If Checks
Quote from Melissa on October 5, 2019, 9:02 pmact
Checks the mobs act flags.
if act $i sentinel
act2
Checks the mobs act flags.
if avoids_all_attacks $i
affected
Checks if the target has an active affect.
if affected $n blind
align
Check the target’s alignment.
if align $n < -2
area
Checks the full exact name of the area the target is located in currently.
if area $n ‘White Harbor’
carries
Checks if the target caries an item specified by either object name or vnum.
if carries $n sword
if carries $n 1233
charhere
if charhere $n
clan
Checks the target’s clan name.
if clan $n ‘Protectors’
class
Checks the target’s class.
if class $n mage
clones
Use to check for a count of mobs with the same vnum as the mob running the program.
if clones > 3 – are there > 3 mobs of same vnum here
drunk
Checks how drunk a target is.
if drunk $n > 10
exactname
Checks the exact full name of the target. Unlike name which just searches to see if a name contains the given text.
if exactname $n Bilbo
exists
Checks if the target exists somewhere in the world.
if exists $n
full
Checks how full the target is.
if full $n > 10
grpsize
Group size check.
if grpsize $n > 6
has
Checks to see if the target has an object of the specified object type.
if has $n weapon
hasbonus
Check if the character has a bonus.
if hasbonus $n strength > 10
haseventgroupqueued
Checks if mob has any events queued in event group 55, checking group 0 means any mudprog queued event.
if haseventgroupqueued <target> <eventgroupnumber>
if !haseventgroupqueued $i 55
haspktimer
Checks if the target has a PK Timer on them – have they killed a player recently?
if haspktimer $n
haspracs
This check is necessary for mob setskill to ensure the character has enough trains.
if haspracs $n > 1
hasskill
if hasskill $n parry > 10
hastarget
Checks if the target has a valid target.
if hastarget $i
hastoken
Does the target carry one or more of the token in question?
if hastoken $n 3087 – is $n carrying 1 or more of token 3087
if hastoken $n 3.1233 – is $n carrying 3 or more of token 1233
if hastoken $n contestant – does $n have a token named ‘contestant’
hastrains
This check is necessary for mob setskill to ensure the character has enough trains.
if hastrains $n > 1
hour
Checks the time in-game.
if hour > 11 – is the time > 11 o’clock
hpcnt
Checks the percentage of a target’s health.
if hpcnt $i > 30
hunger
Checks how hungry the target is.
if hunger $n > 10
imm
Checks the targets immunities.
if imm $i fire
isactive
Checks if the target is sleeping. Useful in mudprogs to wake a mob up if they are asleep. isactive can be used on players also. If the target isactive, their position is not sleeping.
if isactive $n
Check if the player is NOT active (i.e. asleep).
if !isactive $i
isconcealed
Checks if the character’s weapon is concealed.
if isconcealed $n
iscourt
Checks if the player a member of the court.
if iscourt $n
isdelay
Checks if $i has a mudprog pending.
if isdelay $i
isevil
Checks if the target is has an evil alignment.
if isevil $n
isexitopen
Returns true if <direction> is an open exit (open door or no door). <direction> can be a word for the direction or the direction number.
if isexitopen <direction>
isfollow
Checks if the target is following another character.
if isfollow $n
ischarm
Checks if the target is charmed.
isgood
Checks if the target is has a good alignment.
if isgood $n
isimmort
Checks if the target is an immortal character.
if isimmort $n
iskiller
True if player is currently flagged as a killer.
if iskiller $n
isneutral
Checks if the target is has a neutral alignment.
if isneutral $n
isnpc
Checks if the target is a mobile.
if isnpc $n
ispc
Checks if the target is a player.
if ispc $n
if ischarm $n
issheathed
Checks if the character’s weapon is sheathed.
if issheathed $n
istarget
Checks if the target is the mobile’s current target.
if istarget $n
isthief
True if player is currently flagged as a thief.
if isthief $n
isquester
Checks if the target is flagged as a quester.
if quester $n
isvisible
Checks if the mob can see the target.
if isvisible $n
karns
Checks how many Karns a player has.
if karns $n > 4
level
Checks the target character or object’s level.
if level $n < 5
if level $o < 5
mobs
Use to check for a count of mobs in the room (does not include players).
if mobs <operation> <number>
if mobs > 4 – true when does room contain more than 4 mobs
mobexists
Check if a mob exists somewhere in the game.
if mobexists <mobname>
mobhere
Check if a mob is in the room by vnum. While technically it could be used like ‘if mobhere dog’ if charhere is better for that, since charhere supports ‘if charhere $q’ etc.
