Coder Help Database #29

Parent #15Owner #10Flags read, writeSource MurpgCore-0.4/MurpgCore-0.4.db

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A10027#29rw#10
list of 7{"ROOT CLASS : ANCESTORS (THIS NONE THIS)", "", "Usage: <object>:ancestors()", "", "Recursively traverses the parentage of OBJECT, and returns a list of", "objects, in order of traversal, always ending with #1, Root Class (being", "the ultimate ancestor of everything, of course)."}
A10033#29rw#10
list of 7{"ROOT CLASS : CHOWN (THIS NONE THIS)", "", "Usage: <object>:chown( OBJ new_owner )", "", "Changes ownership of <object> to NEW_OWNER. Modifies OWNED_OBJECTS", "property accordingly. Returns 0 on failure. Wrapper function for ", "builtin chown()."}
A10034#29rw#10
list of 7{"ROOT CLASS : _CREATE (THIS NONE THIS)", "", "Usage: <object>:_create( OBJ owner )", "", "Creates a new object as a child of <object> with OWNER as owner.", "Sets the name of new object to \"Child of <object>\", and returns", "the new object number."}
A10035#29rw#10
list of 6{"ROOT CLASS : DESCENDANTS (THIS NONE THIS)", "", "Usage: <object>:descendants()", "", "Returns a list of all the objects that are descended from", "<object>, in no particular order."}
A10036#29rw#10
list of 34{"<VARIOUS> : DESCRIBE_TO (THIS NONE THIS)", "", "Syntax: <object>:describe_to( OBJ animate, INT msg_type )", "", "This function is quite polymorphic; various objects", "will define it differently. Below are the various implementations.", "They all essentially define what events take place, i.e.", "what messages are passed to ANIMATE in the process of ", "describing itself to ANIMATE.", "", "", "<root class>:describe_to( OBJ animate, INT msg_type )", "", "Accepts two arguments, ANIMATE, which should be a valid $animate,", "and MSG_TYPE, which determines the type of description sent", "to ANIMATE. ANIMATE is the object to which <object> is describing", "itself. If MSG_TYPE is 0, a one line description is sent", "to ANIMATE. If 1, a multi-line description is sent, and if 2,", "a very detailed description is sent, including room contents.", "DESCRIBE_TO() uses the <animate>:sees() function to pass its descriptions.", "Returns zero on invalid $animate. ", "", "", "<animate>:describe_to( OBJ animate, INT msg_type )", "", "Similar to <root class>:describe_to(), but will display information relevant", "to an animate, e.g. name, description, etc.", "", "", "<room>:describe_to ( OBJ animate )", "", "Takes one argument, sends text to ANIMATE, consisting of a room name, description,", "and exits. Also displays contents of the room. If ANIMATE is an $architect,", "also displays object numbers for the room and its contents."}
A10037#29rw#10
list of 6{"ROOT CLASS : HAS_PROPERTY (THIS NONE THIS)", "", "Usage: <object>:has_property( STR propname )", "", "Returns 1 if <object> has a property named PROPNAME, 0", "if not. Duh."}
A10038#29rw#10
list of 6{"ROOT CLASS : HAS_VERB (THIS NONE THIS)", "", "Usage: <object>:has_verb( STR verbname )", "", "If <object> has the verb VERBNAME, this function returns the object", "on which the verb is defined, otherwise, returns 0."}
A10039#29rw#10
list of 5{"ROOT OBJECT : IS_A (THIS NONE THIS)", "", "Usage: <object>:is_a( OBJ )", "", "Returns 1 if <object> is a descendant of OBJ, 0 otherwise."}
A10041#29rw#10
list of 7{"ROOT CLASS : MOVE_TO (THIS NONE THIS)", "", "Usage: <object>:move_to( OBJ location )", "", "This serves as a wrapper to the builtin moveto() function, and", "does nothing useful at present, except catch the any move_to() errors,", "and exit cleanly."}
A10042#29rw#10
list of 6{"ROOT CLASS : PROPERTIES (THIS NONE THIS)", "", "Usage: <object>:properties ()", "", "Returns a list of strings, the names of each property on <object>,", "not just those defined on <object>."}
A10043#29rw#10
list of 21{"ROOT CLASS : RECYCLE (THIS NONE THIS)", "", "Usage: <object>:recycle()", "", "Takes no arguments. Invoking this function will initiate the recycling process", "for <object>. In order to allow for object number reuse, we have developed", "a slightly advanced method of handling object recycling. When invoked, :recycle()", "forks a task, to execute in $recycler:recycle_time_limit seconds.", "", "When this forked task executes, it moves <object> to #-1, changes the parent of ", "its children to its own parent, moves its contents to $anonymous, ", "transfers ownership of its owned objects to $anonymous, then changes its parent", "to $reusable. Further, all of its special bits are set to 0, and any verbs defined", "on it are removed. Finally, its name is changed to Reusable Object #objnum.", "", "Certain items cannot be recycled by this function: Root Class, System Object, $recycler,", "wizards, fertile objects, players, or anything in $recycler:non_recyclable.", "Currently, only descendants of Game Object can be recycled with this method.", "", "This function also makes recovering items queued for recycling very simple, and ", "helps to avoid costly typos, or rash judgements."}
A10044#29rw#10
list of 8{"ROOT CLASS : TREE (THIS NONE THIS)", "", "Usage: <object>:tree ( INT recurs_level, INT all )", "", "This function is called by the command line verb $coder:tree.", "It is used to recurse the object hierarchy, formatting and printing", "names of objects. This should not be called by anything but ", "the command line TREE verb."}
