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<html>
<head>
<title> Specials Functions </title>
</head>

<!--COLOR-->
<BODY BGCOLOR="#668699" TEXT="#000000" 
LINK="#1D4B99" VLINK="#99038F" 
BACKGROUND="brick041gif7.gif">

<!--HEAD-->

<h1><center> Specials Functions </center></h1>
<br><br><br>


<!--BODY-->



<b>Index </b>
<br><br>
<A HREF="functions.html#comm">  1. Communications Functions </A><br>
<A HREF="functions.html#flow">  2. Flow Control Functions </A><br>
<A HREF="functions.html#allobj"> 3. Functions for All objects </A><br>
<A HREF="functions.html#item">  4. Functions for Item objects </A><br>
<A HREF="functions.html#ind">   5. Functions for Individuals objects </A><br>
<A HREF="functions.html#plr">   6. Functions for Players </A><br>
<A HREF="functions.html#merg">  7. Functions for Merger Objects </A><br>
<A HREF="functions.html#door">  8. Functions for Door Objects </A><br>
<A HREF="functions.html#loc">   9. Functions for Location Objects </A><br>
<A HREF="functions.html#spec"> 10. Functions to Read and Manipulate Specials Attributes</A><br>
<A HREF="functions.html#num">  11. Functions to Manipulate Numbers</A><br>
<A HREF="functions.html#rand"> 12. Functions for Random Numbers</A><br>
<A HREF="functions.html#misc"> 13. Miscellaneous Functions</A><br>

<br><br>
<A NAME="comm"></A>
<br>
<h1>1. Communications Functions </h1>
<t> These are functions that can be used to send messages to single players
or to all players in a room or a variation
<br><br>

<hr>

<A NAME="send_actor">

<h2> send_actor </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_actor({<A HREF="functions.html#phrase">phrase</A>});
<tr><td align=right valign=top><b>Desc:</b>   <td> Used to send a message to the player 
who is using the special.  
<tr><td align=right><b>Example:</b> 
    <td> send_actor("The ogre takes your ", 
         <A HREF="functions.html#get_name"> get_name</A>("primary"),
         "from you!\n");
</table>


<hr>

<A NAME="send_room">
<h2> send_room </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_room({<A HREF="functions.html#phrase">phrase</A>});
<tr><td align=right valign=top><b>Desc:</b>   <td> Used to send a message to all 
players in a particular room.

<tr><td align=right><b>Example:</b>  
       <td> send_room(
            "The ceiling gives way and collapses upon all in the room!\n");
</table>


<hr>

<A NAME="send_room_except">
<h2> send_room_except </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_room_except({<A HREF="functions.html#phrase">phrase</A>});
<tr><td align=right valign=top><b>Desc:</b>   <td> Used to send a message to all 
                         players in a particular room except the actor.
<tr><td align=right><b>Example: </b> 
              <td> send_room(<A HREF="functions.html#get_name">get_name</A>("actor"), " pulls the sword from the stone!\n");
</table>


<hr>

<A NAME="send_room_except_dual">
<h2> send_room_except_dual </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_room_except_dual(
      {<A HREF="functions.html#param">param</A>},
      {<A HREF="functions.html#param">param</A>},
      {<A HREF="functions.html#phrase">phrase</A>});
<tr><td align=right valign=top><b>Desc: </b>  <td> Used to send a message to all 
players in a particular room except the two indicated by the two params.  
The two params must be individuals or this will raise an error.
<tr><td align=right><b>Example: </b> 
              <td> send_room_except_dual("actor", "primary", <A HREF="functions.html#get_name">get_name</A>("actor"), " knocks ", <A HREF="functions.html#get_name">get_name</A>("primary"), " over the head with a rock!\n");
</table>


<hr>

<A NAME="send_obj_room">
<h2> send_obj_room </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_obj_room(
      {<A HREF="functions.html#param">param</A>},
      {<A HREF="functions.html#phrase">phrase</A>});
<tr><td align=right valign=top><b>Desc: </b>  <td> Used to send a message all
players in a room where a particular object exists.  If the object is
contained by something, it sends the message to the location that
contains the object.
<tr><td align=right><b>Example: </b> 
              <td> send_obj_room("this", "The ", <A HREF="functions.html#get_name">get_name</A>("this"), " glows with an eerie yellow light!\n");
</table>

<hr>

<A NAME="send_all">
<h2> send_all </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_all(
      {<A HREF="functions.html#phrase">phrase}</A>);
<tr><td align=right valign=top><b>Desc: </b>  <td> Used to send a message all
players in the mud.
<tr><td align=right><b>Example: </b> 
              <td> send_all("An earthquake ravages the ground beneath your feet!\n");
</table>