if mobhere <mobvnum>
if mobhere 3001
money
Checks how much money the character has.
if money $n
name
Checks if the name of the target contains the specified text.
if name $n puff
if name $o iron
objexists
Check if a object exists somewhere in the game.
if objexists <keyword>
objhere
Check if an object is in the room by vnum/keyword.
if objhere <keyword|vnum>
if objhere 3001
if objhere bottle
off
Checks the mobs offensive flags.
if off $i berserk
objtype
Checks an object type.
objval0, objval1, objval2, objval3, obvval4
Check the object’s values field.
if objval0 $o > 1000
if objtype $p scroll
order
Get the order of a mob in the room. Useful when several mobs in a room have the same trigger and you want only the first of them to act.
if order == 0 – is mob the first in room
people
Use to check for a count of people in the room (mobs + players).
if people <operation> <number>
if people > 4 – true when does room contain more than 4 people
pkills
Checks the player kill count for the target.
if pkkills $n > 1000
pkdefeats
Checks how many times the target died in pk combat.
if pkdefeats $n > 1000 – ch pkdefeat checks
players
Use to check for a count of players in the room (does not include mobs).
if players <operation> <number>
if players > 4 – true when does room contain more than 4 players
pos
Checks the targets current position.
if pos $n standing
race
Checks the target’s race.
if race $n elf
racesize
Checks racial size — sizes are: tiny=0 small=1 medium=2 large=3 huge=4 giant=5
if racesize $n > 1
rand
Will be true if a random number between 1 and 100 is less than <number>.
if rand <number>
if rand 30
room
checks the rooms vnum
if room $i == 1233
roomflag
Checks for a room flag.
if room $n dark
rps
Checks the player’s RPS count.
if rps $n > 1000
sector
Checks the sector type – strprefix checking not exact.
if sector $n forest
sex
Checks the target’s gender.
if sex $i == 0 – sex check, 0=it, 1=male,2=female
thirst
Checks how thirsty the target is.
if thirst $n > 10
tired
Checks how tired the target is.
if tired $n > 10
uses
Checks to see if the target is wearing an object of the specified object type.
if uses $n armor
value
Use this to check room numbers in premove triggers (see mobhelp preventmove).
wears
Checks if the target is wearing an item specified by either object name or vnum.
if wears $n lantern
if wears $n 1233
act
Checks the mobs act flags.
if act $i sentinel
act2
Checks the mobs act flags.
if avoids_all_attacks $i
affected
Checks if the target has an active affect.
if affected $n blind
align
Check the target’s alignment.
if align $n < -2
area
Checks the full exact name of the area the target is located in currently.
if area $n ‘White Harbor’
carries
Checks if the target caries an item specified by either object name or vnum.
if carries $n sword
if carries $n 1233
charhere
if charhere $n
clan
Checks the target’s clan name.
if clan $n ‘Protectors’
class
Checks the target’s class.
if class $n mage
clones
Use to check for a count of mobs with the same vnum as the mob running the program.
if clones > 3 – are there > 3 mobs of same vnum here
drunk
Checks how drunk a target is.
if drunk $n > 10
exactname
Checks the exact full name of the target. Unlike name which just searches to see if a name contains the given text.
if exactname $n Bilbo
exists
Checks if the target exists somewhere in the world.
if exists $n
full
Checks how full the target is.
if full $n > 10
grpsize
Group size check.
if grpsize $n > 6
has
Checks to see if the target has an object of the specified object type.
if has $n weapon
hasbonus
Check if the character has a bonus.
if hasbonus $n strength > 10
haseventgroupqueued
Checks if mob has any events queued in event group 55, checking group 0 means any mudprog queued event.
if haseventgroupqueued <target> <eventgroupnumber>
if !haseventgroupqueued $i 55
haspktimer
Checks if the target has a PK Timer on them – have they killed a player recently?
if haspktimer $n
haspracs
This check is necessary for mob setskill to ensure the character has enough trains.
if haspracs $n > 1
hasskill
if hasskill $n parry > 10
hastarget
Checks if the target has a valid target.
if hastarget $i
hastoken
Does the target carry one or more of the token in question?
if hastoken $n 3087 – is $n carrying 1 or more of token 3087
if hastoken $n 3.1233 – is $n carrying 3 or more of token 1233
if hastoken $n contestant – does $n have a token named ‘contestant’
hastrains
This check is necessary for mob setskill to ensure the character has enough trains.
if hastrains $n > 1
hour
Checks the time in-game.
if hour > 11 – is the time > 11 o’clock
hpcnt
Checks the percentage of a target’s health.