A10045#29rw#10
list of 7{"ANIMATE CLASS : _DROP (THIS NONE THIS)", "", "Usage: <animate>:_drop ( OBJ )", "", "Causes <animate> to drop OBJ. Returns a list of two items, an INT and a ", "STR. INT will be 1 on a successful drop, 0 if the drop was not successful.", "STR will be a suggested message to pass to the player, regardless of success."}
A10046#29rw#10
list of 7{"ANIMATE CLASS : CLEAR_MESSAGES (THIS NONE THIS)", "", "Usage: <animate>:clear_messages()", "", "Called by the command line function MSG. Sets value of", "<animate>.messages to an empty list, effectively deleting", "all stored messages for <animate>."}
A10047#29rw#10
list of 6{"ANIMATE CLASS : DISCONNECT (THIS NONE THIS)", "", "Usage: <animate>:disconnect()", "", "If max connected players has been reached, sets $max_connected.", "Sets player's AFK status to 0, then disconnects them."}
A10048#29rw#10
list of 30{"ANIMATE : FEELS (THIS NONE THIS)", "ANIMATE : SEES (THIS NONE THIS)", "ANIMATE : HEARS (THIS NONE THIS)", "ANIMATE : SMELLS (THIS NONE THIS)", "ANIMATE : TASTES (THIS NONE THIS)", "", "Usage: <animate>:feels( INT sens_level , LIST messages )", "Usage: <animate>:tastes( INT sens_level , LIST messages )", "Usage: <animate>:smells( INT sens_level , LIST messages )", "Usage: <animate>:sees( INT sens_level , LIST messages , OBJ language , LIST lang_msgs )", "Usage: <animate>:hears( INT sens_level , LIST messages , OBJ language , LIST lang_msgs )", "", "These sensory verbs form the core of communication to animates. Every", "in game context message gets passed through these sensory verbs.", "", "SENS_LEVEL is an INT from 1 to 5, specifying the minimum level of sensitivity needed", "by <animate> to perceive the event, which is represented by the MESSAGES list.", "The MESSAGES list is composed of a series of messages which <animate> can potentially", "perceive, in order of decreasing sensitivity. For example, if SENS_LEVEL is 3 (default),", "and <animate>.base_smell is 3 or higher, then <animate> will receive the first message", "in MESSAGES list. If <animate.base_smell is 2, then <animate> will receive the second", "message, if 1, then <animate> receives the third message.", "", "Setting the SENS_LEVEL to 4 or 5 indicates a barely perceptible event, and only", "animates with hypersensitivity can perceive these events.", "", "HEARS and SEES allow for events to be passed optionally in a specific language.", "This allows for speaking in a particular language, and writing in a particular", "language. LANG_MSGS correspond to MESSAGES, allowing language specific messages", "for the various sensitivity levels."}
A10049#29rw#10
list of 15{"ANIMATE CLASS : MAX_HP (THIS NONE THIS)", " MAX_FOCUS (THIS NONE THIS)", " MAX_ENDURANCE (THIS NONE THIS)", "", "Usage: <animate>:max_hp()", " <animate>:max_focus()", " <animate>:max_endurance()", "", "Calculates the maximum available hit points, focus, and endurance", "for <animate>. This must be dynamically calculated, because various", "spell effects and equipment can modify an animate's statistics.", "", "This function should be called when determining how many hit points,", "focus points, or endurance points to add to <animate>.cur_hp, cur_focus,", "and cur_endurance, respectively."}
A10050#29rw#10
list of 10{"ANIMATE : OUTPUT (THIS NONE THIS)", "ANIMATE : OUTPUT_RAW (THIS NONE THIS)", "", "Usage: <animate>:output ( LIST | STR )", " <animate>:output_raw ( LIST | STR )", "", "These functions serve as wrappers for the builtin function notify(). They", "take either a list of strings, or a singe string, and output these strings to", "the console of <animate>. OUTPUT() will parse each string and perform ", "color substitution, while OUTPUT_RAW() will output each string as is."}
A10051#29rw#10
list of 7{"ANIMATE CLASS : TELL (THIS NONE THIS)", "ANIMATE CLASS : TELL_RAW (THIS NONE THIS)", "", "Usage: <animate:tell( LIST | STR )", "", "Currently serves as a wrapper for :output() and :output_raw(). Meta data, like", "who lists, score, etc. should be directed through :tell() and tell_raw()."}
A10052#29rw#10
list of 12{"ANIMATE CLASS : STORE_MESSAGE (THIS NONE THIS)", "", "Usage: <animate>:store_message(OBJ message sender, STR message)", "", "Called by the command line function MSG. Tests to see if", "<animate>.messages is greater than $max_msg_box_size. If so,", "it returns 0.", "", "Otherwise it records the current time, the sender's OBJ number,", "and the text of the message in <animate>.messages.", "", "See Also: MSG"}
A10053#29rw#10
list of 16{"ANIMATE CLASS : VIEW_MESSAGES (THIS NONE THIS)", "", "Usage: <animate>:view_messages()", "", "Called by the command line function MSG.", "", "If <animate>.messages is an empty list, the player is told", "that there are no messages to view.", "", "Otherwise, messages are formatted and displayed on the screen,", "including the time stamp, sender's name, and message text.", "", "If the player's mailbox is full (i.e., larger than $max_msg_box_size)", "a warning is displayed following the messages.", "", "See Also: MSG"}
A10054#29rw#10
list of 6{"ROOM CLASS : DISPLAY_CONTENTS (THIS NONE THIS)", "", "Usage: <room>:display_contents ()", "", "Must be rewritten to use the sensory verbs (hears, sees, feels, tastes, smells).", "Currently displays the contents of <room> to <player>."}
