Ifchecks Reference
Complete reference for all 482 ifchecks available in Sentience scripts. Ifchecks are conditional functions used in if statements to test conditions about the game world — character stats, inventory, room state, flags, and more.
Entries marked New were recently added and were not in previous documentation.
Syntax: if <check> [target] [args...] [operator value]
if ispc $n
mob echo $n is a player!
endif
if level $n > 10
mob echo $n is experienced.
endif
if carries $n sword
mob echo $n has a sword.
endif
Return types:
- T/F — Boolean: tests as true/false. Use without an operator:
if ispc $n - NUM — Numeric: returns a number. Compare with
==,!=,<,>,<=,>=:if level $n > 10
Entity type support: Most ifchecks work in all 9 program types (mob, object, room, token, area, instance, dungeon, quest, event). A few are restricted to specific types as noted.
Table of Contents
- Quick Reference
- Identity and Type
- Alignment and Grouping
- Level, Stats, and Resources
- Combat State
- arenafights
- arenaloss
- arenaratio
- arenawins
- cpkfights
- cpkloss
- cpkratio
- cpkwins
- danger
- hastarget
- isfighting
- isflying
- isridden
- isrider
- isriding
- istarget
- monkills
- pkfights
- pkloss
- pkratio
- pkwins
- reckoning
- reckoningchance
- reckoningcooldown
- reckoningduration
- reckoningintensity
- totalfights
- totalloss
- totalratio
- totalwins
- wimpy
- Conditions and Status
- affected
- affected2
- boost
- boosttimer
- drunk
- fullness
- hasspell
- hunger
- isactive
- isaffectcustom
- isaffectgroup
- isaffectskill
- isaffectwhere
- isbrewing
- isbusy
- iscastfailure
- iscasting
- iscastrecovered
- iscastroomblocked
- iscastsuccess
- isdead
- isfading
- ismorphed
- ison
- isscribing
- isshifted
- isshooting
- issustained
- istattooing
- isvisible
- isvisibleto
- lostparts
- pos
- skill
- stoned
- thirst
- toxin
- Act and Offensive Flags
- Inventory and Equipment
- Object-Specific Checks
- carriedby
- container
- damtype
- furniture
- groundweight
- isbook New
- iscontainer New
- isfluidcontainer New
- isfood New
- isfurniture New
- iskey
- islight New
- ismoney New
- ispage New
- isportal New
- isrepairable
- isrestrung
- isworn
- liquid
- material
- numenchants
- objclones
- objcond
- objcorpse
- objcost
- objexists
- objextra
- objextra2
- objextra3
- objextra4 New
- objfrag
- objhere
- objmaxrepairs New
- objmaxweight
- objranged
- objrepairs New
- objtimer
- objtype
- objval0 New
- objval1 New
- objval2 New
- objval3 New
- objval4 New
- objval5 New
- objval6 New
- objval7 New
- objval8 New
- objval9 New
- objweapon
- objweaponstat
- objwear
- objwearloc
- objweight
- objweightleft
- order
- portal
- portalexit
- uses
- valueportaltype New
- wornby
- Room-Specific Checks
- Group and Following
- Tokens
- Variables
- Map and Wilderness
- Time
- Random and Math
- Quests and Progress
- Events
- Classes and Skills
- Missions and PK Totals
- Traits
- Flag Lookups
- Miscellaneous
- affectbit
- affectbit2
- affectedname
- affectedspell
- affectgroup
- affectlocation
- affectmodifier
- affectskill
- affecttimer
- aura New
- canhunt
- canpractice
- canscare
- death New
- deitypoint
- exists New
- findpath
- gc New
- hasaura New
- hascatalyst
- hascheckpoint
- hasenviroment
- hasfaction New
- hasprompt
- hasqueue
- hasreputation New
- hasship New
- hassubclass
- hasvlink
- healregen
- hired
- hitdamage
- hitdamclass
- hitdamtype
- hitdicebonus
- hitdicenumber
- hitdicetype
- hitskilltype
- inputwait
- isboss
- iscrosszone
- isdelay
- isdungeonunlocked New
- isexitvisible New
- ishired
- ishunting
- isowner
- ispersist
- isprey
- isprog New
- isshopkeeper New
- issubclass
- isvalid New
- isvaliditem New
- iswnum New
- lastreturn
- listcontains
- loaded
- manaregen
- manastore
- mobsize
- moveregen
- number New
- playerexists
- protocol
- race
- scriptsecurity
- sex
- shiptype
- skeyword
- strlen
- strprefix
- tempstring
- testhardmagic
- testskill
- testslowmagic
- testtokenspell
- timer New
- valueac
- valueacstr
- valuedamage
- valueposition
- valueranged
- valuerelic
- valuesector
- valuesize
- valuetoxin
- valuetype
- valueweapon
- valuewear
- weaponskill
- weapontype
- wnumvalid New
- word
Quick Reference
| Category | Count | Description |
|---|---|---|
| Identity and Type | 17 (2 new) | Entity identification and type checks |
| Alignment and Grouping | 16 (3 new) | Alignment, church, PK status |
| Level, Stats, and Resources | 31 | Level, attributes, currency, XP |
| Combat State | 31 | Fighting, PK stats, combat values |
| Conditions and Status | 37 | Affects, spells, position, hunger/thirst |
| Act and Offensive Flags | 22 | NPC act flags, immunities, resistances |
| Inventory and Equipment | 16 | Carrying, wearing, weight |
| Object-Specific Checks | 60 (23 new) | Object properties, values, types |
| Room-Specific Checks | 28 | Room properties, exits, mob presence |
| Group and Following | 21 | Group membership, stats, following |
| Tokens | 5 | Token presence, values, timers |
| Variables | 10 (5 new) | Script variables and temp storage |
| Map and Wilderness | 14 | Map coordinates, area geography |
| Time | 9 | In-game and real-world time |
| Random and Math | 12 | Random chances, dice, math functions |
| Quests and Progress | 11 (8 new) | Quest state, completion, stages |
| Events | 10 (10 new) | Server event system checks |
| Classes and Skills | 14 (14 new) | Class, skill, song, spell availability |
| Missions and PK Totals | 8 (8 new) | Mission tracking, lifetime PK stats |
| Traits | 4 (4 new) | Trait system checks |
| Flag Lookups | 12 (12 new) | Numeric flag value lookups |
| Miscellaneous | 94 (18 new) | Affects, combat detail, regen, pathfinding, and more |
Total: 482 ifchecks (107 new)
Identity and Type
17 ifchecks (2 new)
id
Syntax: id $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the unique ID of the entity.
