IF-checks

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true/false numeric
Mobile flags:

act act2 affected affected2 imm off res vuln

Mobile values:

align damtype isdemon isevil isgood isimmort ismystic isneutral isnpc ispc level material name pos race sex

Mobile conditions:

hpcnt wimpy

Player-specific values:

age danger

Player-specific conditions:

drunk fullness hunger thirst

Mobile/Player status:

isactive isambushing isangel isbrewing iscasting ischarm isdead isfading isfighting isflying isfollow ishunting ismorphed isprey ispulling ispullingrelic isquesting isridden isrider isriding isscribing isshifted isshooting isshopkeeper issustained timer toxin

Player counters:

deathcount deity monkills pneuma practices quest totalquests trains

Church checks:

church churchonline churchrank ischurchexcom

Ability checks:

canhunt canpractice canscare skill testskill

Inventory:

carriedby carries carryleft gold has maxcarry maxweight money objwearloc objweight objweightleft silver uses wears wearused weight weightleft wornby

Attribute Checks:

curhit curmana curmove groupcon groupdex groupint groupstr groupwis maxhit maxmana maxmove permcon permdex permint permstr permwis pgroupcon pgroupdex pgroupint pgroupstr pgroupwis statcon statdex statint statstr statwis

Player combat stats:

arenafights arenaloss arenaratio arenawins cpkfights cpkloss cpkratio cpkwins pkfights pkloss pkratio pkwins totalfights totalloss totalpkfights totalpkloss totalpkratio totalpkwins totalratio totalwins

Room Checks:

clones exitexists exitflag groundweight grpsize healregen innature mobs order people players isroomdark manaregen moveregen room roomflag roomflag2 roomweight sector

Miscellaneous checks:

dice hasqueue hastarget id id2 identical isdelay istarget isvisible isvisibleto lastreturn rand skeyword vnum

Expression if-checks:

bit flagact flagact2 flagaffect flagaffect2 flagcontainer flagexit flagextra flagextra2 flagform flagfurniture flagimm flaginterrupt flagoff flagpart flagportal flagres flagroom flagroom2 flagvuln flagweapon flagwear valueac valuedamage valueposition valueranged valuerelic valuesector valuesize valuetoxin valuetype valueweapon valuewear

Token checks:

hastoken tokencount tokenexists tokenvalue

Variable checks:

vardefined varexit varnumber varstring

Time checks:

hour day month year

Existance checks:

mobexists mobhere objexists objhere

Object checks:

container damtype furniture iscpkproof iskey ison isrepairable isrestrung isworn level liquid material name objcond objcost objextra objextra2 objmaxweight objtimer objtype objval0 objval1 objval2 objval3 objval4 objval5 objval6 objval7 objwear portal portalexit weapon weapontype


Legend:

name - name of an ifcheck.
$entity - a mobile, player, object, room, exit, token.
$entity - an optional entity.
value - a number or a string, be they constants or expansions.
direction - a special case for string, whereby it is limited to the 10 direction names.
value - an optional value.


if act $mobile string
if act2 $mobile string

Checks to see if $mobile has the flags set on either act or act2.

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if affected $mobile string
if affected2 $mobile string

Checks to see if $mobile has the affect bits set.

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if age $player == integer

Checks the age of $player.

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if align $mobile == integer

Compares the $mobile's alignment against the given value.

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if arenafights $player == integer
if cpkfights $player == integer
if pkfights $player == integer
if totalfights $player == integer
if totalpkfights $player == integer

Checks the number of fights (wins and losses) $player has done for the given type. TotalPK is CPK + PK. Total is all three combined.

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if arenaloss $player == integer
if cpkloss $player == integer
if pkloss $player == integer
if totalloss $player == integer
if totalpkloss $player == integer

Checks the number of losses $player has had for the given type. TotalPK is CPK + PK. Total is all three combined.

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if arenaratio $player == integer
if cpkratio $player == integer
if pkratio $player == integer
if totalratio $player == integer
if totalpkratio $player == integer

Computes the ratio of wins versus fight count, ranging from 0 to 1000. TotalPK is CPK + PK. Total is all three combined.

If you have won 13 out of 23 arena battles, the ratio would equal 1000 * 13 / 23 = 565

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if arenawins $player == integer
if cpkwins $player == integer
if pkwins $player == integer
if totalwins $player == integer
if totalpkwins $player == integer

Checks the number of wins $player has had for the given type. TotalPK is CPK + PK. Total is all three combined.