A10055#29rw#10
list of 6{"ROOM CLASS : DISPLAY_EXITS (THIS NONE THIS)", "", "Usage: <room>:display_exits ()", "", "Must be rewritten to use the sensory verbs (hears, sees, feels, tastes, smells).", "Currently displays the exits of <room> to <player>."}
A10057#29rw#10
list of 6{"ROOM CLASS : ENTERFUNC (THIS NONE THIS)", "", "Usage: <room>:enterfunc ( OBJ what_entered )", "", "This function is called by the server whenever an object changes location.", "It serves to display the description of <room> to the item that recently entered."}
A10059#29rw#10
list of 8{"ROOM CLASS : MATCH_EXIT (THIS NONE THIS)", "", "Usage: <room>:match_exit( STR exit_desc )", "", "Called by the movement verb, n s e w, to determine which exit on the current", "location to invoke. Searches <room>.exits for exits that match EXIT_DESC, and ", "returns the object number of the matching exit. If more than one exit", "matches, returns $ambiguous_match. If there is no matching exit, returns $nothing."}
A10063#29rw#10
list of 7{"DOOR CLASS : INVOKE (THIS NONE THIS)", "", "Usage: <door>:invoke( OBJ animate )", "", "Called by movement verb n s e w. Activates <door>, as if ANIMATE just", "attempted to walk through <door>, subsequently moving ANIMATE to the ", "destination of <door>."}
A10065#29rw#10
list of 16{"SYSTEM OBJECT : DO_LOGIN_COMMAND (THIS NONE THIS)", "", "Usage: <system object>:do_login_command(STR name, STR password)", "", "Called by the server when text is received over a new unauthenticated", "network connection. Authenticates a username and password against the", "player database and upon success connects the session to the player", "object.", "", "Because of peculiarities in the server concerning using a read()", "within do_login_command this verb is rather convoluted. If you really", "and truly want to know how it works and can't figure it out, send an", "email to Mike <ixion@guardianwall.com>.", "", "Please see the LambdaMOO documentation for more information", "on how do_login_command is invoked by the server."}
A10066#29rw#10
list of 6{"SYSTEM OBJECT : CHECKPOINT_FINISHED (THIS NONE THIS)", "", "Usage: called by server.", "", "Called by server upon completion of a checkpoint operation. Makes an", "entry in the system log stating completion of the checkpoint operation."}
A10067#29rw#10
list of 6{"ALLOBJECTS", "", "Syntax: allobjects", "", "Displays the OBJ number and name of all objects in the database,", "in order. Invalid object numbers are displayed in red."}
A10069#29rw#10
list of 6{"SYSTEM OBJECT : CHECKPOINT_STARTED (THIS NONE THIS)", "", "Usage: called by server.", "", "Called by server before execution of a checkpoint operation. Makes an", "entry in the system log stating the checkpoint operation has begun."}
A10071#29rw#10
list of 14{"SYSTEM OBJECT : DO_PROMPT_TASK (THIS NONE THIS)", "", "Usage: called by server.", "", "Called by the server whenever it feels the client should receive a prompt.", "This is part of a server patch that was applied against the LambdaMOO Server", "code, and is part of what makes the MurpgMOO Server so darned special.", "Don't ask me how the patch works, I don't know. I didn't write it. I don't ", "know who did.", "", "But it works fairly well.", "", "Parses the players prompt_str, and does any necessary substitutions, e.g.", "hit points, name, effects, colors."}
A10072#29rw#10
list of 10{"SYSTEM OBJECT : GET_NEXT_HELP_ID (THIS NONE THIS)", "", "Usage: <system object>:get_next_help_id ()", "", "Called by <help db>:add_topic() to ensure all help articles are assigned", "a unique article number, regardless of the <help db> they are defined on.", "Returns a unique number, starting with the letter A, and ending with the ", "next available incremented integer.", "", "Increments <system object>.next_help_id."}
A10073#29rw#10
list of 6{"SYSTEM OBJECT : SERVER_STARTED (THIS NONE THIS)", "", "Usage: called by server.", "", "Called by the server upon startup. Makes an entry in the system log, initializes", "<system object>.start_time <system object>.max_connected."}
A10076#29rw#10
list of 10{"SYSTEM OBJECT : SHUTDOWN (THIS NONE THIS)", "", "Usage: <system object>:shutdown ( INT seconds , STR reason )", "", "Called by DM command SHUTDOWN. Takes two arguments: SECONDS, which specifies", "how many seconds to wait before shutting down the server, and REASON, which ", "details the reason for shutting down the server. Makes an entry in the system log,", "alerts all players that the server will be going down, and forks a task to call", "the builtin SHUTDOWN() function. Currently, this function is commented out, so", "the server does not actually shut down when this function is called."}
A10078#29rw#10
list of 6{"SYSTEM OBJECT : USER_CLIENT_DISCONNECTED (THIS NONE THIS)", "", "Usage: called by server.", "", "Called by server whenever the network connection is broken by the client.", "Writes a message to the connection log."}
A10079#29rw#10
list of 6{"SYSTEM OBJECT : USER_DISCONNECTED (THIS NONE THIS)", "", "Usage: called by server.", "", "Called by server whenever the server terminates a network connection. Makes an ", "entry in both the connection and login logs."}
A10080#29rw#10