if id $n > 0
mob echo Check passed.
endif
id2
Syntax: id2 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the secondary ID.
if id2 $n > 0
mob echo Check passed.
endif
identical
Syntax: identical $n $p
Returns: Boolean (true/false)
Entity Types: All
True if two entities are identical (same object instance).
if identical $n $p
mob echo Same entity!
endif
isangel
Syntax: isangel $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is an angel.
if isangel $n
mob echo You are angelic.
endif
isdemon
Syntax: isdemon $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is a demon.
if isdemon $n
mob echo You are demonic.
endif
isimmort
Syntax: isimmort $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is an immortal player.
if isimmort $n
mob echo Greetings, Immortal.
endif
ismobile
Syntax: ismobile $n
Returns: Boolean (true/false)
Entity Types: All
Alias for isnpc.
if ismobile $n
mob echo Check passed.
endif
ismystic
Syntax: ismystic $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is a mystic.
if ismystic $n
mob echo You are a mystic.
endif
isnpc
Syntax: isnpc $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is an NPC/mobile.
if isnpc $n
mob echo $n is an NPC.
endif
isobject
Syntax: isobject $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is an object.
if isobject $n
mob echo Check passed.
endif
ispc
Syntax: ispc $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is a player character.
if ispc $n
mob echo $n is a player!
endif
isroom
Syntax: isroom $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is a room.
if isroom $n
mob echo Check passed.
endif
istoken
Syntax: istoken $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is a token.
if istoken $n
mob echo Check passed.
endif
name
Syntax: name $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s name matches the argument.
if name $n Gandalf
mob echo Hello, wizard.
endif
racepath New
Syntax: racepath $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s race has a path/evolution.
if racepath $n
mob echo Check passed.
endif
raceremort New
Syntax: raceremort $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s race is a remort race.
if raceremort $n
mob echo Check passed.
endif
vnum
Syntax: vnum $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the widevnum of the entity.
if vnum $n == 3001
mob echo That is mob 3001.
endif
Alignment and Grouping
16 ifchecks (3 new)
align
Syntax: align $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric alignment value (-1000 to 1000).
if align $n > 500
mob echo You are very good.
endif
church
Syntax: church $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character is a member of the named church.
if church $n templar
mob echo Hail, Templar.
endif
churchhasrelic
Syntax: churchhasrelic $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character’s church currently holds a relic.
if churchhasrelic $n templar
mob echo Check passed.
endif
churchonline
Syntax: churchonline $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns number of church members currently online.
if churchonline $n > 0
mob echo Check passed.
endif
churchrank
Syntax: churchrank $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the character’s church rank.
if churchrank $n > 0
mob echo Check passed.
endif
churchsize
Syntax: churchsize $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the size of the character’s church.
if churchsize $n > 0
mob echo Check passed.
endif
clan New
Syntax: clan $n <argument>
Returns: Boolean (true/false)
Entity Types: Special (internal)
True if the entity belongs to the named clan.
if clan $n raiders
mob echo Check passed.
endif
haschurch New
Syntax: haschurch $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity belongs to the named church.
if haschurch $n templar
mob echo Check passed.
endif
inchurch New
Syntax: inchurch $n $p
Returns: Boolean (true/false)
Entity Types: All
True if both entities are in the same church.
if inchurch $n $p
mob echo Check passed.
endif
ischurchexcom
Syntax: ischurchexcom $n
Returns: Boolean (true/false)
Entity Types: All
True if the character has been excommunicated.
if ischurchexcom $n
mob echo Check passed.
endif
ischurchpk
Syntax: ischurchpk $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is in a church PK state.
if ischurchpk $n
mob echo Check passed.
endif
iscpkproof
Syntax: iscpkproof $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is CPK-proof.
if iscpkproof $n
mob echo Check passed.
endif
isevil
Syntax: isevil $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has evil alignment.
if isevil $n
mob echo Begone, evil one!
endif
isgood
Syntax: isgood $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has good alignment.
if isgood $n
mob echo Welcome, noble soul.
endif
isneutral
Syntax: isneutral $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has neutral alignment.
if isneutral $n
mob echo Check passed.
endif
ispk
Syntax: ispk $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is PK-flagged.
if ispk $n
mob echo You are a player killer.
endif
Level, Stats, and Resources
31 ifchecks
age
Syntax: age $n <operator> <value>
Returns: Numeric
Entity Types: All
Character age in game years.
if age $n > 0
mob echo Check passed.
endif
bankbalance
Syntax: bankbalance or bankbalance <operator> <value>
Returns: Numeric
Entity Types: All
Bank account balance.
if bankbalance > 0
mob echo Check passed.
endif
curhit
Syntax: curhit $n <operator> <value>
Returns: Numeric
Entity Types: All
Current HP.
if curhit $n < 50
mob echo You look wounded.
endif
curmana
Syntax: curmana $n <operator> <value>
Returns: Numeric
Entity Types: All
Current mana.
if curmana $n > 0
mob echo Check passed.
endif
curmove
Syntax: curmove $n <operator> <value>
Returns: Numeric
Entity Types: All
Current movement.
if curmove $n > 0
mob echo Check passed.
endif
deathcount
Syntax: deathcount $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of times the character has died.
if deathcount $n > 0
mob echo Check passed.