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if bit integer integer integer integer integer == integer

Not a real ifcheck persay. This is primarily used in $[ ] expansions to get the numerical value for different bit positions. You can specify upto five positions (that is the maximum arguments allowed on ifchecks right now).

This would be useful in conjunction with the bit manipulation operators to create custom flag banks.

Example: "bit 0 2 5" would equal 1+4+32 or 37

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if canhunt $mobile $victim

If two mobiles are given, it will check to see if $mobile can hunt $victim.

If only one mobile is given, this will only work in mprogs. In this case, it will check to see if the SELF of the script can hunt $mobile.

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if canpractice $player string

Checks to see if $player can practice the specified skill. If the skill is invalid or the target isn't a player, the test is false.

If a script can do SKIMPROVE, this can be used to have non-traditional means for skill improvement. However, that is restricted, so it would need to have a good reason for doing so. Although, one can use this ifcheck as a way to give permission to do other things, such as learning a token-skill. An example would be learning how to use a special sword if you have the ability to learn the sword in general.

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if canscare $mobile

Checks if $mobile can scare others.
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if carriedby $mobile
if wornby $mobile

OPROG ONLY

These check to see if the SELF object is either carried (but no worn!) by $mobile or if $mobile is wearing/wielding/holding the SELF object.

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if carries $mobile integer
if carries $mobile string
if carries $mobile $object

This comes in three forms. The first form checks to see if $mobile carries an object with that vnum. The second form does name checking instead. Form three checks to see if the SPECIFIC object is carried by the mobile.

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if carryleft $mobile == integer
if carryleft $object == integer

Whether used on a $mobile or $object, it checks to see how more many objects it can carry. The only types of objects that have any meaning with this are carts, containers and weapon containers. All other object types will return 0, since they can't carry anything.

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if church $mobile string

Checks to see if $player is in the given church. This will eventually allow mobiles to be checked for things like church mobs.

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if churchonline $player == integer

Counts the number of members in $player's church that are online. If the target is a mobile or is not in a church, the value is zero. This will always be positive if the player is in a church since they are a member.

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if churchrank $player == integer

Gets the church rank of $player, ranging from 1 to 4. If the target is a mobile or is churchless, the value is 0.

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if clones == integer
if mobs == integer
if order == integer
if people == integer
if players == integer

Clones is mprog only, counting the number of clones of the SELF mobile's vnum in the room. If the mobile is the 4th copy of its vnum, its clones value equals 4.

Order is mprog and oprog only, finding the order in which the SELF is in the room, starting with zero. If the mobile is the 4th copy of its vnum, its order equals 3. This could be used to limit the number of mobs REACT to a particular trigger.

Mobs, people and players count the particular type of living in the room, where people is the sum of mobiles and players.

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if container $object string

Checks the container flags on $object.

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if curhit $mobile == integer
if curmana $mobile == integer
if curmove $mobile == integer

Checks the current vital value on $mobile.

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if danger $player == integer

Checks the danger range on $player normally a Sith or Naga. However, with the right scripting, one can, for example, give a player some sense of danger for brief moments or two.

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if damtype $mobile string
if damtype $object string

Checks what the damage type of the $mobile or $weapon. If an object is given that isn't a weapon, the result will be false. The damage types match the names found in ? weapon.

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if hour == integer
if day == integer
if month == integer
if year == integer

Checks the in-game time values.

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if danger $player == integer

Checks the danger range on $player normally a Sith or Naga. However, with the right scripting, one can, for example, give a player some sense of danger for brief moments or two.

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if deathcount $player == integer
if deity $player == integer
if monkills $player == integer
if pneuma $player == integer
if practices $player == integer
if quest $player == integer
if totalquests $player == integer
if trains $player == integer

Checks for various player counters: number of deaths, deity points, monster kills, pneuma, practices, quest points, quests completed and trains.

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if dice integer integer integer == integer

Computes a diceroll.

dice 2 6 performs a 2d6 diceroll.
dice 2 10 5 performs a 2d10+5 diceroll.

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if drunk $player == integer
if fullness $player == integer
if hunger $player == integer
if thirst $player == integer

Checks the various player conditions. Mobiles do not have conditions so they will always compute to a zero.

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if exitexists $target direction

This checks to see if the given direction has an exit. If a target is given before the direction, it will check in the target's room, otherwise it will look in the SELF's room.