list of 9{"SYSTEM OBJECT : USER_CONNECTED (THIS NONE THIS)", "", "Usage: called by server.", "", "Called whenever a new connection is established and authenticated to a user.", "Updates $max_connected, configures prompt, displays $welcome_msg(), and ", "forces a LOOK command on the player.", "", "Makes an entry in the connection log."}
A10082#29rw#10
list of 9{"SYSTEM OBJECT : USER_RECONNECTED (THIS NONE THIS)", "", "Usage: called by server.", "", "Called by server whenever a network connection is redirected, that is to say,", "when a second connection is authenticated to a currently logged in player.", "$do_login_command() currently does not allow this to happen, so this function", "should never be called. In case it does, it makes a WARNING entry in the", "connection log."}
A10083#29rw#10
list of 5{"SYSTEM OBJECT : WELCOME_MSG (THIS NONE THIS)", "", "Usage: <system object>:welcome_msg()", "", "Called by $user_connected(). Returns a hard coded string message."}
A10084#29rw#10
list of 5{"UTILITY OBJECT : CAPITALIZE (THIS NONE THIS)", "", "Usage: <utility object>:capitalize( STR )", "", "Returns STR, but with the initial letter capitalized."}
A10086#29rw#10
list of 8{"UTILITY OBJECT : DHMS (THIS NONE THIS)", "", "Usage: <utility object>:dhms( INT seconds )", "", "Returns a list of four values: the number of days, hours, minutes,", "and seconds, represented by SECONDS.", "", "See Also: DHMS_STR"}
A10087#29rw#10
list of 8{"UTILITY OBJECT : FTIME (THIS NONE THIS)", "", "Usage: <utility object>:ftime( STR )", "", "Takes a date formatted as the output from the builtin function", "ctime(), and converts it into a different format, for example,", "", " Friday, February 1st, 9:11pm EST"}
A10089#29rw#10
list of 10{"UTILITY OBJECT : LIST_TO_STRING (THIS NONE THIS)", "", "Usage: <utility object>:list_to_string( LIST , STR separator, STR conj )", "", "Takes a list of strings as the first argument, an optional string SEPARATOR,", "and an optional string CONJUNCTION. Returns a string composed of the", "elements in LIST concatenated, optionally separated by SEPARATOR,", "optionally ending with CONJUNCTION before the last item.", "", "See Also: STRING_TO_LIST"}
A10090#29rw#10
list of 8{"UTILITY OBJECT : MATCH (THIS NONE THIS)", "", "Usage: <utility object>:match ( STR , LIST objlist , INT exact , INT nameonly )", "", "Returns a list of objects from OBJLIST that are named or aliased as STR.", "If EXACT is true, then match() will only return objects whose names", "or aliases match completely. If NAMEONLY is true, match() will not ", "match STR to aliases, just object names."}
A10091#29rw#10
list of 10{"UTILITY OBJECT : PADLEFT (THIS NONE THIS)", "UTILITY OBJECT : PADRIGHT (THIS NONE THIS)", "", "Usage: <utility object>:padleft( STR token , INT length , STR padding )", " <utility object>:padright( STR token , INT length , STR padding )", "", "Returns a string of length LENGTH, composed of TOKEN appended (or prepended)", "with PADDING. The length of PADDING can be longer than 1, and may", "be truncated. TOKEN may be truncated as well, if LENGTH is smaller", "than the length of TOKEN."}
A10092#29rw#10
list of 9{"UTILITY OBJECT : SORT (THIS NONE THIS)", "", "Usage: <utility object>:sort( LIST )", "", "Returns a list composed of the elements of LIST sorted", "alphabetically, or in ascending order, depending on data type.", "Assumes all elements in the list are of either STR or INT.", "", "Implements the Quicksort algorithm, and is extremely fast."}
A10100#29rw#10
list of 8{"UTILITY OBJECT : DHMS_STR (THIS NONE THIS)", "", "Usage: <utility object>:dhms_str( LIST days, hours, minutes, seconds )", "", "Takes a list of four values (as from $UTILS:DHMS) in the form of number", "of days, hours, minutes, and seconds, and returns a formatted string.", "", "See Also: DHMS"}
A10103#29rw#10
list of 28{"PLAYER : KNOWN_TO (THIS NONE THIS)", "", "Usage: <player>:known_to(OBJ querent)", "", "Determines if player is known to querent,", "and if so, by what name.", "", "Players always know the real names of:", " Dungeon Masters", " Architects", " Coders", " Admins", "", "Admins know all players.", "", "Everyone knows self.", "", "If none of the above applies, querent.known_players", "is checked.", "", "If the player is known, returns a LIST {1, <STR name>}.", "Note that <name> will refer to the .name property", "if the querent is an Admin. Otherwise it refers to", "the string in .known_players.", "", "If player is not known, returns a LIST {0, <STR default>}", "with default being a string constructed of species and", "gender."}
A10104#29rw#10
list of 7{"PRONOUNS", "", "The System Object contains pronouns for the following", "genders: both, female, male, neither.", "", "The pronouns listed are:", "{noun, subject, object, possessive, adj pos, referential}"}
A10105#29rw#10
list of 8{"ANIMATE CLASS : SET_DISCONNECT_INFO (THIS NONE THIS)", "", "Usage: <animate>:set_disconnect_info()", "", "Called by #0:user_disconnected and #0:user_client_disconnected.", "", "Determines whether $max_connected needs to be updated before this player", "disconnects. Also sets player's AFK status to 0."}
A10107#29rw#10
list of 6{"UTILITY OBJECT : LONGEST_LENGTH (THIS NONE THIS)", "", "Usage: <utility object>:longest_length( LIST )", "", "Returns an INT -- the length of the longest string.", "Assumes all elements in the list are of type STR."}
A10111#29rw#10