endif
gold
Syntax: gold $n <operator> <value>
Returns: Numeric
Entity Types: All
Gold in inventory.
if gold $n > 100
mob echo You look wealthy.
endif
hpcnt
Syntax: hpcnt $n <operator> <value>
Returns: Numeric
Entity Types: All
HP as a percentage (0-100).
if hpcnt $n < 25
mob echo You are nearly dead!
endif
isremort
Syntax: isremort $n
Returns: Boolean (true/false)
Entity Types: All
True if the character has remorted.
if isremort $n
mob echo You have remorted!
endif
level
Syntax: level $n <operator> <value>
Returns: Numeric
Entity Types: All
The character’s level.
if level $n > 20
mob echo You are powerful!
endif
maxhit
Syntax: maxhit $n <operator> <value>
Returns: Numeric
Entity Types: All
Maximum HP.
if maxhit $n > 0
mob echo Check passed.
endif
maxmana
Syntax: maxmana $n <operator> <value>
Returns: Numeric
Entity Types: All
Maximum mana.
if maxmana $n > 0
mob echo Check passed.
endif
maxmove
Syntax: maxmove $n <operator> <value>
Returns: Numeric
Entity Types: All
Maximum movement.
if maxmove $n > 0
mob echo Check passed.
endif
maxxp
Syntax: maxxp $n <operator> <value>
Returns: Numeric
Entity Types: All
XP needed for next level.
if maxxp $n > 0
mob echo Check passed.
endif
money
Syntax: money $n <operator> <value>
Returns: Numeric
Entity Types: All
Total coin value (normalized).
if money $n > 0
mob echo Check passed.
endif
permcon
Syntax: permcon $n <operator> <value>
Returns: Numeric
Entity Types: All
Permanent CON.
if permcon $n > 0
mob echo Check passed.
endif
permdex
Syntax: permdex $n <operator> <value>
Returns: Numeric
Entity Types: All
Permanent DEX.
if permdex $n > 0
mob echo Check passed.
endif
permint
Syntax: permint $n <operator> <value>
Returns: Numeric
Entity Types: All
Permanent INT.
if permint $n > 0
mob echo Check passed.
endif
permstr
Syntax: permstr $n <operator> <value>
Returns: Numeric
Entity Types: All
Permanent STR (unmodified by equipment).
if permstr $n > 0
mob echo Check passed.
endif
permwis
Syntax: permwis $n <operator> <value>
Returns: Numeric
Entity Types: All
Permanent WIS.
if permwis $n > 0
mob echo Check passed.
endif
pneuma
Syntax: pneuma $n <operator> <value>
Returns: Numeric
Entity Types: All
Pneuma (soul energy) level.
if pneuma $n > 0
mob echo Check passed.
endif
practices
Syntax: practices $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of practice sessions available.
if practices $n > 0
mob echo Check passed.
endif
silver
Syntax: silver $n <operator> <value>
Returns: Numeric
Entity Types: All
Silver in inventory.
if silver $n > 0
mob echo Check passed.
endif
statcon
Syntax: statcon $n <operator> <value>
Returns: Numeric
Entity Types: All
Current CON stat.
if statcon $n > 0
mob echo Check passed.
endif
statdex
Syntax: statdex $n <operator> <value>
Returns: Numeric
Entity Types: All
Current DEX stat.
if statdex $n > 0
mob echo Check passed.
endif
statint
Syntax: statint $n <operator> <value>
Returns: Numeric
Entity Types: All
Current INT stat.
if statint $n > 0
mob echo Check passed.
endif
statstr
Syntax: statstr $n <operator> <value>
Returns: Numeric
Entity Types: All
Current STR stat.
if statstr $n > 0
mob echo Check passed.
endif
statwis
Syntax: statwis $n <operator> <value>
Returns: Numeric
Entity Types: All
Current WIS stat.
if statwis $n > 0
mob echo Check passed.
endif
sublevel
Syntax: sublevel $n <operator> <value>
Returns: Numeric
Entity Types: All
The character’s sub-level.
if sublevel $n > 0
mob echo Check passed.
endif
trains
Syntax: trains $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of train sessions available.
if trains $n > 0
mob echo Check passed.
endif
xp
Syntax: xp or xp <operator> <value>
Returns: Numeric
Entity Types: All
Current experience points.
if xp > 0
mob echo Check passed.
endif
Combat State
31 ifchecks
arenafights
Syntax: arenafights $n <operator> <value>
Returns: Numeric
Entity Types: All
Arena fights.
if arenafights $n > 0
mob echo Check passed.
endif
arenaloss
Syntax: arenaloss $n <operator> <value>
Returns: Numeric
Entity Types: All
Arena losses.
if arenaloss $n > 0
mob echo Check passed.
endif
arenaratio
Syntax: arenaratio $n <operator> <value>
Returns: Numeric
Entity Types: All
Arena win ratio.
if arenaratio $n > 0
mob echo Check passed.
endif
arenawins
Syntax: arenawins $n <operator> <value>
Returns: Numeric
Entity Types: All
Arena wins.
if arenawins $n > 0
mob echo Check passed.
endif
cpkfights
Syntax: cpkfights $n <operator> <value>
Returns: Numeric
Entity Types: All
CPK fights.
if cpkfights $n > 0
mob echo Check passed.
endif
cpkloss
Syntax: cpkloss $n <operator> <value>
Returns: Numeric
Entity Types: All
CPK losses.
if cpkloss $n > 0
mob echo Check passed.
endif
cpkratio
Syntax: cpkratio $n <operator> <value>
Returns: Numeric
Entity Types: All
CPK win ratio.
if cpkratio $n > 0
mob echo Check passed.
endif
cpkwins
Syntax: cpkwins $n <operator> <value>
Returns: Numeric
Entity Types: All
CPK wins.
if cpkwins $n > 0
mob echo Check passed.
endif
danger
Syntax: danger $n <operator> <value>
Returns: Numeric
Entity Types: All
Calculated danger level of the character’s situation.