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if exitflag $target direction string
if exitflag $exit string

This checks to see if the given direction has the specified flags set. If a target is given before the direction, it will check in the target's room, otherwise it will look in the SELF's room. If the target is an explicit exit, it will check that exit's flags. Valid flags are those found in ? exit.

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if flagact string == integer
if flagact2 string == integer
if flagaffect string == integer
if flagaffect2 string == integer
if flagcontainer string == integer
if flagexit string == integer
if flagextra string == integer
if flagextra2 string == integer
if flagform string == integer
if flagfurniture string == integer
if flagimm string == integer
if flaginterrupt string == integer
if flagoff string == integer
if flagpart string == integer
if flagportal string == integer
if flagres string == integer
if flagroom string == integer
if flagroom2 string == integer
if flagvuln string == integer
if flagweapon string == integer
if flagwear string == integer

These are not normal ifchecks. They are primarily available for $[ ] calls. What they do is compute the numerical value of a set of flags using the given flag list. This alleviates the need to know what a particular flag's number equivalent is when doing bit manipulations. However, this could be used as a verification that a flag exists, although you could just look it up....

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if furniture $object string

Checks the furniture flags on the object.

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if money $mobile == integer
if gold $mobile == integer
if silver $mobile == integer

These check for gold and/or silver on the mobile. The value of money equates to gold*100+silver, thus is measured in silver. Having 30 gold will result in 3000 for money.

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if groundweight $target == integer
if roomweight $target == integer

Totals up the weight of the room. groundweight excludes those that are flying/floating.

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if groupcon $mobile == integer
if groupdex $mobile == integer
if groupint $mobile == integer
if groupstr $mobile == integer
if groupwis $mobile == integer

Totals up the current stats of the given type for each member of $mobile's group. This would be useful for group efforts, such as requiring a strength that is nigh impossible for one mobile to possess.

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if grpsize $mobile == integer

Returns the size of the $mobile's group.

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if has $mobile string

Checks to see if the $mobile has an item of the given object type.

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if hasqueue $target

Checks to see if the target has any queues pending.

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if hastarget $target

Checks to see if the target's script target is in the same room.

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if healregen $target == integer
if manaregen $target == integer
if moveregen $target == integer

Checks the regen rate for the target's room, where 100 is normal. Less than 100 would indicate slower regen. Greater than 100 indicates faster regen.

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if hpcnt $mobile == integer

Returns the percentage hitpoints for $mobile.

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if id $target == integer
if id2 $target == integer

Checks the unique id numbers for the target (limited to mobiles, objects and tokens). Combined they form a 64-bit UID, which should be enough. This would be useful for locking use of a script to SPECIFIC entities, such as a player to a specific object instance.

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if identical $target1 $target2
if identical value1 value2

Checks to see if $target1 and $target2 are both the same type and are the same instance. In other words, it checks to see if they have the same pointer. This can also be used to check if numbers or strings are the same. Strings will do full string compares.

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if imm $mobile string
if res $mobile string
if vuln $mobile string

Checks to see if $mobile has the given immunity, resistance or vulnerability flag.

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if innature $mobile

Checks to see if $mobile in a room in nature. Currently, this boils down to checking the room's terrain sector. Field, forest, hills, mountain, swim (water), and tundra are considered "in nature".

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if isactive $mobile

Checks to see if $mobile is active, which means their position is greater than sleeping.

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if isambushing $mobile

Checks to see if $mobile is ambushing.

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if isangel $mobile
if isdemon $mobile
if ismystic $mobile

Checks to see if $mobile is an Angel, a Demon or a Mystic. This is archaic and likely to be removed soon, replaced by a more general ifcheck.

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if isbrewing $mobile string

Checks to see if $mobile is brewing. If a string is given, it will check to see if that is the spell that is being brewed. Ability to check this depends on catching it before the action completes.

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if iscasting $mobile string

Checks to see if $mobile is casting a spell. If a string is given, it will check to see if that is the spell that is being cast. Ability to check this depends on catching it before the action completes.

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if ischarm $mobile

Checks to see if $mobile is affected by the charm spell.

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if ischurchexcom $player

Checks to see if $player has been excommunicated in their church, obviously false if they are churchless.

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if iscpkproof $object

Checks to see if $object is immune to CPK looting. This requirs the object to be both nodrop and nouncurse

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if isdead $mobile

Checks to see if $mobile is dead. Currently, this is just for players, since mobs that die are extracted from the game.