list of 19{"ANIMATE CLASS : _EMOTE (THIS NONE THIS)", "", "Usage: <animate>:_emote( STR )", "", "Does the work of the command line EMOTE command.", "Fetches the :known_to(<animate>) value for every", "animate in the room, then displays this string", "followed by STR.", "", "If the first character of STR is either a space", "or a special character (such as \"'\") then there", "is no space added between the known_to value", "and the STR. Otherwise, a space is added.", "", "For example:", " Finder waves its hand.", " Finder's hand waves of its own volition.", "", "See Also: EMOTE"}
A10112#29rw#10
list of 12{"ANIMATE CLASS : _SAY (THIS NONE THIS)", "", "Usage: <animate>:_say( STR )", "", "Does the work of the command line SAY command.", "Fetches the :known_to(<animate>) value for every", "animate in the room, then constructs a string using", "this value and STR. It then sends this to the :hears", "function along with various sensitivity strings and", "the current_language value of <animate>.", "", "See Also: SAY, EMOTE, _EMOTE"}
A10116#29rw#10
list of 29{"%WUTILITIES", "", "The following utilities are defined on the Utilities Object ($utils, #20)", "", "%Ycap*italize %W( STR ) %GReturns STR with first letter capitalized.", "%Ydhms %W( INT ) %GReturns LIST of days, hours, minutes, seconds.", "%Ydhms_str %W( LIST ) %GReturns STR of formatted :dhms output.", "%Yftime %W( STR ) %GReturns STR of formatted :ctime output.", "%Ylist_to_str*ing %W( LIST, [STR, [STR]] )", " %GReturns STR of LIST items. Separator and ", " conjunction are optional.", "%Ylongest*_length %W( LIST ) %GReturns INT length of longest item in list.", "%Ymatch %W( STR, LIST, [1|0], [1|0] )", " %GReturns LIST of objects in LIST that match STR.", " Optional, exact match and search .name only.", "%Ypadl*eft %W( STR, INT, [STR] ) %GReturns STR of length INT, optionally prepended with STR.", "%Ypadr*ight %W( STR, INT, [STR] ) %GReturns STR of length INT, optionally appended with STR.", "%Yparse_dot_ref %W( STR ) %GReturns LIST of INT reference and STR name.", "%Yparse_prop_ref %W( STR ) %GReturns LIST of STR object and STR property name.", "%Yparse_verb_ref %W( STR ) %GReturns LIST of STR object and STR verb name.", "%Yrem*ove %W( LIST, ANY, [1|0] )%GReturns LIST with first or all instances of ANY removed.%w", "%Ystring_to_frag*ment%W( STR ) %GReturns STR fragment of STR.", "%Ystring_to_list %W( STR ) %GReturns LIST of words from STR.", "%Ysort %W( LIST ) %GReturns LIST of sorted INTs or STRs.", "%Ytriml*eft %W( STR, [STR] ) %GReturns STR with characters removed from lefthand side.", "%Ytrimr*ight %W( STR, [STR] ) %GReturns STR with characters removed from righthand side.", "%Y_uptime %W( ) %GReturns STR of current game uptime.", "", "%WMore information is provided in each utility's help file.%w"}
A10117#29rw#10
list of 8{"UTILITY OBJECT : PARSE_DOT_REF (THIS NONE THIS)", "", "Usage: <utility object>:parse_dot_ref( STR )", "", "Used for dot matching. Raw string is broken down into", "INT reference and STR name.", "", "For example: \"2.sword\" becomes {2, \"sword\"}"}
A10118#29rw#10
list of 7{"UTILITY OBJECT : PARSE_PROP_REF (THIS NONE THIS)", "", "Usage: <utility object>:parse_prop_ref( STR )", "", "Breaks down STR into the 'object' and 'property' referenced.", "Note, however, that it does not match anything. Therefore,", "it returns a LIST of STR object and STR property."}
A10119#29rw#10
list of 7{"UTILITY OBJECT : PARSE_VERB_REF (THIS NONE THIS)", "", "Usage: <utility object>:parse_verb_ref( STR )", "", "Breaks down STR into the 'object' and 'verb' referenced.", "Note, however, that it does not match anything. Therefore,", "it returns a LIST of STR object and STR verb."}
A10120#29rw#10
list of 6{"UTILITY OBJECT : _UPTIME (THIS NONE THIS)", "", "Usage: <utility object>:_uptime( )", "", "Returns current game uptime as a STR in day, hour,", "minute format."}
A10121#29rw#10
list of 8{"UTILITY OBJECT : TRIMLEFT (THIS NONE THIS)", "UTILITY OBJECT : TRIMRIGHT (THIS NONE THIS)", "", "Usage: <utility object>:trimleft( STR token, [STR, char] )", " <utility object>:trimright( STR token, [STR, char] )", "", "Returns a string with all whitespace (default) or char removed", "from either the left or right side of TOKEN."}
A10122#29rw#10
list of 7{"TICKER OBJECT : TICK (THIS NONE THIS)", "", "Usage: <ticker object>:tick( )", "", "Cycles through connected_players() and raises hitpoints", "based on the player's consciousness and the $con_hp_regen_table.", "Then forks for a randomized number of seconds before repeating."}
A10124#29rw#10
list of 9{"ANIMATE : _WIELD (THIS NONE THIS)", "", "Usage: <animate>:_wield( OBJ weapon )", "", "Determines whether or not WEAPON can be wielded. If not,", "it returns LIST of INT 0 and STR reason. If WEAPON can", "be wielded, it sets the appropriate properties, sends messages", "to player and audience in player.location, and then returns", "LIST of INT 1 and STR empty."}
A10127#29rw#10
list of 13{"VERBS", "", "Syntax: verbs <OBJ>", "", "Displays the following information for all verbs on OBJ:", "", "Name(s)", "Arguments", "Owner", "Permissions", "Number of lines of code", "", "See Also: PROPS"}
A10128#29rw#10
