||
+ | if demonstate() == # | ||
+ | if hasrelief(var) | ||
+ | if isweather() == # | ||
+ | if isexists() | ||
if recentowner([var]) == <name> | if recentowner([var]) == <name> | ||
− | |||
− | |||
− | |||
if sector(var) == <sector name> | if sector(var) == <sector name> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |
Revision as of 13:22, 9 July 2003
Appendix 4: List of If Checks
if haspath(npc) if hassymbol(var) == arg if isanimal(var) if isbitset(var) == Bit # if mobvcheck(var) == # if mobvalue(mob slot) == # if objvalue(obj slot) == # if roomvalue(room slot) == # if remembers(var) if isfocused(var) if isanypcarea() if isanypchere(var) if isanynpchere(var) if isanyobjere(var) if objhere(vnum of object) if mobhere(vnum of mob) if ishere(var) if inroom(var) == vnum of room if inarea(var) if isopen(var) == # or Direction if isseason() == # or season if isphase() == # if islight() if isday() == # if istime() == # if roomflag(var) == <room flag name> if isnpc(var) if name(var) == Name if valname(var) == var2 if ismale(var) if isfemale(var) if isneuter(var) if sex(var) == # if strength(var) == # if dexterity(var) == # if intelligence(var) == # if constitution(var) == # if wisdom(var) == # if charisma(var) == # if isgood(var) if isneutral(var) if isevil(var) if islawful(var) if isbalanced(var) if ischaotic(var) if size(var) == # or size if israce(var) == Race if class(var) == # if level(var) == # if isimmort(var) if hitprcnt(var) == # if adrenaline(var) == # if position(var) == # if goldamt(var) == # if skill[vnum of skill](var) == # if isbitset(var) == Bit # if iscriminal(var) if inhouse(var) == House if isinhouse(var) if snaffected(var) == vnum of spell affect if isaffected(var) == Bit number of the affect if isghost(var) if isastral(var) if isflying(var) if hasboat(var) if iswizi(var) if isindoors(var) if isfight(var) == name if isfighting(var) == name is tanking(var) if istracking(var) if istrack(var) if ischarmed(var) if ismaster(var) if isfollow(var) if isgroup(var) & var2 if isrange(var) == var2 if cansee(var) == var2 if lagged(var) if isoverlimit() == Vnum of the object if iswielding(var) == vnum of the object if iscarrying(var) == vnum of the object if isowner(var) if isheld(var) if isworn(var) if iswearslotfull(var) == # if objtype() == # if objval0() == # if objval1() == # if objval2() == # if objval3() == # if material() == Material type if perminvis([var]) if ispc(var) if level41corpsehere() if number([var]) == <vnum> if objfrom(var) == <animal|celestial> if rand(#) if compstr(#) == arg if compx() == arg if demonstate() == # if hasrelief(var) if isweather() == # if isexists() if recentowner([var]) == <name> if sector(var) == <sector name>