Difference between revisions of "Prog Appendix 4"

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(*Alphabetized, and added if regex())
 
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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 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 isastral(var)  
+
  if objhere(vnum of object)
  if isaffected(var) == Bit number of the affect
+
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 isbitset(var) == Bit #
 
if iscarrying(var) == vnum of the object
 
 
  if ischaotic(var)  
 
  if ischaotic(var)  
  if ischarmed(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 iscriminal(var)  
  if isday() == #
+
  if inhouse(var) == House
  if isevil(var)  
+
  if isinhouse(var)  
  if isexists()  
+
  if snaffected(var) == vnum of spell affect
  if isfemale(var)  
+
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 isflying(var)  
+
is tanking(var)
  if isfocused(var)  
+
if istracking(var)
 +
if istrack(var)
 +
  if ischarmed(var)  
 +
  if ismaster(var)  
 
  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 isseason() == # or season
+
  if cansee(var) == var2
  if istime() == #
+
  if lagged(var)
if istrack(var)  
+
  if isoverlimit() == Vnum of the object
  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 iscarrying(var) == vnum of the object
 +
if isowner(var)
 +
if isheld(var)
 
  if isworn(var)  
 
  if isworn(var)  
  if lagged(var)
+
  if iswearslotfull(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() == #  
Line 89: Line 92:
 
  if objval2() == #  
 
  if objval2() == #  
 
  if objval3() == #  
 
  if objval3() == #  
  if objvalue(obj slot) == #
+
  if material() == Material type
 
  if perminvis([var])
 
  if perminvis([var])
  if position(var) == #
+
  if ispc(var)
 +
if level41corpsehere()
 +
if number([var]) == <vnum>
 +
if objfrom(var) == <animal|celestial>
 
  if rand(#)  
 
  if rand(#)  
  if remembers(var)  
+
  if compstr(#) == arg
 +
if compx() == arg
 +
if demonstate() == #
 +
if hasrelief(var)
 +
if isweather() == #
 +
if isexists()  
 
  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 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>