if danger $n > 0
mob echo Check passed.
endif
hastarget
Syntax: hastarget $n
Returns: Boolean (true/false)
Entity Types: All
True if the character has a combat target.
if hastarget $n
mob echo Check passed.
endif
isfighting
Syntax: isfighting $n [$p]
Returns: Boolean (true/false)
Entity Types: All
True if the character is currently in combat.
if isfighting $n
mob echo $n is in combat!
endif
isflying
Syntax: isflying $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is flying.
if isflying $n
mob echo Check passed.
endif
isridden
Syntax: isridden $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity (mount) is being ridden.
if isridden $n
mob echo Check passed.
endif
isrider
Syntax: isrider $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is being ridden.
if isrider $n
mob echo Check passed.
endif
isriding
Syntax: isriding $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is riding a mount.
if isriding $n
mob echo Check passed.
endif
istarget
Syntax: istarget $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is someone’s combat target.
if istarget $n
mob echo Check passed.
endif
monkills
Syntax: monkills $n <operator> <value>
Returns: Numeric
Entity Types: All
Monster kills count.
if monkills $n > 0
mob echo Check passed.
endif
pkfights
Syntax: pkfights $n <operator> <value>
Returns: Numeric
Entity Types: All
Total PK fights.
if pkfights $n > 0
mob echo Check passed.
endif
pkloss
Syntax: pkloss $n <operator> <value>
Returns: Numeric
Entity Types: All
PK losses count.
if pkloss $n > 0
mob echo Check passed.
endif
pkratio
Syntax: pkratio $n <operator> <value>
Returns: Numeric
Entity Types: All
PK win ratio (win percentage).
if pkratio $n > 0
mob echo Check passed.
endif
pkwins
Syntax: pkwins $n <operator> <value>
Returns: Numeric
Entity Types: All
PK wins count.
if pkwins $n > 0
mob echo Check passed.
endif
reckoning
Syntax: reckoning or reckoning <operator> <value>
Returns: Numeric
Entity Types: All
Current reckoning value.
if reckoning > 0
mob echo Check passed.
endif
reckoningchance
Syntax: reckoningchance or reckoningchance <operator> <value>
Returns: Numeric
Entity Types: All
Reckoning proc chance.
if reckoningchance > 0
mob echo Check passed.
endif
reckoningcooldown
Syntax: reckoningcooldown or reckoningcooldown <operator> <value>
Returns: Numeric
Entity Types: All
Reckoning cooldown remaining.
if reckoningcooldown > 0
mob echo Check passed.
endif
reckoningduration
Syntax: reckoningduration or reckoningduration <operator> <value>
Returns: Numeric
Entity Types: All
Reckoning duration.
if reckoningduration > 0
mob echo Check passed.
endif
reckoningintensity
Syntax: reckoningintensity or reckoningintensity <operator> <value>
Returns: Numeric
Entity Types: All
Reckoning intensity.
if reckoningintensity > 0
mob echo Check passed.
endif
totalfights
Syntax: totalfights $n <operator> <value>
Returns: Numeric
Entity Types: All
Total fights.
if totalfights $n > 0
mob echo Check passed.
endif
totalloss
Syntax: totalloss $n <operator> <value>
Returns: Numeric
Entity Types: All
Total combat losses.
if totalloss $n > 0
mob echo Check passed.
endif
totalratio
Syntax: totalratio $n <operator> <value>
Returns: Numeric
Entity Types: All
Overall win ratio.
if totalratio $n > 0
mob echo Check passed.
endif
totalwins
Syntax: totalwins $n <operator> <value>
Returns: Numeric
Entity Types: All
Total combat wins.
if totalwins $n > 0
mob echo Check passed.
endif
wimpy
Syntax: wimpy $n <operator> <value>
Returns: Numeric
Entity Types: All
The character’s wimpy (flee) threshold.
if wimpy $n > 0
mob echo Check passed.
endif
Conditions and Status
37 ifchecks
affected
Syntax: affected $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if affected by the named condition/spell.
if affected $n poison
mob echo You look ill.
endif
affected2
Syntax: affected2 $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if affected by the named affect2 flag.
if affected2 $n flag_name
mob echo Check passed.
endif
boost
Syntax: boost or boost <operator> <value>
Returns: Numeric
Entity Types: All
Boost value.
if boost > 0
mob echo Check passed.
endif
boosttimer
Syntax: boosttimer or boosttimer <operator> <value>
Returns: Numeric
Entity Types: All
Remaining boost duration.
if boosttimer > 0
mob echo Check passed.
endif
drunk
Syntax: drunk $n <operator> <value>
Returns: Numeric
Entity Types: All
Alcohol intoxication level.
if drunk $n > 0
mob echo Check passed.
endif
fullness
Syntax: fullness $n <operator> <value>
Returns: Numeric
Entity Types: All
Fullness level.
if fullness $n > 0
mob echo Check passed.
endif
hasspell
Syntax: hasspell $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character has a specific spell granted.
if hasspell $n fireball
mob echo Check passed.
endif
hunger
Syntax: hunger $n <operator> <value>
Returns: Numeric
Entity Types: All
Hunger value (positive = hungry).
if hunger $n > 0
mob echo Check passed.
endif
isactive
Syntax: isactive $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is active/awake.
if isactive $n
mob echo Check passed.
endif
isaffectcustom
Syntax: isaffectcustom $n
Returns: Boolean (true/false)
Entity Types: All
True if affected by a custom-named affect.
if isaffectcustom $n
mob echo Check passed.
endif
isaffectgroup
Syntax: isaffectgroup $n
Returns: Boolean (true/false)
Entity Types: All
True if affected by a group-type affect.
if isaffectgroup $n
mob echo Check passed.
endif
isaffectskill
Syntax: isaffectskill $n
Returns: Boolean (true/false)
Entity Types: All
True if affected by a specific skill affect.