<hr>

<A NAME="send_all_except">
<h2> send_all_except </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_all_except(
      {<A HREF="functions.html#param">param</A>},
      {<A HREF="functions.html#phrase">phrase}</A>);
<tr><td align=right valign=top><b>Desc: </b>  <td> Used to send a message all
players in the mud except the indicated player.
<tr><td align=right><b>Example: </b> 
              <td> send_all_except("actor", "A soul-wrenching scream echoes throughout the land\n");
</table>


<hr>

<A NAME="send_to">
<h2> send_to </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_all_except(
      {<A HREF="functions.html#param">param</A>},
      {<A HREF="functions.html#phrase">phrase}</A>);
<tr><td align=right valign=top><b>Desc: </b>  <td> Sends a message to an indicated player.  If it is sent to a mobile, it just does nothing.
<tr><td align=right valign=top><b>Example: </b> 
              <td> send_to("primary", <A HREF="functions.html#get_name">get_name</A>("actor"), " tosses something at you.  Your skin starts to itch!\n");
</table>

<hr>

<A NAME="send_holder">
<h2> send_holder </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>send_holder(
      {<A HREF="functions.html#param">param</A>},
      {<A HREF="functions.html#phrase">phrase}</A>);
<tr><td align=right valign=top><b>Desc: </b>  <td> Sends a message to either
     the person holding the object indicated or if not held, the room it is
     lying in.
<tr><td align=right valign=top><b>Example: </b> 
              <td> send_holder("this", "The ", <A HREF="functions.html#get_name">get_name</A>("this"), " starts to glow red-hot!\n");
</table>


<hr>

<A NAME="tell_ind">
<h2> tell_ind </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>tell_ind(
      {<A HREF="functions.html#param">param</A>},
      {<A HREF="functions.html#phrase">phrase}</A>);
<tr><td align=right valign=top><b>Desc: </b>  <td> Performs a tell from the
      first parameter individual to the second parameter player.  If the
      second parameter is a mobile, it just does nothing.
<tr><td align=right valign=top><b>Example: </b> 
              <td> tell_ind("primary", "actor", "Could you spare a coin for a poor old man?\n");

</table>


<br><br>
<A NAME="flow"></A>
<br>
<h1>2. Flow Control Functions </h1>
<t> These are functions that can be used to jump around in the code.
<br><br>
<hr>

<A NAME="goto">
<h2> goto </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>goto(
      {<A HREF="functions.html#codemarker">codemarker</A>});
<tr><td align=right valign=top><b>Desc: </b>  <td> Jumps to the indicated
<A HREF="functions.html#codemarker">code marker</A> in the code stack.
<tr><td align=right valign=top><b>Example: </b> 
   <td>        <A HREF="functions.html#goto_if_less">goto_if_less</A>("weak", <A HREF="functions.html#get_strength">get_strength</A>("actor"), 15);
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You lift the warhammer with ease!\n");
   <tr><td><td>goto("end");
   <br>
   <tr><td><td>weak:
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("It is way too heavy to lift by one so weak.\n");
   <tr><td><td><A HREF="functions.html#return_invalid_criteria">return_invalid_criteria</A>();
   <tr><td><td>end:

</table>

<hr>

<A NAME="goto_if_eq">
<h2> goto_if_eq </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>goto_if_eq(
      {<A HREF="functions.html#codemarker">codemarker</A>},
      {value1}, {value2});
<tr><td align=right valign=top><b>Desc: </b>  <td> Jumps to the indicated
<A HREF="functions.html#codemarker">code marker</A> in the code stack if
the number or string value1 is equal to the number or string value2
<tr><td align=right valign=top><b>Example: </b> 
   <td>        <A HREF="functions.html#goto_if_eq">goto_if_eq</A>("nearly", <A HREF="functions.html#get_counter">get_counter</A>(), 1);
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You are running out of time!\n");
   <tr><td><td>goto("end");
   <br>
   <tr><td><td>nearly:
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You have one second left!.\n");
   <tr><td><td>end:

</table>

<hr>

<A NAME="goto_if_neq">
<h2> goto_if_neq </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>goto_if_neq(
      {<A HREF="functions.html#codemarker">codemarker</A>},
      {value1}, {value2});
<tr><td align=right valign=top><b>Desc: </b>  <td> Jumps to the indicated
<A HREF="functions.html#codemarker">code marker</A> in the code stack if
the number or string value1 is not equal to the number or string value2
<tr><td align=right valign=top><b>Example: </b> 
   <td>        <A HREF="functions.html#goto_if_neq">goto_if_neq</A>("timeleft", <A HREF="functions.html#get_counter">get_counter</A>(), 1);
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You have one second left!\n");
   <tr><td><td>goto("end");
   <br>
   <tr><td><td>timeleft:
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You are rapidly running out of time!.\n");
   <tr><td><td>end:

</table>

<hr>

<A NAME="goto_if_less">
<h2> goto_if_less </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>goto_if_less(
      {<A HREF="functions.html#codemarker">codemarker</A>},
      {value1}, {value2});
<tr><td align=right valign=top><b>Desc: </b>  <td> Jumps to the indicated
<A HREF="functions.html#codemarker">code marker</A> in the code stack if
the number in value1 is less than the number in value2
<tr><td align=right valign=top><b>Example: </b> 
   <td>        goto_if_less("weak", <A HREF="functions.html#get_strength">get_strength</A>("actor"), 15);
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You lift the warhammer with ease!\n");
   <tr><td><td><A HREF="functions.html#goto">goto</A>("end");
   <br>
   <tr><td><td>weak:
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("It is way too heavy to lift by one so weak.\n");
   <tr><td><td><A HREF="functions.html#return_invalid_criteria">return_invalid_criteria</A>();
   <tr><td><td>end:

</table>

<hr>

<A NAME="return_invalid_criteria">
<h2> return_invalid_criteria </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>return_invalid_criteria();
<tr><td align=right valign=top><b>Desc: </b>  <td> Exits the special with results that
cause the command running the special to terminate.  For instance, if the command get
causes your special to be run and you return_invalid_criteria, it will stop running the
get command.
<tr><td align=right valign=top><b>Example: </b> 
   <td>        goto_if_less("weak", <A HREF="functions.html#get_strength">get_strength</A>("actor"), 15);
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You lift the warhammer with ease!\n");
   <tr><td><td><A HREF="functions.html#goto">goto</A>("end");
   <br>
   <tr><td><td>weak:
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("It is way too heavy to lift by one so weak.\n");
   <tr><td><td><A HREF="functions.html#return_invalid_criteria">return_invalid_criteria</A>();
   <tr><td><td>end:

</table>

<hr>

<A NAME="force_termination">
<h2> force_termination </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>force_termination();
<tr><td align=right valign=top><b>Desc: </b>  <td> Exits the special with 
results that cause the ability to stop executing.

<tr><td align=right valign=top><b>Example: </b> 
   <td><A HREF="functions.html#goto_if_less">goto_if_less</A>("end", 15, <A HREF="functions.html#get_strength">get_strength</A>("actor"));
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You strain but can't seem to pry the stone free!\n");
   <tr><td><td>force_termination</A>();
   <br>
   <tr><td><td>end:

</table>

<hr>

<A NAME="force_success">
<h2> force_success </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>force_success();
<tr><td align=right valign=top><b>Desc: </b>  <td> Exits the special with 
results that cause the ability to succeed

<tr><td align=right valign=top><b>Example: </b> 
   <td><A HREF="functions.html#goto_if_eq">goto_if_neq</A>("end", 1, <A HREF="functions.html#ind_holds">ind_holds</A>("actor", "orboffire@lavacave"));
   <tr><td><td>force_success</A>();
   <br>
   <tr><td><td>end:

</table>

<hr>

<A NAME="force_failure">
<h2> force_failure </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>force_failure();
<tr><td align=right valign=top><b>Desc: </b>  <td> Exits the special with 
results that cause the ability to fail

<tr><td align=right valign=top><b>Example: </b> 
   <td><A HREF="functions.html#goto_if_eq">goto_if_neq</A>("end", 1, <A HREF="functions.html#ind_holds">ind_holds</A>("actor", "cursedlocket@castle"));
   <tr><td><td>force_failure</A>();
   <br>
   <tr><td><td>end:

</table>


<br><br>
<A NAME="allobj"></A>
<br>
<h1>3. Functions for All Objects </h1>
<t> These are functions that manipulate values for all objects
<br><br>
<hr>

<A NAME="get">
<h2> get </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get(
               {<A HREF="functions.html#param">param</A>}, {attribute});
<tr><td align=right valign=top><b>Desc: </b>  <td> Gets the attribute listed from the parameter given
<tr><td align=right valign=top><b>Example: </b> 
   <td><A HREF="functions.html#send_actor">send_actor</A>(get("actor", "title"),
                              " stoops down to pick up the amulet.\n");
   <br>
   <tr><td><td>end:
<tr><td align=right valign=top><b>Possible Attributes: </b> <td>
</table>
<table border=1>
   <tr><td>name         <td> the name of the object in {name}@{area} format
   <tr><td>title        <td> the title of the object
   <tr><td>strength     <td> strength of an individual
   <tr><td>dexterity    <td> dexterity of an individual
   <tr><td>intelligence <td> how smart an individual is
   <tr><td>health       <td> current health of an individual
   <tr><td>maxhealth    <td> The top health a player can be
   <tr><td>constitution <td> The constitution of the player (tied to maxhealth)
   <tr><td>experience   <td> Total global experience for this individual
   <tr><td>location     <td> gets the current location string