list of 20{"PROPS", "", "Syntax: props <OBJ>", "", "Displays the following information on OBJ:", "", "Fundamental Object Attributes", " Player flag, parent, children.", "", "Builtin Properties", " Owner, location, contents, programmer and wizard", " flags, and permissions.", "", "Additional Properties (in alphabetical order)", " In parenthesis, the object on whom the property is", " defined is displayed. Following that, the value of", " the property. Props with long text are hidden and", " must be viewed with EVAL.", "", "See Also: EVAL, VERBS"}
A10129#29rw#10
list of 12{"EVAL", "", "Syntax: eval OBJ:verb(args)", " ; OBJ:verb(args)", " ; builtin(args)", " ; OBJ.property", " ; OBJ.property = <value>", "", "Initiates calls to verbs that cannot be called", "from the command line, including builtin functions.", "", "Can also be used to view and set object properties."}
A10130#29rw#10
list of 9{"ANIMATE : _UNWIELD (THIS NONE THIS)", "", "Usage: <animate>:_unwield( OBJ weapon )", "", "Determines whether or not WEAPON is being wielded. If not,", "returns INT 0 and STR message. If so, removes weapon from", "wielded prop and sends appropriate messages to the player", "and any audience in player.location. It then returns INT 1", "and STR empty."}
A10131#29rw#10
list of 9{"ANIMATE : _REMOVE (THIS NONE THIS)", "", "Usage: <animate>:_remove( OBJ item )", "", "Determines whether or not ITEM is being worn, and whether", "or not animate can hold any more items. If not, returns INT 0", "and STR message. If so, removes item from worn prop and sends", "appropriate messages to the animate and any audience in animate.location.", "It then returns INT 1 and STR empty."}
A10132#29rw#10
list of 10{"ANIMATE : _WEAR (THIS NONE THIS)", "", "Usage: <animate>:_wear( OBJ item )", "", "Determines whether or not ITEM is already being worn. If so,", "returns INT 0 and STR message. Otherwise, it determines if ITEM", "is in animate's inventory. If not, attempts to move it there. If", "successful, sets animate worn prop and sends appropriate messages", "to animate and any audience in animate.location. It then returns", "INT 1 and STR empty."}
A10133#29rw#10
list of 6{"ANIMATE : _ATTACK (THIS NONE THIS)", "", "Usage: <animate>:_attack( OBJ target )", "", "Determines whether TARGET is appropriate and, if so,", "initiates the combat engine :battle function."}
A10137#29rw#10
list of 7{"ANIMATE : MOBILITY (THIS NONE THIS)", "", "Usage: <animate>:mobility( )", "", "Returns the mobility status of <animate>, either mobile,", "immoble, encumbered, or burdened, depending on consciousness", "and weight carried."}
A10138#29rw#10
list of 6{"ROOM : WILL_ACCEPT (THIS NONE THIS)", "", "Usage: <room>:will_accept( )", "", "Determines whether or not a room will accept an object", "that wants entrance. Depends on the room's capacity."}
A10140#29rw#10
list of 7{"SHOWVERB", "", "Syntax: showverb OBJ:verbname [<token>]", "", "Displays the verb code of the designated verb. Sending", "anything as a second argument will format the output with", "numbered lines."}
A10142#29rw#10
list of 7{"ANIMATE : SHOW_EQUIPMENT / SHOW_INVENTORY (THIS NONE THIS)", "", "Usage: <animate>:show_equipment( OBJ target )", " <animate>:show_inventory( OBJ target )", "", "Sends a formatted display of <animate>'s equipment or inventory", "to TARGET."}
A10143#29rw#10
list of 10{"ANIMATE : LOWER_ENDURANCE LOWER_FOCUS (THIS NONE THIS)", " RAISE_ENDURANCE RAISE_FOCUS (THIS NONE THIS)", "", "Usage: <animate>:lower_endurance( INT decrease )", " <animate>:raise_endurance( INT increase )", " <animate>:lower_focus( INT decrease )", " <animate>:raise_focus( INT increase )", "", "Lowers/raises focus or endurance by INT. Will never lower", "less than zero, or raise by more than max."}
A10144#29rw#10
list of 14{"ANIMATE : RAISE_HP LOWER_HP (THIS NONE THIS)", "", "Usage: <animate>:raise_hp(INT increase )", " <animate>:lower_hp(INT decrease )", "", "Raise_hp raises <animate>'s hit points by INT, up to", "the value returned by :max_hp(), unless <animate> is", "dead, whereupon it exits with a return value of 0.", "", "Lower_hp lowers <animate>'s hit points by INT. When", "hit points reach -10 <animate> is declared unconscious", "and appropriate properties are set and messages sent to", "<animate> and everyone else in the room. When hit points", "drop below -10, <animate> is declared dead and so forth."}
A10145#29rw#10
list of 8{"RMPROP", "", "Syntax: rmprop <OBJ>.<property>", "", "Removes specified property from specified object.", "Note that an object number must be explicitly used", "since string matching (e.g., \"$room\") has not yet", "been added to this function."}
A10147#29rw#10
list of 8{"ANIMATE : AC (THIS NONE THIS)", "", "Usage: <animate>:ac( )", "", "Calculates the current armor class value of <animate>,", "taking into account base armor class (.base_ac), the", "armor class modifiers of all worn items, dexterity", "bonus, and combat stance."}
A10148#29rw#10
list of 8{"ANIMATE : PATH_VALUE SKILL_VALUE (THIS NONE THIS)", "", "Usage: <animate>:path_value ( OBJ path )", " <animate>:skill_value( OBJ skill )", "", "Returns the level <animate> has achieved in the specified path or skill.", "If <animate> has not achieved any level in the specified path or skill,", "returns 0."}
A10149#29rw#10
list of 13{"ANIMATE : CNC CON DEX INT SPD STR (THIS NONE THIS)", "", "Usage: <animate>:cnc( )", " <animate>:con( )", " <animate>:dex( )", " <animate>:int( )", " <animate>:spd( )", " <animate>:str( )", "", "Calculates its respective statistic for <animate>. This includes", "the base value and any modifiers from effects and items.", "", "Returns INT value."}
