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 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 objhere(vnum of object)
+
  if isastral(var)  
if mobhere(vnum of mob)
+
  if isaffected(var) == Bit number of the affect
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 size(var) == # or size
+
  if ischarmed(var)  
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 inhouse(var) == House
+
  if isday() == #
  if isinhouse(var)  
+
  if isevil(var)  
  if snaffected(var) == vnum of spell affect
+
  if isexists()  
if isaffected(var) == Bit number of the affect
+
  if isfemale(var)  
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  
is tanking(var)
+
  if isflying(var)  
if istracking(var)
+
  if isfocused(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 cansee(var) == var2
+
  if isseason() == # or season
  if lagged(var)
+
  if istime() == #
  if isoverlimit() == Vnum of the object
+
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 iscarrying(var) == vnum of the object
 
if isowner(var)
 
if isheld(var)
 
 
  if isworn(var)  
 
  if isworn(var)  
  if iswearslotfull(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 objtype() == #  
 
  if objval0() == #  
 
  if objval0() == #  
Line 92: Line 89:
 
  if objval2() == #  
 
  if objval2() == #  
 
  if objval3() == #  
 
  if objval3() == #  
  if material() == Material type
+
  if objvalue(obj slot) == #
 
  if perminvis([var])
 
  if perminvis([var])
  if ispc(var)
+
  if position(var) == #
if level41corpsehere()
+
if number([var]) == <vnum>
+
if objfrom(var) == <animal|celestial>
+
 
  if rand(#)  
 
  if rand(#)  
  if compstr(#) == arg
+
  if remembers(var)  
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) == #
 +
 +
[[category:Leviticus]]

Latest revision as of 23:44, 26 April 2011

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) == #