</table>

<hr>

<A NAME="set">
<h2> set </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>set(
               {<A HREF="functions.html#param">param</A>}, {attribute}, {value});
<tr><td align=right valign=top><b>Desc: </b>  <td> Sets the attribute listed for the parameter given to the value indicated
<tr><td align=right valign=top><b>Example: </b> 
   <td><A HREF="functions.html#goto_if_less">goto_if_less</A>("end", 15, <A HREF="functions.html#get">get</A>("actor", "strength"));<br>
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("The gods take pity on your and raise your strength slightly.\n");
   <tr><td><td>set("actor", "strength", 20);<br>
   <tr><td><td>end:
   <br>
<tr><td align=right valign=top><b>Possible Attributes: </b>
</table>
<table border=1>
   <tr><td>name         <td> the name of the object in {name}@{area} format
   <tr><td>title        <td> the title of the object
   <tr><td>strength     <td> strength of an individual
   <tr><td>dexterity    <td> dexterity of an individual
   <tr><td>intelligence <td> how smart an individual is
   <tr><td>health       <td> current health of an individual
   <tr><td>constitution <td> The constitution of the player (tied to maxhealth)
   <tr><td>experience   <td> Total global experience for this individual

</table>

<hr>

<A NAME="destroy_this_obj">
<h2> force_success </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>destroy_this_obj();
<tr><td align=right valign=top><b>Desc: </b>  <td> Destroys the object that the special is attached to, breaking out of the special

<tr><td align=right valign=top><b>Example: </b> 
   <td><A HREF="functions.html#send_actor">send_actor</A>("The ", <A HREF="functions.html#get">get</A>("this", "title"), " crumbles away in your hands!\n");
   <tr><td><td>destroy_this_obj</A>();

</table>

<hr>

<A NAME="get_parent_name">
<h2> get_parent_name </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_parent_name();
<tr><td align=right valign=top><b>Desc: </b>  <td> Returns the name of the parent of this clone.  If not a clone, returns nothing.

<tr><td align=right valign=top><b>Example: </b>

 
   <td><A HREF="functions.html#goto_if_eq">goto_if_eq</A>("fill", get_parent_name("primary"), "brasslantern@global");
<tr><td><td><A HREF="functions.html#goto_if_neq">goto_if_neq</A>("end", get_parent_name("primary"), "brasslamp@global");

<tr><td><td>fill:

<tr><td><td><A HREF="functions.html#goto_if_eq">send_holder</A>("You fill the ", <A HREF="functions.html#get">get</A>("primary", "title"), " with the ", <A HREF="functions.html#get">get</A>("this", "title"), ".\n");
<tr><td><td><A HREF="functions.html#set_a_counter">set_a_counter</A>("primary", "eachsecond", 10800);
<tr><td><td><A HREF="functions.html#destroy_this_obj">destroy_this_obj</A>();
<tr><td><td><A HREF="functions.html#goto">goto</A>("end");

<tr><td><td>end:

</table>


<hr>

<A NAME="is_individual">
<h2> is_individual </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>is_individual({<A HREF="functions.html#param">param</A>});
<tr><td align=right valign=top><b>Desc: </b>  <td> Detects if the MudObject in question is an individual object.  Returns a 1 if individual, 0 if not

<tr><td align=right valign=top><b>Example: </b> 
<td><A HREF="functions.html#goto_if_eq">goto_if_eq</A>("ind", 1, is_individual("primary"));
<tr><td><td><A HREF="functions.html#goto_if_eq">goto_if_eq</A>("light", 1, <A HREF="functions.html#is_itemflag_set">is_itemflag_set</A>("primary", "lightable")); 
<tr><td><td><A HREF="functions.html#goto">goto</A>("end");

<tr><td><td>light:

<tr><td><td><A HREF="functions.html#set_itemflag">set_itemflag</A>("primary", "lit");
<tr><td><td><A HREF="functions.html#goto">goto</A>("end");

<tr><td><td>ind:

<tr><td><td><A HREF="functions.html#damage_individual">damage_individual</A>("primary", 25);
<tr><td><td><A HREF="functions.html#fight_player">fight_player</A>("primary");

<tr><td><td>end:

</table>


<hr>

<A NAME="clone_object">
<h2> clone_object </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>clone_object({objname}, {this|primary|secondary|inloc|actor|none});

<tr><td align=right valign=top><b>Desc: </b>  <td> Creates a copy of the object and places it in the location specified by the second parameter.  Inloc refers to placing the object in the room that the object the special is attached to resides in.