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if isdelay $mobile

Checks to see if $mobile is currently delaying. Rather archaic now that there is the queue system, since you can just queue a script call. But this has its uses. Let me know when you think of one though so I can put it here.

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if isevil $mobile
if isgood $mobile
if isneutral $mobile

Checks to see if $mobile is evil, good or neutral. Evil is defined as having an alignment less than -350. Good is defined as having an aligment greater than 350. Neutral is the rest. Though quicker, these are archaic since you can use align to do this, which gives you the added benefit of controlling what is considered evil, good, neutral, or some mixture.

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if isfading $mobile direction

Checks to see if $mobile is fading. If a direction is given, it will check to see if $mobile is fading in that direction. Useful on exit scripts to bar passage based upon whether they are fading.

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if isfighting $mobile
if isfighting $mobile $victim
if isfighting $mobile string
if isfighting $mobile integer

Checks to see if $mobile is fighting, fighting $victim, their opponent's name matches the string or if their opponent's vnum matches the integer, respectively.

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if isflying $mobile

Checks to see if $mobile is flying, using float_user gear or is riding and their mount is flying or using float_user gear.

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if isfollow $mobile

Checks to see if $mobile is following someone and is in the same room.

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if ishunting $mobile

Checks to see if $mobile is hunting someone.

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if isimmort $player

Checks to see if $player is an immortal. Daft buggers. Who cares about them! Slay them all! Oh wait, what was I saying?

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if iskey $object $exit
if iskey $object direction

Checks to see if $object is the key to the specific $exit or the exit in the current room in the given direction.

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if ismorphed $mobile
if isshifted $mobile

Checks to see if $mobile is morphed (shape) or shifted (shift).

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if isnpc $mobile
if ispc $mobile

Checks to see if $mobile is an NPC or PC.

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if ison $mobile
if ison $mobile integer
if ison $mobile string
if ison $mobile $object

Checks to see if $mobile is on an object with the given vnum or name, on $object or on the SELF (oprog only).

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if isprey $mobile

MPROG ONLY

Checks to see if SELF is hunting $mobile.

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if ispulling $mobile
if ispulling $mobile integer
if ispulling $mobile string
if ispulling $mobile $object

Checks to see if $mobile is pulling a cart with the given vnum or name, on $object or is just pulling one.

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if ispullingrelic $mobile
if ispullingrelic $mobile string

Checks to see if $mobile is pulling any relic or a specific one.

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if isquesting $player

Checks to see if $player is currently on a quest.

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if isrepairable $object

Checks to see if $object can be repaired any.

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if isrestrung $object

Checks to see if $object has been restrung any. This uses the same checks used by the auction channel to determine if it has been restrung.

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if isridden $mobile

Checks to see if $mobile being ridden.

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if isrider $mobile integer
if isrider $mobile string
if isrider $mobile $rider

Checks to see if $mobile has a rider by the given name or vnum or if $rider is the rider.

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if isriding $mobile
if isriding $mobile integer
if isriding $mobile string
if isriding $mobile $mount

Checks to see if $mobile is riding a mount, riding a mount with the given name or vnum or riding $mount.

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if isroomdark $target

Checks to see if current room of $target is dark.
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if isscribing $mobile string

Checks to see if $mobile is scribing a scroll, or one with a particular spell.

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if isshooting $mobile direction

Checks to see if $mobile is shooting a projectile. If a direction is given, it will check to see if $mobile is shooting in that direction.

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if isshopkeeper $mobile

Checks to see if $mobile is a shopkeeper, that being it has shop data defined on the index.

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if issustained $mobile

Checks to see if $mobile wears an object flagged sustains.

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if istarget $mobile

Checks to see if $mobile is the script target of the SELF, referenced by $q/$Q/etc.

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if isvisible $target

Checks to see if SELF can see $target. This only affects mobiles. Objects, rooms and tokens can see anything.
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if isvisibleto $mobile

Reverse check than that of isvisible, checking if $mobile can see SELF.

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if isworn $object

Checks to see if $object is worn, defined by the wear location not being set to none.

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if lastreturn == integer

Compares the value of the last return value from script calls, useful for doing "subroutine" scripts for making decisions. By default, this value starts off as 1 unless otherwise specified by triggers.

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if level $mobile == integer

Compares the $mobile level against the given value.

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if liquid $object string

Checks the liquid type on $object. This makes sense for drink containers and fountains. Valid liquids are found in ? liquid

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if material $object string

Checks the $object material. Valid

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if maxcarry $target == integer
if maxweight $target == integer

Compares the $mobile or $object's maximum carrying capacity and weight limit. Only carts, containers and weapon containers apply for objects.