A10150#29rw#10
list of 5{"ANIMATE : SET_COMBAT_STANCE (THIS NONE THIS)", "", "Usage: <animate>:set_combat_stance( STR stance )", "", "Sets <animate>'s combat stance and sends the appropriate message."}
A10152#29rw#10
list of 10{"ANIMATE : INIT_ROLL (THIS NONE THIS)", "", "Usage: <animate>:init_roll( OBJ weapon )", "", "Calculates <animate>'s combat initiative based on its weapon", "speed (if any), posture, encumbrance, and a random factor.", "", "Returns INT initiative roll.", "", "See Also: INIT_ORDER"}
A10153#29rw#10
list of 8{"COMBAT MANAGER : INIT_ORDER (THIS NONE THIS)", "", "Usage: <combat manager>:init_order( LIST combatants )", "", "Returns a LIST of OBJs (COMBATANTS) sorted by their initiative roll.", "Assumes that each combatant has .combat_weapon set.", "", "See Also: INIT_ROLL"}
A10154#29rw#10
list of 15{"ANIMATE : HIT (THIS NONE THIS)", "", "Usage: <animate>:hit( OBJ target )", "", "Selects a wielded weapon and then calculates whether or not it", "strikes TARGET. A roll of 1 always misses, a roll of 20 is a", "critical hit and does additional damage. All other rolls are", "modified by TARGET's armor class, the weapon's thac0, <animate>'s", "skill with said weapon, and dexterity.", "", "Messages are sent out to the combatants and the room at large.", "If a hit is successful, the damage is calculated and a call is", "made to :DAMAGE to deal out the hurt on TARGET.", "", "See Also: DAMAGE"}
A10155#29rw#10
list of 8{"ANIMATE : DAMAGE (THIS NONE THIS)", "", "Usage: <animate>:damage( LIST {STR type, INT quantity} )", "", "Calculates damage-type modifiers and then calls :LOWER_HP to", "carry out the hit point penalty on <animate>.", "", "See Also: HIT, LOWER_HP"}
A10156#29rw#10
list of 7{"GREP", "", "Syntax: grep <search string>", "", "Searches the body of every function in the database for the", "specified search string. Matches are listed in order by", "object and verb name."}
A10157#29rw#10
list of 6{"ANIMATE : GET_TARGET (THIS NONE THIS)", "", "Usage: <animate>:get_target( )", "", "Returns OBJ a randomly-selected victim from <animate>.targets.", "If there are no available targets, returns 0."}
A10158#29rw#10
list of 5{"ROOM CLASS : GET_ANIMATES (THIS NONE THIS)", "", "Usage: <room>:get_animates( )", "", "Returns a LIST of animates from <room>.contents."}
A10159#29rw#10
list of 6{"WEARABLE CLASS : FITS (THIS NONE THIS)", "", "Usage: <wearable object>:fits( OBJ animate )", "", "Determines whether <wearable> can be worn by ANIMATE based", "on height and weight. Returns LIST of INT 0|1 and STR message."}
A10160#29rw#10
list of 6{"HELP DB CLASS : FIND_TOPICS (THIS NONE THIS)", "", "Usage: <help database>:find_topics( STR topic )", "", "Returns LIST of either exact match or all partial matches of", "specified TOPIC in <database>."}
A10171#29rw#10
list of 5{"ANIMATE : CARRIED_WEIGHT (THIS NONE THIS)", "", "Usage: <animate>:carried_weight( )", "", "Calculates and returns INT total weight of carried objects."}
A10172#29rw#10
list of 8{"ANIMATE : CAN_WEAR (THIS NONE THIS)", "", "Usage: <animate>:can_wear( OBJ wearable item )", "", "Determines whether an item will fit <animate>'s body type, and", "whether or not that particular wearable position is already full.", "Returns LIST of INT 1|0 and STR message, a blank string if item", "can be worn, if not, a message as to why it can't be worn."}
A10173#29rw#10
list of 7{"ANIMATE : CAN_HOLD (THIS NONE THIS)", "", "Usage: <animate>:can_hold( OBJ holdable item )", "", "Determines whether or not <animate> can hold any more", "items. Returns LIST of INT 1|0 and STR message, a blank", "string if item can be held, otherwise a message as to why not."}
A10174#29rw#10
list of 11{"COMBAT MANAGER : BATTLE (THIS NONE THIS)", "", "Usage: <combat manager>:battle( OBJ location )", "", "Conducts automated combat actions for combatants in LOCATION.", "", "Selects a combat weapon for each combatant and then determines", "their actions depending on combat stance, sending out appropriate", "messages. If combat continues, forks itself for $combat.round_length", "seconds, otherwise, exits and sends appropriate message to the room", "that combat has ended."}
A10175#29rw#10
list of 6{"ADDVERB", "", "Syntax: addverb #<OBJ number>:<verb name>", "", "Adds specified verb to specified object. Use the builtin", ".program to enter your verb code into the function."}
A10176#29rw#10
list of 13{".PROGRAM", "", "Syntax: .program <OBJ>:<verb name>", "", "Builtin function to program verb code. Most useful for", "off-line programming wherein the text of the function is", "dumped in once .program is initiated.", "", "Use a period (\".\") to attempt to compile the function.", "", "Note that functions that do not compile successfully will not", "be saved. You will have to fix the code offline and re-submit", "it to .program."}
A10177#29rw#10
list of 7{"HELP DB CLASS : ADD_TOPIC (THIS NONE THIS)", "", "Usage: <help database>:add_topic( STR keyword[, STR article num])", "", "If no existing article number is specified, adds a new topic to", "the database with the given KEYWORD. Otherwise, it associates", "KEYWORD with the existing article num specified."}