if isaffectskill $n
mob echo Check passed.
endif
isaffectwhere
Syntax: isaffectwhere $n
Returns: Boolean (true/false)
Entity Types: All
True if affected at a specific wear location.
if isaffectwhere $n
mob echo Check passed.
endif
isbrewing
Syntax: isbrewing $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if character is brewing.
if isbrewing $n sentinel
mob echo Check passed.
endif
isbusy
Syntax: isbusy $n
Returns: Boolean (true/false)
Entity Types: All
True if character is currently busy (crafting, etc.).
if isbusy $n
mob echo $n is busy right now.
endif
iscastfailure
Syntax: iscastfailure $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if the last cast failed.
if iscastfailure $n example
mob echo Check passed.
endif
iscasting
Syntax: iscasting $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if character is casting a spell.
if iscasting $n fireball
mob echo Check passed.
endif
iscastrecovered
Syntax: iscastrecovered $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if recovered from casting.
if iscastrecovered $n example
mob echo Check passed.
endif
iscastroomblocked
Syntax: iscastroomblocked $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if the room blocks casting.
if iscastroomblocked $n safe
mob echo Check passed.
endif
iscastsuccess
Syntax: iscastsuccess $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if the last cast succeeded.
if iscastsuccess $n example
mob echo Check passed.
endif
isdead
Syntax: isdead $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is dead.
if isdead $n
mob echo $n is dead.
endif
isfading
Syntax: isfading $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if character is fading (invisible).
if isfading $n sentinel
mob echo Check passed.
endif
ismorphed
Syntax: ismorphed $n
Returns: Boolean (true/false)
Entity Types: All
True if character has morphed form.
if ismorphed $n
mob echo Check passed.
endif
ison
Syntax: ison $n
Returns: Boolean (true/false)
Entity Types: All
True if sitting/resting on furniture.
if ison $n
mob echo Check passed.
endif
isscribing
Syntax: isscribing $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if character is scribing.
if isscribing $n sentinel
mob echo Check passed.
endif
isshifted
Syntax: isshifted $n
Returns: Boolean (true/false)
Entity Types: All
True if character has shifted.
if isshifted $n
mob echo Check passed.
endif
isshooting
Syntax: isshooting $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if character is shooting a ranged weapon.
if isshooting $n sword
mob echo Check passed.
endif
issustained
Syntax: issustained $n
Returns: Boolean (true/false)
Entity Types: All
True if character has a life-sustaining effect.
if issustained $n
mob echo Check passed.
endif
istattooing
Syntax: istattooing $n
Returns: Boolean (true/false)
Entity Types: All
True if character is getting tattooed.
if istattooing $n
mob echo Check passed.
endif
isvisible
Syntax: isvisible $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is visible.
if isvisible $n
mob echo Check passed.
endif
isvisibleto
Syntax: isvisibleto $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is visible to the specified observer.
if isvisibleto $n
mob echo Check passed.
endif
lostparts
Syntax: lostparts $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if character has lost body parts.
if lostparts $n sentinel
mob echo Check passed.
endif
pos
Syntax: pos $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if character is in the named position (standing, sitting, etc.).
if pos $n sleeping
mob echo $n is asleep.
endif
skill
Syntax: skill $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the skill percentage for the named skill.
if skill $n dodge > 75
mob echo You are skilled at dodging.
endif
stoned
Syntax: stoned $n <operator> <value>
Returns: Numeric
Entity Types: All
Stoned level (toxic high).
if stoned $n > 0
mob echo Check passed.
endif
thirst
Syntax: thirst $n <operator> <value>
Returns: Numeric
Entity Types: All
Thirst value (positive = thirsty).
if thirst $n > 0
mob echo Check passed.
endif
toxin
Syntax: toxin $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Toxin level.
if toxin $n example > 0
mob echo Check passed.
endif
Act and Offensive Flags
22 ifchecks
act
Syntax: act $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the NPC has the specified act flag (e.g. sentinel, aggressive).
if act $n sentinel
mob echo This mob won't move.
endif
act2
Syntax: act2 $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the NPC has the specified act2 flag.
if act2 $n flag_name
mob echo Check passed.
endif
comm
Syntax: comm $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character has the named comm flag.
if comm $n flag_name
mob echo Check passed.
endif
flagact
Syntax: flagact or flagact <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of the act flags bitmask.
if flagact > 0
mob echo Check passed.
endif
flagact2
Syntax: flagact2 or flagact2 <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of act2 flags.
if flagact2 > 0
mob echo Check passed.
endif
flagaffect
Syntax: flagaffect or flagaffect <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of affect flags.
if flagaffect > 0
mob echo Check passed.
endif
flagaffect2
Syntax: flagaffect2 or flagaffect2 <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of affect2 flags.
if flagaffect2 > 0
mob echo Check passed.
endif
flagcomm
Syntax: flagcomm or flagcomm <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of comm flags.
if flagcomm > 0
mob echo Check passed.
endif
flagform
Syntax: flagform or flagform <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of form flags.
if flagform > 0
mob echo Check passed.
endif
flagimm
Syntax: flagimm or flagimm <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of immunity flags.
if flagimm > 0
mob echo Check passed.
endif
flagoff
Syntax: flagoff or flagoff <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of offensive flags.
if flagoff > 0
mob echo Check passed.
endif
flagpart
Syntax: flagpart or flagpart <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of body part flags.
if flagpart > 0
mob echo Check passed.
endif
flagres
Syntax: flagres or flagres <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of resistance flags.
if flagres > 0
mob echo Check passed.
endif
flagvuln
Syntax: flagvuln or flagvuln <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of vulnerability flags.
if flagvuln > 0
mob echo Check passed.
endif
flagweapon
Syntax: flagweapon or flagweapon <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of weapon flags.
if flagweapon > 0
mob echo Check passed.
endif
flagwear
Syntax: flagwear or flagwear <operator> <value>
Returns: Numeric
Entity Types: All
Numeric value of wear flags.