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if maxhit $mobile == integer
if maxmana $mobile == integer
if maxmove $mobile == integer

Checks the maximum vital value on $mobile.

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if mobexists integer
if mobexists string

Checks to see if a mobile matching the name or vnum is loaded.

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if mobhere integer
if mobhere string
if mobhere $mobile

Checks to see if $mobile or a mobile matching the name or vnum is in the current room.

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if name $target string

Checks to see if $target matches the name given.

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if objcond $object == integer

Checks the condition of $object, ranging from 0 to 100.

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if objcost $object == integer

Checks the cost value of $object.

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if objexists integer
if objexists string

Checks to see if an object matching the name or vnum is loaded.

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if objextra $object string
if objextra2 $object string

Checks to see if $object has the flags set on either extra or extra2.

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if objhere integer
if objhere string
if objhere $object

Checks to see if $object or a object matching the name or vnum is in the current room.

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if objmaxweight $object == integer
if objweight $object == integer
if objweightleft $object == integer

Checks the maximum weight allowed, current weight and weight left for $object, respectively, but before the multiplier. If an object is set to allow for 50kg with a 25% multiplier, the objmaxweight will be 200kg, because 25% * 200kg = 50kg.

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if objtimer $object == integer

Checks the decay timer of $object.

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if objtype $object string

Checks to see if $object is the given object type. Valid types are listed under ? type.

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if objval0 $object == integer
if objval1 $object == integer
if objval2 $object == integer
if objval3 $object == integer
if objval4 $object == integer
if objval5 $object == integer
if objval6 $object == integer
if objval7 $object == integer

Checks the object values 0 to 7 on $object.

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if objwear $object string

Checks to see if $object has the various wear flags set. Valid types are listed under ? wear.

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if objwearloc $object string

Checks to see if $object is worn at a particular location.

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if off $mobile string

Checks to see if $mobile has the offensive bits set.

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if permcon $mobile == integer
if permdex $mobile == integer
if permint $mobile == integer
if permstr $mobile == integer
if permwis $mobile == integer

Checks the value of the stats for $mobile before modifiers, ie. the base or permanent stats.

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if pgroupcon $mobile == integer
if pgroupdex $mobile == integer
if pgroupint $mobile == integer
if pgroupstr $mobile == integer
if pgroupwis $mobile == integer

Similar to the group stats, these look at the base stats instead.

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if portal $object string

Checks the portal flags on the portal $object.

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if portalexit $object string

Checks the exit flags on the portal $object.

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if pos $mobile string

Checks to see if $mobile is in the given position.

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if race $mobile string

Checks to see if $mobile is the given race.

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if rand integer integer

When one number is given, it rolls a random percent and checks to see if it is less than the number. For two numbers, it rolls a random number from 0 to (number2-1) and sees if that is less than number1.

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if room $target == integer

Checks the vnum of the current of $target.

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if roomflag $target string
if roomflag2 $target string

Checks to see if the current room of $target has the given room or room2 flags set.

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if sector $target string

Checks to see if the current room of $target has given terrain sector type.

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if sex $mobile == integer

Checks the sex number for $mobile. Neuters are 0. Males are 1. Females are 2.

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if skeyword $target string

Checks to see if $target matches the script keywords given.

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if skill $mobile string == integer

Gets the current skill rating for $mobile.

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if statcon $mobile == integer
if statdex $mobile == integer
if statint $mobile == integer
if statstr $mobile == integer
if statwis $mobile == integer

Checks the current value of the stats for $mobile with modifiers.

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if testskill $mobile string

Performs a simple skill test with the specified skill for $mobile. This does NOT do improvement checks. This simply does the skill check used in the game.

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if timer string == integer
if timer $mobile string == integer

When $mobile is given, it checks a variety of timers on that living. If not, it checks global timers.

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if tokencount $mobile integer == integer

Either counts all the tokens on $mobile or a specific vnum. Currently, doing a vnum should give a count atmost of 1 since only one copy of a token can be given, but that may change and this is here for that.

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if tokenexists integer

Checks to see if a token with the given vnum is currently loaded.

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if tokenvalue $mobile vnum value# == integer
if tokenvalue $token value# == integer

Checks the particular value on the selected token, either by vnum on $mobile or a specific $token.

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if toxin $mobile string == integer

Gets the current toxin level of the given type for $mobile.

