^#^ i^#^ SUBTOPIC-player^#^ -=[ Help ]=- command: inventory Usage: inventory i Description: This gives an inventory of all visible items the character is carrying. Invisible items are the realms of creators. Related topics: none. ^#^ inventory^#^ SUBTOPIC-player^#^ -=[ Help ]=- command: inventory Usage: inventory i Description: This gives an inventory of all visible items the character is carrying. Invisible items are the realms of creators. Related topics: none. ^#^ inner^#^ SUBTOPIC-creator^#^ -=[ Help ]=- command: inner Usage: inner Description: Moves you to the default creator enter room. Usually, adv_inner.c Related topics: guild, post, church, home, pub. ^#^ invis^#^ SUBTOPIC-creator^#^ -=[ Help ]=- command: invis Usage: invis vis Description: This command allows the creator to become effectively invisible to other players in the same room. Related topics: minvis. ^#^ ice storm^#^ SUBTOPIC-mage^#^ ______________________________ ______________________________ __/ \/ \__ | /| |: |:|| ||:| Spell: Ice Storm |: Description: |:|| ||:| School: Evocation |: |:|| ||:| Cost: 15 |: This spell causes a storm |:|| ||:| Level: 17 |: of ice to pound the area. |:|| ||:| Usage: ice storm |: Everyone, except the caster |:|| ||:| |: is effected by the spell. |:|| ||:| Related Spells: |: |:|| ||:| None. |: |:|| ||:| |: |:|| ||:|_____________________________ |: _____________________________|:|| ||/______________________________\|:/______________________________\|| |_______________________________ _______________________________| '----` ^#^ identify^#^ SUBTOPIC-mage^#^ ______________________________ ______________________________ __/ \/ \__ | /| |: |:|| ||:| Spell: Identify |: Description: |:|| ||:| School: Divination |: |:|| ||:| Cost: 5 |: An identify spell is able |:|| ||:| Level: 5 |: to give information on the |:|| ||:| Usage: identify <item> |: ability, of a person or |:|| ||:| |: an item. |:|| ||:| Related Spells: |: |:|| ||:| None. |: |:|| ||:| |: |:|| ||:|_____________________________ |: _____________________________|:|| ||/______________________________\|:/______________________________\|| |_______________________________ _______________________________| '----` ^#^ illusion^#^ SUBTOPIC-mage^#^ ______________________________ ______________________________ __/ \/ \__ | /| Illusion Spells |: Illusion Spells |:|| ||:| |: |:|| ||:| Ventriloquism |: Visual Illusion |:|| ||:| Phantasm |: Permanent Illusion |:|| ||:| Phantasmal Force |: Improved Phantasm |:|| ||:| Invisibility |: |:|| ||:| Shadow Door |: |:|| ||:| Phantom Armour |: |:|| ||:| Alter Reality |: |:|| ||:| Shadow Monster |: |:|| ||:|_____________________________ |: _____________________________|:|| ||/______________________________\|:/______________________________\|| |_______________________________ _______________________________| '----` ^#^ improved phantasm^#^ SUBTOPIC-mage^#^ ______________________________ ______________________________ __/ \/ \__ | /| |: |:|| ||:| Spell: Improved Phantasm |: Description: |:|| ||:| School: Illusion |: |:|| ||:| Cost: 3 |: This causes a small illusion|:|| ||:| Level: 10 |: that fools all in the room. |:|| ||:| Usage: improved phantasm msg|: |:|| ||:| |: |:|| ||:| Related Spells: |: |:|| ||:| Ventriloquism, Phantasm. |: |:|| ||:| |: |:|| ||:|_____________________________ |: _____________________________|:|| ||/______________________________\|:/______________________________\|| |_______________________________ _______________________________| '----` ^#^ invisibility^#^ SUBTOPIC-mage^#^ ______________________________ ______________________________ __/ \/ \__ | /| |: |:|| ||:| Spell: Invisibility |: Description: |:|| ||:| School: Illusion |: |:|| ||:| Cost: 8 |: This spell makes the |:|| ||:| Level: 8 |: caster turn invisible. |:|| ||:| Component: gem or rock |: Invisibility ceases when |:|| ||:| Usage: invisibility |: you begin battle. |:|| ||:| Related Spells: None. |: |:|| ||:| |: |:|| ||:| |: |:|| ||:|_____________________________ |: _____________________________|:|| ||/______________________________\|:/______________________________\|| |_______________________________ _______________________________| '----` ^#^ implode^#^ SUBTOPIC-efun^#^ EFUN implode() SYNOPSIS string implode(mixed *arr, string del) DESCRIPTION Concatenate all strings found in array `arr', with the string `del' between each element. Only strings are used from the array. EXAMPLE string simple_make_path(string file) { string *path; int i; path = explode(file,"/"); while((i = member_array("..",path)) != -1) { path = path[0..(i-2)] + path[(i+1)..(sizeof(path)-1)]; } return implode(path,"/"); } SEE ALSO explode() ^#^ input_to^#^ SUBTOPIC-efun^#^ EFUN input_to() SYNOPSIS varargs void input_to(string fun, int flag); DESCRIPTION Enable next line of user input to be sent to the local func- tion `fun' as an argument. The input line will not be parsed by the driver. Note that input_to is non-blocking which means that the object calling input_to does not pause waiting for input. Instead the object continues to execute any statements fol- lowing the input_to. The specified function (fun) will not be called until the user input has been collected. If "input_to()" is called more than once in the same execu- tion, only the first call has any effect. If optional argument `flag' is non-zero, the line given by the player will not be echoed, and is not seen if snooped (this is useful for collecting passwords). The function will be called with the user input as its first argument (a string). NOTES Some driver accept additional arguments supplied to input_to will be passed on to as arguments following the user input. EXAMPLE int txt_line; string txt; void edit_txt() { txt_line = 0; txt = ""; write("Enter Text. ~q quit, ** save and quit.