if flagwear > 0
mob echo Check passed.
endif
imm
Syntax: imm $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if immune to the damage/affect type.
if imm $n fire
mob echo $n is immune to fire.
endif
off
Syntax: off $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the NPC/character has the specified offensive flag.
if off $n flag_name
mob echo Check passed.
endif
parts
Syntax: parts $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character has the named body part.
if parts $n keyword
mob echo Check passed.
endif
res
Syntax: res $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if resistant to the damage/affect type.
if res $n cold
mob echo $n resists cold.
endif
vuln
Syntax: vuln $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if vulnerable to the damage/affect type.
if vuln $n lightning
mob echo $n is vulnerable to lightning!
endif
weapon
Syntax: weapon $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character uses the named weapon type.
if weapon $n sword
mob echo Check passed.
endif
Inventory and Equipment
16 ifchecks
candrop
Syntax: candrop $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity can be dropped.
if candrop $n
mob echo Check passed.
endif
canget
Syntax: canget $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity can be picked up.
if canget $n
mob echo Check passed.
endif
canpull
Syntax: canpull $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity can be pulled.
if canpull $n
mob echo Check passed.
endif
canput
Syntax: canput $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity can be placed in a container.
if canput $n
mob echo Check passed.
endif
carries
Syntax: carries $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character carries an item matching the keyword.
if carries $n sword
mob echo You have a sword.
endif
carryleft
Syntax: carryleft $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of items the character can still carry.
if carryleft $n > 0
mob echo Check passed.
endif
handsfull
Syntax: handsfull $n
Returns: Boolean (true/false)
Entity Types: All
True if character has no free hands.
if handsfull $n
mob echo Check passed.
endif
has
Syntax: has $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character has (carries or wears) a matching item.
if has $n shield
mob echo You have a shield.
endif
ispulling
Syntax: ispulling $n [$p]
Returns: Boolean (true/false)
Entity Types: All
True if the character is pulling something.
if ispulling $n $p
mob echo Check passed.
endif
ispullingrelic
Syntax: ispullingrelic $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if pulling a church relic.
if ispullingrelic $n templar
mob echo Check passed.
endif
maxcarry
Syntax: maxcarry $n <operator> <value>
Returns: Numeric
Entity Types: All
Maximum items the character can carry.
if maxcarry $n > 0
mob echo Check passed.
endif
maxweight
Syntax: maxweight $n <operator> <value>
Returns: Numeric
Entity Types: All
Maximum weight the character can carry.
if maxweight $n > 0
mob echo Check passed.
endif
wears
Syntax: wears $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character is wearing a matching item.
if wears $n helmet
mob echo Nice helmet!
endif
wearused
Syntax: wearused $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the specified wear location is occupied.
if wearused $n head
mob echo Check passed.
endif
weight
Syntax: weight $n <operator> <value>
Returns: Numeric
Entity Types: All
Total weight carried.
if weight $n > 200
mob echo You carry a heavy load.
endif
weightleft
Syntax: weightleft $n <operator> <value>
Returns: Numeric
Entity Types: All
Remaining weight capacity.
if weightleft $n > 0
mob echo Check passed.
endif
Object-Specific Checks
60 ifchecks (23 new)
carriedby
Syntax: carriedby $n
Returns: Boolean (true/false)
Entity Types: Object programs only
True if the object is in the specified character’s inventory.
if carriedby $n
mob echo Check passed.
endif
container
Syntax: container $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is a container.
if container $n bag
mob echo Check passed.
endif
damtype
Syntax: damtype $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the weapon deals the named damage type.
if damtype $p fire
mob echo This weapon deals fire damage.
endif
furniture
Syntax: furniture $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is furniture.
if furniture $n example
mob echo Check passed.
endif
groundweight
Syntax: groundweight $n <operator> <value>
Returns: Numeric
Entity Types: All
Weight when on the ground.
if groundweight $n > 0
mob echo Check passed.
endif
isbook New
Syntax: isbook $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is a book.
if isbook $n
mob echo Check passed.
endif
iscontainer New
Syntax: iscontainer $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is a container.
if iscontainer $n
mob echo Check passed.
endif
isfluidcontainer New
Syntax: isfluidcontainer $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is a fluid container (drink container).
if isfluidcontainer $n
mob echo Check passed.
endif
isfood New
Syntax: isfood $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is food.
if isfood $n
mob echo Check passed.
endif
isfurniture New
Syntax: isfurniture $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is furniture.
if isfurniture $n
mob echo Check passed.
endif
iskey
Syntax: iskey $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is a key.
if iskey $p
mob echo That is a key.
endif
islight New
Syntax: islight $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is a light source.
if islight $n
mob echo Check passed.
endif
ismoney New
Syntax: ismoney $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is money/coins.
if ismoney $n
mob echo Check passed.
endif
ispage New
Syntax: ispage $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is a page.
if ispage $n
mob echo Check passed.
endif
isportal New
Syntax: isportal $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is a portal.
if isportal $n
mob echo Check passed.
endif
isrepairable
Syntax: isrepairable $n
Returns: Boolean (true/false)
Entity Types: All
True if the object can be repaired.
if isrepairable $n
mob echo Check passed.
endif
isrestrung
Syntax: isrestrung $n
Returns: Boolean (true/false)
Entity Types: All
True if the object has been restrung.
if isrestrung $n
mob echo Check passed.
endif
isworn
Syntax: isworn $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is currently worn.
if isworn $n
mob echo Check passed.
endif
liquid
Syntax: liquid $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object contains the named liquid.
if liquid $p water
mob echo It contains water.
endif
material
Syntax: material $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is made of the named material.
if material $p iron
mob echo It is made of iron.
endif
numenchants
Syntax: numenchants $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Number of enchantments on the object.
if numenchants $n example > 0
mob echo Check passed.
endif
objclones
Syntax: objclones $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of copies of this object in the world.
if objclones $n > 0
mob echo Check passed.