<tr><td align=right valign=top><b>Example: </b> 
<td><A HREF="functions.html#send_actor">send_actor</A>("As you grab the rod, it turns to gold in your hands!\n");
<tr><td><td>clone_object("goldrod@global", "actor");
<tr><td><td><A HREF="functions.html#destroy_this_obj">destroy_this_obj</A>();

</table>

<hr>

<A NAME="add_status">
<h2> add_status </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>add_status({<A HREF="functions.html#param">param</A>}, {status_string);

<tr><td align=right valign=top><b>Desc: </b>  <td> Marks an object with a particular status that will stay until removed or object reload.

<tr><td align=right valign=top><b>Example: </b> 

<td><A HREF="functions.html#goto_if_eq">goto_if_eq</A>("remove", <A HREF="functions.html#has_status">has_status</A>("actor", "protection"), 1);
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You grip the shaft and feel protection surround you!\n");
<tr><td><td>add_status("actor", "protection");
<tr><td><td><A HREF="functions.html#goto">goto</A>("end");
<tr><td><td>remove:
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You grip the shaft and feel protection drain from you!\n");
<tr><td><td><A HREF="functions.html#remove_status">remove_status</A>("actor", "protection");
<tr><td><td>end:
</table>


<hr>

<A NAME="remove_status">
<h2> remove_status </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>remove_status({<A HREF="functions.html#param">param</A>}, {status_string);

<tr><td align=right valign=top><b>Desc: </b>  <td> Removes the mark on an object that indicates a particular status was set to that object

<tr><td align=right valign=top><b>Example: </b> 

<td><A HREF="functions.html#goto_if_eq">goto_if_eq</A>("remove", <A HREF="functions.html#has_status">has_status</A>("actor", "protection"), 1);
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You grip the shaft and feel protection surround you!\n");
<tr><td><td><A HREF="functions.html#add_status">add_status</A>("actor", "protection");
<tr><td><td><A HREF="functions.html#goto">goto</A>("end");
<tr><td><td>remove:
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You grip the shaft and feel protection drain from you!\n");
<tr><td><td>remove_status("actor", "protection");
<tr><td><td>end:
</table>


<hr>

<A NAME="has_status">
<h2> has_status </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>has_status({<A HREF="functions.html#param">param</A>}, {status_string);

<tr><td align=right valign=top><b>Desc: </b>  <td> Indicates whether an object is marked with a particular status or not

<tr><td align=right valign=top><b>Example: </b> 

<td><A HREF="functions.html#goto_if_eq">goto_if_eq</A>("remove", has_status("actor", "protection"), 1);
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You grip the shaft and feel protection surround you!\n");
<tr><td><td><A HREF="functions.html#add_status">add_status</A>("actor", "protection");
<tr><td><td><A HREF="functions.html#goto">goto</A>("end");
<tr><td><td>remove:
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("You grip the shaft and feel protection drain from you!\n");
<tr><td><td><A HREF="functions.html#remove_status">remove_status</A>("actor", "protection");
<tr><td><td>end:
</table>

<hr>

<A NAME="move_object">
<h2> move_object </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>move_object({objname}, {<A HREF="functions.html#param">param</A>});

<tr><td align=right valign=top><b>Desc: </b>  <td> Moves an object from its current location to another one

<tr><td align=right valign=top><b>Example: </b> 

<td><A HREF="functions.html#goto_if_eq">goto_if_eq</A>("notmove", <A HREF="functions.html#has_status">has_status</A>("actor", "enchanted"), 1);
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("The orb flies into your hands from nowhere!\n");
<tr><td><td>move_object("glowingorb@global", "actor");
<tr><td><td><A HREF="functions.html#goto">goto</A>("end");
<tr><td><td>notmove:
<tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("Nothing happens.");
<tr><td><td>end:
</table>


<hr>

<A NAME="object_exists">
<h2> object_exists </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>object_exists({<A HREF="functions.html#param">param</A>});

<tr><td align=right valign=top><b>Desc: </b>  <td> Checks to see if there is an object attached to a param or not

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="attach_special">
<h2> attach_special </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>attach_special({<A HREF="functions.html#param">param</A>}, {specialname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Attaches the special indicated by the second parameter to the object indicated by the first parameter.  