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if uses $mobile string

Checks to see if the $mobile uses an item of the given object type.

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if valueac string == integer
if valuedamage string == integer
if valueposition string == integer
if valueranged string == integer
if valuerelic string == integer
if valuesector string == integer
if valuesize string == integer
if valuetoxin string == integer
if valuetype string == integer
if valueweapon string == integer
if valuewear string == integer

These are not normal ifchecks. They are primarily available for $[ ] calls. What they do is compute the numerical value of a stat using the given stat list. This alleviates the need to know what a particular stat's value, considering they could change, reorder, etc.

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if vardefined $target name

Checks to see if the variable name is defined, either on itself or $target if given.

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if varexit $target name direction

Checks to see if the variable, either on itself or $target if given, is an exit variable and whose direction is the one specified.

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if varnumber $target name == integer

Checks to see if the variable, either on itself or $target if given, is numerical and compares to the given value.

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if varstring $target name string

Checks to see if the variable, either on itself or $target if given, is a string variable and matches the one given.

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if vnum $target == integer

Compares the vnum of $target.

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if weapon $object string

Checks the weapon flags on the weapon $object.

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if weapontype $object string

Checks to see if the weapon $object is the given type.

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if wears $mobile integer
if wears $mobile string
if wears $mobile $object

This comes in three forms. The first form checks to see if $mobile wears an object with that vnum. The second form does name checking instead. Form three checks to see if the SPECIFIC object is worn by the mobile.

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if wearused $mobile string

Checks to see if $mobile is wearing anything at the specified location.

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if weight $mobile == integer
if weight $object == integer

Compares the total weight of $mobile or the total weight of $object and content weight. The only types of objects that have any content are carts, containers and weapon containers. All other object types would only return their own weight.

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if weightleft $mobile == integer
if weightleft $object == integer

Whether used on a $mobile or $object, it checks to see how more weight it can carry. The only types of objects that have any meaning with this are carts, containers and weapon containers. All other object types will return 0, since they can't carry anything.

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if wimpy $mobile == integer

Compares the vimpy level of $mobile.

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act act2 affected affected2 age align arenafights arenaloss
arenaratio arenawins bit canhunt canpractice canscare carriedby carries
carryleft church churchonline churchrank clan class clones container
cpkfights cpkloss cpkratio cpkwins curhit curmana curmove danger
damtype day deathcount deity dice drunk exists exitexists
exitflag flagact flagact2 flagaffect flagaffect2 flagcontainer flagexit flagextra
flagextra2 flagform flagfurniture flagimm flaginterrupt flagoff flagpart flagportal
flagres flagroom flagroom2 flagvuln flagweapon flagwear fullness furniture
gold groundweight groupcon groupdex groupint groupstr groupwis grpsize
has hasqueue hasship hastarget hastoken healregen hour hpcnt
hunger id id2 identical imm innature isactive isambushing
isangel isbrewing iscasting ischarm ischurchexcom iscpkproof isdead isdelay
isdemon isevil isfading isfighting isflying isfollow isgood ishunting
isimmort iskey ismorphed ismystic isneutral isnpc ison ispc
isprey ispulling ispullingrelic isquesting isrepairable isrestrung isridden isrider
isriding isroomdark isscribing isshifted isshooting isshopkeeper issustained istarget
isvisible isvisibleto isworn lastreturn level liquid manaregen material
maxcarry maxhit maxmana maxmove maxweight mobexists mobhere mobs
money monkills month moveregen name objcond objcost objexists
objextra objextra2 objhere objmaxweight objtimer objtype objval0 objval1
objval2 objval3 objval4 objval5 objval6 objval7 objwear objwearloc
objweight objweightleft off order people permcon permdex permint
permstr permwis pgroupcon pgroupdex pgroupint pgroupstr pgroupwis pkfights
pkloss pkratio pkwins players pneuma portal portalexit pos
practices quest race rand res room roomflag roomflag2
roomweight sector sex silver skeyword skill statcon statdex
statint statstr statwis testskill thirst timer tokencount tokenexists
tokentype tokenvalue totalfights totalloss totalpkfights totalpkloss totalpkratio totalpkwins
totalquests totalratio totalwins toxin trains uses valueac valuedamage
valueposition valueranged valuerelic valuesector valuesize valuetoxin valuetype valueweapon
valuewear vardefined varexit varnumber varstring vnum vuln weapon
weapontype wears wearused weight weightleft wimpy wornby year
true/false numeric not implemented

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