endif
objcond
Syntax: objcond $n <operator> <value>
Returns: Numeric
Entity Types: All
Object condition (0-100).
if objcond $p < 20
mob echo That item is badly damaged.
endif
objcorpse
Syntax: objcorpse $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is a corpse.
if objcorpse $n npc
mob echo Check passed.
endif
objcost
Syntax: objcost $n <operator> <value>
Returns: Numeric
Entity Types: All
Object base cost.
if objcost $n > 0
mob echo Check passed.
endif
objexists
Syntax: objexists <argument>
Returns: Boolean (true/false)
Entity Types: All
True if an object with the given vnum exists in the world.
if objexists example
mob echo Check passed.
endif
objextra
Syntax: objextra $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object has the named extra flag.
if objextra $p glow
mob echo It glows softly.
endif
objextra2
Syntax: objextra2 $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object has the named extra2 flag.
if objextra2 $n flag_name
mob echo Check passed.
endif
objextra3
Syntax: objextra3 $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object has the named extra3 flag.
if objextra3 $n flag_name
mob echo Check passed.
endif
objextra4 New
Syntax: objextra4 $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object has the named extra4 flag.
if objextra4 $n flag_name
mob echo Check passed.
endif
objfrag
Syntax: objfrag $n
Returns: Boolean (true/false)
Entity Types: All
True if the object can be fragmented.
if objfrag $n
mob echo Check passed.
endif
objhere
Syntax: objhere $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if an object matching the keyword is in the current room.
if objhere $n safe
mob echo Check passed.
endif
objmaxrepairs New
Syntax: objmaxrepairs $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the maximum repairs allowed for the object.
if objmaxrepairs $n > 0
mob echo Check passed.
endif
objmaxweight
Syntax: objmaxweight $n <operator> <value>
Returns: Numeric
Entity Types: All
Maximum weight a container can hold.
if objmaxweight $n > 0
mob echo Check passed.
endif
objranged
Syntax: objranged $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is a ranged weapon.
if objranged $n sword
mob echo Check passed.
endif
objrepairs New
Syntax: objrepairs $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the current repair count of the object.
if objrepairs $n > 0
mob echo Check passed.
endif
objtimer
Syntax: objtimer $n <operator> <value>
Returns: Numeric
Entity Types: All
Object decay timer.
if objtimer $n > 0
mob echo Check passed.
endif
objtype
Syntax: objtype $n
Returns: Boolean (true/false)
Entity Types: All
True if the object is of the named type (weapon, armor, food, etc.).
if objtype $p weapon
mob echo That is a weapon.
endif
objval0 New
Syntax: objval0 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 0 (v0).
if objval0 $p > 10
mob echo Object value 0 is high.
endif
objval1 New
Syntax: objval1 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 1 (v1).
if objval1 $n > 0
mob echo Check passed.
endif
objval2 New
Syntax: objval2 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 2 (v2).
if objval2 $n > 0
mob echo Check passed.
endif
objval3 New
Syntax: objval3 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 3 (v3).
if objval3 $n > 0
mob echo Check passed.
endif
objval4 New
Syntax: objval4 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 4 (v4).
if objval4 $n > 0
mob echo Check passed.
endif
objval5 New
Syntax: objval5 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 5 (v5).
if objval5 $n > 0
mob echo Check passed.
endif
objval6 New
Syntax: objval6 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 6 (v6).
if objval6 $n > 0
mob echo Check passed.
endif
objval7 New
Syntax: objval7 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 7 (v7).
if objval7 $n > 0
mob echo Check passed.
endif
objval8 New
Syntax: objval8 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 8 (v8).
if objval8 $n > 0
mob echo Check passed.
endif
objval9 New
Syntax: objval9 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns object value 9 (v9).
if objval9 $n > 0
mob echo Check passed.
endif
objweapon
Syntax: objweapon $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is a weapon of the named type.
if objweapon $n sword
mob echo Check passed.
endif
objweaponstat
Syntax: objweaponstat $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the weapon has the named weapon stat.
if objweaponstat $n sword
mob echo Check passed.
endif
objwear
Syntax: objwear $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object can be worn at the named location.
if objwear $n keyword
mob echo Check passed.
endif
objwearloc
Syntax: objwearloc $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is currently at the named wear location.
if objwearloc $n keyword
mob echo Check passed.
endif
objweight
Syntax: objweight $n <operator> <value>
Returns: Numeric
Entity Types: All
Object weight.
if objweight $n > 0
mob echo Check passed.
endif
objweightleft
Syntax: objweightleft $n <operator> <value>
Returns: Numeric
Entity Types: All
Remaining capacity of a container.
if objweightleft $n > 0
mob echo Check passed.
endif
order
Syntax: order $n <operator> <value>
Returns: Numeric
Entity Types: Mob and Object programs only
The order of the item in a list.
if order $n > 0
mob echo Check passed.
endif
portal
Syntax: portal $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object is a portal.
if portal $n normal
mob echo Check passed.
endif
portalexit
Syntax: portalexit $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the portal has a valid exit.
if portalexit $n normal
mob echo Check passed.
endif
uses
Syntax: uses $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the object has remaining uses.
if uses $n example
mob echo Check passed.
endif
valueportaltype New
Syntax: valueportaltype $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric portal type value for the named type.
if valueportaltype $n example > 0
mob echo Check passed.
endif
wornby
Syntax: wornby $n
Returns: Boolean (true/false)
Entity Types: Object programs only
True if the object is worn by the specified character.
if wornby $n
mob echo Check passed.
endif
Room-Specific Checks
28 ifchecks
clones
Syntax: clones $n <operator> <value>
Returns: Numeric
Entity Types: Mob programs only
Number of clones of the current mob.
if clones $n > 0
mob echo Check passed.
endif
dungeonflag
Syntax: dungeonflag $n
Returns: Boolean (true/false)
Entity Types: All
True if the dungeon has the named flag.