\n"); input_to("create_txt"); } void create_txt(string answer) { if(answer == "**") { write("Saving.\n"); save_txt(txt); return; } if(answer == "~q") { return; } txt += answer +"\n"; write((++txt_line)+ "] "); input_to("create_txt"); } SEE ALSO ^#^ interactive^#^ SUBTOPIC-efun^#^ EFUN interactive() SYNOPSIS int interactive(object ob); DESCRIPTION Return non-zero if `ob' is an interactive player. 0 will be returned if he is link dead. SEE ALSO query_ip_number, query_ip_name. ^#^ intp^#^ SUBTOPIC-efun^#^ EFUN intp() SYNOPSIS int intp(mixed arg) DESCRIPTION If 'arg' is of type int, the intp() returns 1. EXAMPLE void query_type(mixed arg) { if(intp(arg)) write("Type Integer.\n"); } SEE ALSO stringp(), pointerp(), objectp() ^#^ inherit_list^#^ SUBTOPIC-efun32^#^ SYNOPSIS string *inherit_list(object ob) DESCRIPTION Returns the names of all files inherited by ob, or this_object if ob is omitted, including the objects origin. SEE ALSO debug_info(E) ^#^ insert_alist^#^ SUBTOPIC-efun32^#^ SYNOPSIS mixed *insert_alist(mixed key, mixed da,ta ... , mixed *alist) DESCRIPTION Inserts an entry into an alist, or shows the place where this is to be done. When called with the last argument being an alist: The first argument is a key to be inserted, the second and all the following but the last are data to associate it with. The last has to be an array with as much elements as key and data arguments are given, the matching key and data arrays; this should be already an alist, or the return value will neither be an alist. Return value is the enlarged assoc list ( array of two arrays ). If the key is already in the list, the data is simply replaced in the returned list. When called with the last argument beinig a list of non-lists: The call has to be done with exactly two arguments. The first argument is a key to be inserted in the presorted key list ( first element of an array that is an alist ) that has to be given as second argument. Return value is the index where the key has to be inserted to preserve the structure of a presorted alist, or the index where the key has been found. Return value is an int. CEVEATS: when called with certain string keys, the correct place might change after another call to insert_alist in this mode, so use the index while it is fresh... Complexity O( lg(n) + a*n ) Where n is the number of keys and s is a very small constant ( for block move ). SEE ALSO alists (LPC), order_alist(E), assoc(E) ^#^ id^#^ SUBTOPIC-compatfn/driverfn^#^ SYNOPSIS int id(string str) DESCRIPTION Let the object identify itself. If str matches an id of the current object then return a none zero value. This lfun is applied for the efun present(). EXAMPLE int id(string str) { return "sword" == str" || "sword of fire" == str; } SEE ALSO present(E) ^#^ init^#^ SUBTOPIC-compatfn/driverfn^#^ SYNOPSIS void init() DESCRIPTION The main purpose of this function is to set up the add_actions() of an object. Therefore init() will always be called when an object moves near another object and one or both of them are marked as living. The way init() will be invoked is determined in the following manner: If the object O that moves is marked as living then first call init() of the destination object D with this_player() set to O. Then apply the two following rules for each object C inside D: If C is marked as living then call O->init() with this_player() set to C. If O is marked as living then call C->init() with this_player() set to O. Finally, if O is marked as living then call O->init(), with this_player() set to D. EXAMPLE Lets say we have a object structure of living (l1 and l2) and non living objects (n1 and n2) as the following: l1 n1 l2 n2 If we now move another living object l3 into l1, the call suequence of the init() functions looks like this: l1->init() first init() of the destination will be called n1->init() now iterate throw the inventory of the destination l3->init() l2->init() n2->init() l3->init() and finally call init() of the object that has been moved SEE ALSO add_action(E), environment(E), move_object(E) ^#^ inaugurate_master^#^ SUBTOPIC-efun32^#^ SYNOPSIS void inaugurate_master(void) DESCRIPTION This function is called in the master object after it has been created and is fully functional. Note that the create() function is of little use in the master object, because at the time it is called there is no simul_efun object yet, and the interpreter does not know anything about the user-ids and access permissions. When the master object is destructed and a new one loaded, this function is applied to the new one as well. Also, this function is also applied, after reactivate_destructed_master(), when a destructed master object is re-used because no new master object could be loaded. SEE ALSO create(A), simul_efun(C), get_bb_id(M), get_root_id(M), flag(M), reactivate_destructed_master(M) ^#^ ident^#^ SUBTOPIC-ranger^#^ Command: identify SYNOPSIS: Ranger Skills DESCRIPTION Due to the rangers knowledge of the forest and animal wildlife, he gains the ability to identify the creatures that live therein, and their abilities. Related topics: ranger.