NAME
	More_LFUNS - a list of some lfuns

DESCRIPTION

	void _signal_lost_connection()
	  Called from: player object
	  Applied to: player's all_inventory()
	  Called when: player loses ip connection (goes linkdead)
	  Possible uses:
	    - Guild lines to tell members player is linkdead

	int query_prevent_move_from_statue()
	  Called from: player object
	  Applied to: player's all_inventory()
	  Called when: player reconnects to linkdead player
	  True value means: Destruct object (do not move to new player)
	  Possible uses:
	     - objects like the soul which will be cloned anyway
	  Comments: May not apply in future

	void _signal_throw_out()
	  Called from: player object
	  Applied to: player's all_inventory()
	  Called when: player connects and throws out other copy
	  Possible uses:
	     - Maybe guild lines.  Not very useful IMHO

	int _signal_please_take_this(object given_object)
	  Called from: player object
	  Applied to: The givee (living that given_object is offered to).
	              Also to object that given_object is put in, if not living
	  Called when: before given_object is moved
	  True value means: Refuse to take given_object
	  Possible uses:
	     - Monsters who will only take certain items
	     - Containers that only certain items will fit in (circle,
	       square pegs)

	void _signal_gotten(object given_object)
	  Called from: player object
	  Applied to: Living given_object is given to, or container it is put
	              in.
	  Called when: After given_object is moved
	  Possible uses:
	     - Monsters that eat food given to them (and maybe die of an
	       internal hemorrhage when given a nasty knife).

	void _signal_given()
	  Called from: player object
	  Applied to: Object that is given away, or put someplace
	  Called when: After object is mvoed
	  Possible uses:
	     - Swords that get jealous when given away
	     - Cursed item that always return to owner

	void _signal_dropped()
	  Called from: player object
	  Applied to: object which is dropped
	  Called when: After an object has been dropped
	  Possible uses:
	     - Cursed items that always return to owner
	     - Bottle that break when dropped

	int dark(string condition, int brief_mode)
	  Called from: living object
	  Applied to: environment of living
	  Current conditions: "move_player"
	  True value means: Do not print out long desc (it is dark)
	  Possible uses:
	     - Rooms that are dark for certain users (like players without
	       infared goggles)

	int save_me_from_death(object victim)
	  Called from: living object
	  Applied to: first object in victim's inventory with id "DEATH_SAVE"
	  Called when: After a player has lost experience and level
	  True value means: victim's dead flag is set to 0 (does not die).
	  Possible uses:
	     - A magic spell that saves you from death (like Enchanter's
	       Ozmoo spell)
	  Comments:
	     Never use without discussion with high or arch wizard first.

	void living_died(object corpse)
	  Called from: living object
	  Applied to: environment of corpse
	  Called when: the living dies
	  Possible uses:
	     - Perhaps corpses immediately sink into the mud here.

	void _signal_environment_died(object corpse)
	  Called from: living object
	  Applied to: all_inventory() of object (corpse)
	  Called when: the living dies
	  Possible uses:
	     - Perhaps bottles break when dead body falls down (`a la Harry)

	int death_callback(object corpse)
	  Called from: living object
	  Applied to: corpse's environment
	  Called when: living dies
	  True value means: NOT SURE

	void kill_callback(object corpse)
	  Called from: living object
	  Applied to: killer of living
	  Called when: living dies

	int affect_armour_class(int my_ac)
	int affect_weapon_class(int my_wc)
	  Called from: living object
	  Applied to: First item in player's inventory with id "guild_mark"
	  Called when: calculating armour class or weapon class
	  Positive value means:  If return is less than calculated value,
	  assign the new value to player's armour or weapon class
	  Possible uses:
	     - Guilds that do not allow a player's weapon class to be very high
	       (Mages are always poor fighters)
	  Comments: Cannot be used to increase either total ac or wc

	int query_air()
	  Called from: a water-filled room
	  Applied to: a player's all_inventory()
	  Called when: Entering the room
	  True value means: player can breathe underwater
	  Possible uses:
	     - SCUBA tanks
	     - /players/earendil/magick/potions/waterb.c (waterbreathing
	       potion)
 
	int query_haven()
	  Called from: living object
	  Applied to: living's environment
	  Called when: Any fighting occurs
	  True value means: No fighting allowed.
	  Comments: Do not use.  This is for backwards compatibility.  Instead
	     set the property "no_fight" in the room

Help topics available:
LFUNS MORE_LFUNS query_info query_air reduce_hit_point
restore_spell_points save_me_from_death

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