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="remove_special">
<h2> remove_special </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>remove_special();

<tr><td align=right valign=top><b>Desc: </b>  <td> Removes the special that
is currently running from the object it is attached to

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<br><br>
<A NAME="item"></A>
<br>
<h1>4. Functions for Item Objects </h1>
<t> These are functions that manipulate values for item objects
<br><br>
<hr>


<A NAME="is_itemflag_set">
<h2> is_itemflag_set </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>is_itemflag_set({<A HREF="functions.html#param">param</A>}, {flagname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Checks if the itemflag indicated by flagname is set or not.  Returns 1 for set, 0 for not.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="set_itemflag">
<h2> set_itemflag </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>set_itemflag({<A HREF="functions.html#param">param</A>}, {flagname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Sets the itemflag indicated in parameter two on the object indicated in parameter one

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="clr_itemflag">
<h2> clr_itemflag </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>clr_itemflag({<A HREF="functions.html#param">param</A>}, {flagname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Clears the itemflag indicated in parameter two on the object indicated in parameter one

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<br><br>
<A NAME="ind"></A>
<br>
<h1>5. Functions for Individuals Objects </h1>
<t> These are functions that manipulate values for individual objects such
    as mobiles and players
<br><br>

<hr>

<A NAME="ambush_individual">
<h2> ambush_individual </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>ambush_individual({mobilename}, {targetname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Clones the mobile indicated in parameter one and places it in the room with targetname, attacking targetname

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="damage_individual">
<h2> damage_individual </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>damage_individual({<A HREF="functions.html#param">param</A>}, {value});

<tr><td align=right valign=top><b>Desc: </b>  <td> Damages the individual indicated by parameter one the amount indicated in parameter two.  Kills them if they run out of health.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="fight_player">
<h2> fight_player </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>fight_player({<A HREF="functions.html#param">param</A>});

<tr><td align=right valign=top><b>Desc: </b>  <td> Causes the individual in parameter one to start fighting the player running this special.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="is_indflag_set">
<h2> is_indflag_set </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>is_indflag_set({<A HREF="functions.html#param">param</A>}, {flagname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Checks to see if the individual flag is set on the object in parameter one for the flag in parameter two.  Returns 1 for set, 0 for cleared.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="set_indflag">
<h2> set_indflag </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>set_indflag({<A HREF="functions.html#param">param</A>}, {flagname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Sets the individual flag indicated in parameter two on the object in parameter one.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="clr_indflag">
<h2> clr_indflag </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>clr_indflag({<A HREF="functions.html#param">param</A>}, {flagname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Clears the individual flag indicated in parameter two on the object in parameter one.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="ind_holds">
<h2> ind_holds </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>ind_holds({<A HREF="functions.html#param">param</A>}, {object name|object type});

<tr><td align=right valign=top><b>Desc: </b>  <td> Indicates if a particular individual holds an object or certain type of object, such as a lit object.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works

<tr><td align=right valign=top><b>Possible Types:
</table>
<table border=1>
<tr><td>fire <td> Anything that is burning
<tr><td>lit  <td> Anything that is producing light, whether burning or glowing
</table>

<hr>

<br><br>
<A NAME="ind"></A>
<br>
<h1>6. Functions for Players </h1>
<t> These are functions that manipulate values for players and perform
actions on players
<br><br>

<hr>

<A NAME="trans_player">
<h2> trans_player </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>trans_player({locationname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Transports the player
running this special to the location indicated

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="add_ability">
<h2> add_ability </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>add_ability({<A HREF="functions.html#param">param</A>}, {abilityname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Adds an ability to the player indicated by the first parameter

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="remove_ability">
<h2> remove_ability </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>remove_ability({<A HREF="functions.html#param">param</A>}, {abilityname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Removes an ability from the player indicated by the first parameter

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="has_ability">
<h2> has_ability </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>has_ability({<A HREF="functions.html#param">param</A>}, {abilityname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Determines if the player indicated in parameter one has the ability indicated in parameter two.  Returns 1 for the player has it, 0 for not

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="boot_off">
<h2> boot_off </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>boot_off();

<tr><td align=right valign=top><b>Desc: </b>  <td> Kicks the player off of the game.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="award_quest">
<h2> award_quest </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>award_quest({questname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Awards a quest indicated by questname to the player running the special, or the actor.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="advance_experience">
<h2> advance_experience </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>advance_experience({<A HREF="functions.html#param">param</A>}, {abilityname}, {success|failure}, {number});