A10178#29rw#10
list of 7{"LOG MANAGER : ADD_ENTRY (THIS NONE THIS)", "", "Usage: <log manager>:add_entry( STR log name, STR log level, STR message)", "", "If LOG NAME exists, adds the current time, LOG LEVEL, and MESSAGE to the", "appropriate log and sends a message to all objects listed in the log's", "'watchers' list."}
A10180#29rw#10
list of 15{"PLAYER : WHO_STRING (THIS NONE THIS)", "CODER : WHO_STRING (THIS NONE THIS)", "ARCHITECT : WHO_STRING (THIS NONE THIS)", "DUNGEON MASTER : WHO_STRING (THIS NONE THIS)", "", "Usage: <player>:who_string(OBJ viewer)", "", "Called by the command line function WHO. Viewer is the player", "who is looking at the WHO list.", "", "Creates the formatted string for a player's listing in the WHO", "list. Whether the player is known to the viewer will determine", "what shows up in the display.", "", "See Also: WHO"}
A10184#29rw#10
list of 12{"ANIMATE : _SPEAK (THIS NONE THIS)", "", "Usage: <animate>:_speak( OBJ language )", "", "Called by command line function, $animate:speak.", "", "Determines whether or not <animate> can speak LANGUAGE,", "if so, changes the appropriate property.", "", "Returns LIST of INT 1|0 and STR message indicating either", "success or failure at changing the currently spoken", "language."}
A10185#29rw#10
list of 7{"UTILITY OBJECT | STRING_TO_LIST (THIS NONE THIS)", "", "Usage: <utility object>:string_to_list( STR )", "", "Returns LIST of words from STRING.", "", "See Also: LIST_TO_STRING"}
A10186#29rw#10
list of 6{"UTILITY OBJECT | REMOVE (THIS NONE THIS)", "", "Usage: <utility object>:remove( LIST, ANY, [1|0] )", "", "With no third arg, removes first instance of ANY from LIST.", "If third arg is positive, removes all instances of ANY from LIST."}
A10187#29rw#10
list of 6{"UTILITY OBJECT | STRING_TO_FRAGMENT (THIS NONE THIS)", "", "Usage: <utility object>:string_to_frag( STRING )", "", "Returns a sentence fragment of STRING. For use in", "communication verbs."}
index#15rw#10
list of 124{{"ancestors", "A10027"}, {"chown", "A10033"}, {"_create", "A10034"}, {"descendants", "A10035"}, {"describe_to", "A10036"}, {"has_property", "A10037"}, {"has_verb", "A10038"}, {"is_a", "A10039"}, {"move_to", "A10041"}, {"properties", "A10042"}, {"recycle", "A10043"}, {"tree", "A10044"}, {"_drop", "A10045"}, {"clear_messages", "A10046"}, {"disconnect", "A10047"}, {"feels", "A10048"}, {"hears", "A10048"}, {"sees", "A10048"}, {"smells", "A10048"}, {"tastes", "A10048"}, {"max_hp", "A10049"}, {"output", "A10050"}, {"output_raw", "A10050"}, {"tell", "A10051"}, {"tell_raw", "A10051"}, {"store_message", "A10052"}, {"view_messages", "A10053"}, {"display_contents", "A10054"}, {"display_exits", "A10055"}, {"enterfunc", "A10057"}, {"match_exit", "A10059"}, {"invoke", "A10063"}, {"do_login_command", "A10065"}, {"checkpoint_finished", "A10066"}, {"allobjects", "A10067"}, {"checkpoint_started", "A10069"}, {"do_prompt_task", "A10071"}, {"get_next_help_id", "A10072"}, {"server_started", "A10073"}, {"shutdown", "A10076"}, {"user_client_disconnected", "A10078"}, {"user_disconnected", "A10079"}, {"user_connected", "A10080"}, {"user_reconnected", "A10082"}, {"welcome_msg", "A10083"}, {"capitalize", "A10084"}, {"dhms", "A10086"}, {"ftime", "A10087"}, {"list_to_string", "A10089"}, {"match", "A10090"}, {"padleft", "A10091"}, {"padright", "A10091"}, {"sort", "A10092"}, {"dhms_str", "A10100"}, {"known_to", "A10103"}, {"pronouns", "A10104"}, {"set_disconnect_info", "A10105"}, {"longest_length", "A10107"}, {"_emote", "A10111"}, {"_say", "A10112"}, {"utilities", "A10116"}, {"utils", "a10116"}, {"parse_dot_ref", "A10117"}, {"parse_prop_ref", "A10118"}, {"parse_verb_ref", "A10119"}, {"_uptime", "A10120"}, {"trimleft", "A10121"}, {"trimright", "a10121"}, {"tick", "A10122"}, {"_wield", "A10124"}, {"verbs", "A10127"}, {"props", "A10128"}, {"eval", "A10129"}, {";", "a10129"}, {"_unwield", "A10130"}, {"_remove", "A10131"}, {"_wear", "A10132"}, {"_attack", "A10133"}, {"mobility", "A10137"}, {"will_accept", "A10138"}, {"showverb", "A10140"}, {"show_equipment", "A10142"}, {"show_inventory", "A10142"}, {"lower_endurance", "A10143"}, {"raise_endurance", "A10143"}, {"lower_focus", "A10143"}, {"raise_focus", "A10143"}, {"max_endurance", "A10049"}, {"max_focus", "A10049"}, {"raise_hp", "A10144"}, {"lower_hp", "A10144"}, {"rmprop", "A10145"}, {"ac", "A10147"}, {"path_value", "A10148"}, {"cnc", "A10149"}, {"con", "A10149"}, {"dex", "A10149"}, {"int", "A10149"}, {"spd", "A10149"}, {"str", "A10149"}, {"skill_value", "A10148"}, {"set_combat_stance", "A10150"}, {"init_roll", "A10152"}, {"init_order", "A10153"}, {"hit", "A10154"}, {"damage", "A10155"}, {"grep", "A10156"}, {"get_target", "A10157"}, {"get_animates", "A10158"}, {"fits", "A10159"}, {"find_topics", "A10160"}, {"carried_weight", "A10171"}, {"can_wear", "A10172"}, {"can_hold", "A10173"}, {"battle", "A10174"}, {"addverb", "A10175"}, {".program", "A10176"}, {"add_topic", "A10177"}, {"add_entry", "A10178"}, {"who_string", "A10180"}, {"_speak", "A10184"}, {"string_to_list", "A10185"}, {"remove", "A10186"}, {"string_to_fragment", "A10187"}}
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base_enc#1rw#10<clear>
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Ancestry

Ancestors (nearest first): #15 Help DB Class#1 Root Class

Children: none

Source