^#^
i^#^
SUBTOPIC-player^#^
-=[ Help ]=-
command: inventory
Usuage: 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
Usuage: 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
Usuage: 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
Usuage: 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-amylaar^#^
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-amylaar^#^
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-amylaar^#^
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)