<tr><td align=right valign=top><b>Desc: </b>  <td> Awards experience points to the player indicated in parameter one to the ability listed in parameter two.  The amount increased is influenced by the difficulty, specified in parameter four.  It also is influenced by parameter three which awards higher experience for successfully using the ability.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="push_prompt">
<h2> push_prompt </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>push_prompt({<A HREF="functions.html#param">param</A>}, {promptname}, {promptstring});

<tr><td align=right valign=top><b>Desc: </b>  <td> Pushes a prompt onto the player's prompt stack.  This means that the player will see this prompt until you pop his prompt off the stack, at which time it will revert back to the old prompt.  Promptname is what you will call it and can be any single-word name you want.  Promptstring is what the player will see as their prompt.  Don't forget to pop off the prompt or you will annoy some players.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="pop_prompt">
<h2> pop_prompt </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>pop_prompt({<A HREF="functions.html#param">param</A>}, {promptname});

<tr><td align=right valign=top><b>Desc: </b>  <td> Pops a prompt off the player's prompt stack.  This means that the prompt will be destroyed and the old prompt will once again be in place.  Promptname is what you called the prompt when you pushed it on.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="start_busy">
<h2> start_busy </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>start_busy({<A HREF="functions.html#param">param</A>});

<tr><td align=right valign=top><b>Desc: </b>  <td> Marks a player as busy until <A HREF="functions.html#stop_busy">stop_busy</A> is called.  This means the player can't perform many actions as they are busy tying a knot, loading a bow, etc.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="stop_busy">
<h2> stop_busy </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>stop_busy({<A HREF="functions.html#param">param</A>});

<tr><td align=right valign=top><b>Desc: </b>  <td> Clears a player so they are not marked as busy anymore and can resume normal actions.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>
<br><br>
<A NAME="merg"></A>
<br>
<h1>7. Functions for Merger Objects </h1>
<t> These are functions that manipulate values for merger objects, from
food to money.
<br><br>

<hr>

<A NAME="decrement_number_of">
<h2> decrement_number_of </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>decrement_number_of({<A HREF="functions.html#param">param</A>}, {number});

<tr><td align=right valign=top><b>Desc: </b>  <td> Decreases the number of the merger indicated by the first parameter by the amount indicated in the second parameter.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="increment_number_of">
<h2> increment_number_of </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>increment_number_of({<A HREF="functions.html#param">param</A>}, {number});

<tr><td align=right valign=top><b>Desc: </b>  <td> Increases the number of the merger indicated by the first parameter by the amount indicated in the second parameter.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="get_number_of">
<h2> get_number_of </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_number_of({<A HREF="functions.html#param">param</A>});

<tr><td align=right valign=top><b>Desc: </b>  <td> Gets the number of the merger indicated by the first parameter.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>
<br><br>
<A NAME="door"></A>
<br>
<h1>8. Functions for Door Objects </h1>
<t> These are functions that manipulate values for door objects.
<br><br>


<hr>

<A NAME="get_door_state">
<h2> get_door_state </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_door_state({<A HREF="functions.html#param">param</A>});

<tr><td align=right valign=top><b>Desc: </b>  <td> Gets the door state as a string, either open, closed, locked, or mlocked.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="set_door_state">
<h2> set_door_state </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>set_door_state({<A HREF="functions.html#param">param</A>}, {open|closed|locked|mlocked});

<tr><td align=right valign=top><b>Desc: </b>  <td> Sets the door state as a string, either open, closed, locked, or mlocked.  Only with open can players traverse the door.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>
<br><br>
<A NAME="loc"></A>
<br>
<h1>9. Functions for Location Objects </h1>
<t> These are functions that manipulate values for location objects.
<br><br>

<hr>

<A NAME="get_loc_by_dir">
<h2> get_loc_by_dir </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_loc_by_dir({currentlocname@area}, {the_direction});

<tr><td align=right valign=top><b>Desc: </b>  <td> Gets the location from the location in parameter one to the direction in parameter two.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="display_loc">
<h2> display_loc </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>display_loc({<A HREF="functions.html#param">param</A>}, {locname@area});

<tr><td align=right valign=top><b>Desc: </b>  <td> Displays the location in parameter two to the player in parameter one.