if hpcnt $i > 30
hunger
Checks how hungry the target is.
if hunger $n > 10
imm
Checks the targets immunities.
if imm $i fire
isactive
Checks if the target is sleeping. Useful in mudprogs to wake a mob up if they are asleep. isactive can be used on players also. If the target isactive, their position is not sleeping.
if isactive $n
Check if the player is NOT active (i.e. asleep).
if !isactive $i
isconcealed
Checks if the character’s weapon is concealed.
if isconcealed $n
iscourt
Checks if the player a member of the court.
if iscourt $n
isdelay
Checks if $i has a mudprog pending.
if isdelay $i
isevil
Checks if the target is has an evil alignment.
if isevil $n
isexitopen
Returns true if <direction> is an open exit (open door or no door). <direction> can be a word for the direction or the direction number.
if isexitopen <direction>
isfollow
Checks if the target is following another character.
if isfollow $n
ischarm
Checks if the target is charmed.
isgood
Checks if the target is has a good alignment.
if isgood $n
isimmort
Checks if the target is an immortal character.
if isimmort $n
iskiller
True if player is currently flagged as a killer.
if iskiller $n
isneutral
Checks if the target is has a neutral alignment.
if isneutral $n
isnpc
Checks if the target is a mobile.
if isnpc $n
ispc
Checks if the target is a player.
if ispc $n
if ischarm $n
issheathed
Checks if the character’s weapon is sheathed.
if issheathed $n
istarget
Checks if the target is the mobile’s current target.
if istarget $n
isthief
True if player is currently flagged as a thief.
if isthief $n
isquester
Checks if the target is flagged as a quester.
if quester $n
isvisible
Checks if the mob can see the target.
if isvisible $n
karns
Checks how many Karns a player has.
if karns $n > 4
level
Checks the target character or object’s level.
if level $n < 5
if level $o < 5
mobs
Use to check for a count of mobs in the room (does not include players).
if mobs <operation> <number>
if mobs > 4 – true when does room contain more than 4 mobs
mobexists
Check if a mob exists somewhere in the game.
if mobexists <mobname>
mobhere
Check if a mob is in the room by vnum. While technically it could be used like ‘if mobhere dog’ if charhere is better for that, since charhere supports ‘if charhere $q’ etc.
if mobhere <mobvnum>
if mobhere 3001
money
Checks how much money the character has.
if money $n
name
Checks if the name of the target contains the specified text.
if name $n puff
if name $o iron
objexists
Check if a object exists somewhere in the game.
if objexists <keyword>
objhere
Check if an object is in the room by vnum/keyword.
if objhere <keyword|vnum>
if objhere 3001
if objhere bottle
off
Checks the mobs offensive flags.
if off $i berserk
objtype
Checks an object type.
objval0, objval1, objval2, objval3, obvval4
Check the object’s values field.
if objval0 $o > 1000
if objtype $p scroll
order
Get the order of a mob in the room. Useful when several mobs in a room have the same trigger and you want only the first of them to act.
if order == 0 – is mob the first in room
people
Use to check for a count of people in the room (mobs + players).
if people <operation> <number>
if people > 4 – true when does room contain more than 4 people
pkills
Checks the player kill count for the target.
if pkkills $n > 1000
pkdefeats
Checks how many times the target died in pk combat.
if pkdefeats $n > 1000 – ch pkdefeat checks
players
Use to check for a count of players in the room (does not include mobs).
if players <operation> <number>
if players > 4 – true when does room contain more than 4 players
pos
Checks the targets current position.
if pos $n standing
race
Checks the target’s race.
if race $n elf
racesize
Checks racial size — sizes are: tiny=0 small=1 medium=2 large=3 huge=4 giant=5
if racesize $n > 1
rand
Will be true if a random number between 1 and 100 is less than <number>.
if rand <number>
if rand 30
room
checks the rooms vnum
if room $i == 1233
roomflag
Checks for a room flag.
if room $n dark
rps
Checks the player’s RPS count.
if rps $n > 1000
sector
Checks the sector type – strprefix checking not exact.
if sector $n forest
sex
Checks the target’s gender.
if sex $i == 0 – sex check, 0=it, 1=male,2=female
thirst
Checks how thirsty the target is.
if thirst $n > 10
tired
Checks how tired the target is.
if tired $n > 10
uses
Checks to see if the target is wearing an object of the specified object type.
if uses $n armor
value
Use this to check room numbers in premove triggers (see mobhelp preventmove).
wears
Checks if the target is wearing an item specified by either object name or vnum.
if wears $n lantern
if wears $n 1233