Difference between revisions of "Prog Appendix 4"
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= Appendix 4: List of If Checks = | = Appendix 4: List of If Checks = | ||
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if haspath(npc) | if haspath(npc) | ||
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if hassymbol(var) == arg | if hassymbol(var) == arg | ||
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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) | ||
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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) | ||
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if isgroup(var) & var2 | if isgroup(var) & var2 | ||
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if isrange(var) == var2 | if isrange(var) == var2 | ||
| − | if | + | if cansee(var) == var2 |
| − | if | + | if lagged(var) |
| − | + | if isoverlimit() == Vnum of the object | |
| − | if | + | |
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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) == # |
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if objtype() == # | if objtype() == # | ||
if objval0() == # | if objval0() == # | ||
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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> | ||
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if sector(var) == <sector name> | if sector(var) == <sector name> | ||
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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>