<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>
<br><br>
<A NAME="spec"></A>
<br>
<h1>10. Functions to Read and Manipulate Specials Attributes </h1>
<t> These are functions that manipulate specials and their attributes.
<br><br>

<hr>

<A NAME="decrement_counter">
<h2> decrement_counter </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>decrement_counter();

<tr><td align=right valign=top><b>Desc: </b>  <td> Decreases the counter value by one.  The counter is a value that remains attached to that special on that object even after the special is done executing.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="increment_counter">
<h2> increment_counter </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>increment_counter();

<tr><td align=right valign=top><b>Desc: </b>  <td> Increases the counter value by one.  The counter is a value that remains attached to that special on that object even after the special is done executing.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="get_counter">
<h2> get_counter </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_counter({<A HREF="functions.html#param">param</A>}, {specialname|this});

<tr><td align=right valign=top><b>Desc: </b>  <td> Gets the counter value from the special indicated in parameter two attached to the object in parameter one.  If "this" is passed as parameter two, it uses the special that is running the code for the counter.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="set_counter">
<h2> set_counter </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>set_counter({<A HREF="functions.html#param">param</A>}, {specialname|this}, {value});

<tr><td align=right valign=top><b>Desc: </b>  <td> Sets the counter value from the special indicated in parameter two attached to the object in parameter one.  If "this" is passed as parameter two, it uses the special that is running the code for the counter.  It sets the counter to the number in parameter three.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="set_param">
<h2> set_param </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>set_param({primary|secondary|this}, {name@area});

<tr><td align=right valign=top><b>Desc: </b>  <td> Replaces the default setting of the passed in parameters (this, primary, secondary) indicated in parameter one with the object in parameter two.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="get_store_int">
<h2> get_store_int </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_store_int();

<tr><td align=right valign=top><b>Desc: </b>  <td> Returns the storage integer which can be used to pass numbers out of this special execution for future executions.  Much like the counter variable.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="set_store_int">
<h2> set_store_int </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>set_store_int({value});

<tr><td align=right valign=top><b>Desc: </b>  <td> Sets the storage integer which can be used to pass numbers out of this special execution for future executions.  Much like the counter variable.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="get_target_str">
<h2> get_target_str </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_target_str({value});

<tr><td align=right valign=top><b>Desc: </b>  <td> Gets whatever is in the target string slot.  Usually this is the player's input.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>
<br><br>
<A NAME="spec"></A>
<br>
<h1>11. Functions to Manipulate Numbers </h1>
<t> These are functions that manipulate numbers and often return results
<br><br>

<hr>

<A NAME="increment_number">
<h2> increment_number </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>increment_number({value}, {offset});

<tr><td align=right valign=top><b>Desc: </b>  <td> Adds the value in offset to the value in the first parameter and returns the result.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="decrement_number">
<h2> decrement_number </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>decrement_number({value}, {offset});

<tr><td align=right valign=top><b>Desc: </b>  <td> Subtracts the value in offset to the value in the first parameter and returns the result.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>
<br><br>
<A NAME="rand"></A>
<br>
<h1>12. Functions for Random Numbers </h1>
<t> These are functions that get and use random numbers
<br><br>

<hr>

<A NAME="get_random">
<h2> get_random </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>get_random({maxnumber});

<tr><td align=right valign=top><b>Desc: </b>  <td> Gets a random number between 0 and the maxnumber passed in.  Returns the results.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="select_rand_param">
<h2> select_rand_param </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>select_rand_param({param}, {param}, {param}, ...);

<tr><td align=right valign=top><b>Desc: </b>  <td> Selects from an unlimited number of parameters one at random and returns it. 
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>
<br><br>
<A NAME="misc"></A>
<br>
<h1>13. Miscellaneous Functions</h1>

<br><br>

<hr>

<A NAME="is_string_eq">
<h2> is_string_eq </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>is_string_eq({string}, {string}, {string}, ...);

<tr><td align=right valign=top><b>Desc: </b>  <td> Is the first string equal to any of the unlimited number of following strings passed in.  Returns 1 for equal, 0 for not equal.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>


<hr>

<A NAME="test_for_success">
<h2> test_for_success </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>test_for_success({abilityname}, {difficulty});

<tr><td align=right valign=top><b>Desc: </b>  <td> Given an ability and the difficulty of the maneuver, returns a value between 0 and 100 on the measure of success the player had in performing the ability.
<tr><td align=right valign=top><b>Example: </b> 
<tr><td><td> In the works
</table>

<hr>

<A NAME="exit_tutorial">
<h2> exit_tutorial </h2> 
<table>
<tr><td align=right><b>Format:</b> <td>exit_tutorial();

<tr><td align=right valign=top><b>Desc: </b>  <td> Exits a tutorial and places the player back into the tutorial chain, asking if they would like to use the next tutorial.  Only works if the player is marked as being in a tutorial.  This function will cause the special to exit.
<tr><td align=right valign=top><b>Example: </b> 
   <tr><td><td><A HREF="functions.html#send_actor">send_actor</A>("The tutorial will be listed here soon!\n");
   <tr><td><td>exit_tutorial();
   <br>
</table>


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