Prog Appendix 4
From Immwiki
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>