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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This file was last modified: June 2000.