if dungeonflag $n
mob echo Check passed.
endif
exitexists
Syntax: exitexists [$n] <argument>
Returns: Boolean (true/false)
Entity Types: All
True if an exit exists in the specified direction.
if exitexists north
mob echo There is an exit north.
endif
exitflag
Syntax: exitflag $n <argument> <argument>
Returns: Boolean (true/false)
Entity Types: All
True if an exit has the named flag.
if exitflag $n flag_name
mob echo Check passed.
endif
innature
Syntax: innature $n
Returns: Boolean (true/false)
Entity Types: All
True if the room is a nature sector.
if innature $n
mob echo Nature surrounds you.
endif
inwilds
Syntax: inwilds
Returns: Boolean (true/false)
Entity Types: All
True if the entity is in the wilderness.
if inwilds
mob echo You are in the wilderness.
endif
isareaunlocked
Syntax: isareaunlocked $n
Returns: Boolean (true/false)
Entity Types: All
True if the area is unlocked for the character.
if isareaunlocked $n
mob echo Check passed.
endif
iscloneroom
Syntax: iscloneroom $n
Returns: Boolean (true/false)
Entity Types: All
True if the room is a cloned instance room.
if iscloneroom $n
mob echo Check passed.
endif
isroomdark
Syntax: isroomdark $n
Returns: Boolean (true/false)
Entity Types: All
True if the room is dark.
if isroomdark $n
mob echo It is very dark.
endif
issafe
Syntax: issafe $n [<argument>]
Returns: Boolean (true/false)
Entity Types: All
True if the room is a safe room.
if issafe $n
mob echo No fighting here.
endif
istreasureroom
Syntax: istreasureroom $n $p
Returns: Boolean (true/false)
Entity Types: All
True if the room is a treasure room.
if istreasureroom $n $p
mob echo Check passed.
endif
mobclones
Syntax: mobclones $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of copies of a mob in the world.
if mobclones $n > 0
mob echo Check passed.
endif
mobexists
Syntax: mobexists <argument>
Returns: Boolean (true/false)
Entity Types: All
True if a mob with the given vnum exists in the world.
if mobexists 3001
mob echo The guardian exists.
endif
mobhere
Syntax: mobhere <argument>
Returns: Boolean (true/false)
Entity Types: All
True if a mob with the given vnum is in the current room.
if mobhere 3001
mob echo The guardian is here.
endif
mobs
Syntax: mobs $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of NPCs currently in the room.
if mobs $n > 3
mob echo Many creatures lurk here.
endif
people
Syntax: people $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of characters in the entity’s current room.
if people $n > 5
mob echo This room is crowded.
endif
players
Syntax: players $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of players in the room.
if players $n == 0
mob echo No players here.
endif
room
Syntax: room $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the vnum of the room the entity is in.
if room $n == 3001
mob echo Welcome to Midgaard!
endif
roomflag
Syntax: roomflag $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the room has the named room flag.
if roomflag $n safe
mob echo This is a safe room.
endif
roomflag2
Syntax: roomflag2 $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the room has the named room2 flag.
if roomflag2 $n flag_name
mob echo Check passed.
endif
roomviewwilds
Syntax: roomviewwilds $n <operator> <value>
Returns: Numeric
Entity Types: All
View range in wilderness.
if roomviewwilds $n > 0
mob echo Check passed.
endif
roomweight
Syntax: roomweight $n <operator> <value>
Returns: Numeric
Entity Types: All
Total weight of objects in the room.
if roomweight $n > 0
mob echo Check passed.
endif
roomwilds
Syntax: roomwilds $n <operator> <value>
Returns: Numeric
Entity Types: All
Wilds map ID.
if roomwilds $n > 0
mob echo Check passed.
endif
roomx
Syntax: roomx $n <operator> <value>
Returns: Numeric
Entity Types: All
Wilderness X coordinate of the room.
if roomx $n > 0
mob echo Check passed.
endif
roomy
Syntax: roomy $n <operator> <value>
Returns: Numeric
Entity Types: All
Wilderness Y coordinate of the room.
if roomy $n > 0
mob echo Check passed.
endif
roomz
Syntax: roomz $n <operator> <value>
Returns: Numeric
Entity Types: All
Wilderness Z (floor) coordinate.
if roomz $n > 0
mob echo Check passed.
endif
sectionflag
Syntax: sectionflag $n
Returns: Boolean (true/false)
Entity Types: All
True if the room’s blueprint section has the named flag.
if sectionflag $n
mob echo Check passed.
endif
sector
Syntax: sector $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the room’s sector type matches.
if sector $n forest
mob echo The trees surround you.
endif
Group and Following
21 ifchecks
groupcon
Syntax: groupcon $n <operator> <value>
Returns: Numeric
Entity Types: All
Highest CON in group.
if groupcon $n > 0
mob echo Check passed.
endif
groupdex
Syntax: groupdex $n <operator> <value>
Returns: Numeric
Entity Types: All
Highest DEX in group.
if groupdex $n > 0
mob echo Check passed.
endif
grouphit
Syntax: grouphit $n <operator> <value>
Returns: Numeric
Entity Types: All
Total HP of all group members.
if grouphit $n > 0
mob echo Check passed.
endif
groupint
Syntax: groupint $n <operator> <value>
Returns: Numeric
Entity Types: All
Highest INT in group.
if groupint $n > 0
mob echo Check passed.
endif
groupmana
Syntax: groupmana $n <operator> <value>
Returns: Numeric
Entity Types: All
Total mana of group.
if groupmana $n > 0
mob echo Check passed.
endif
groupmaxhit
Syntax: groupmaxhit $n <operator> <value>
Returns: Numeric
Entity Types: All
Max HP total of group.
if groupmaxhit $n > 0
mob echo Check passed.
endif
groupmaxmana
Syntax: groupmaxmana $n <operator> <value>
Returns: Numeric
Entity Types: All
Max mana total of group.
if groupmaxmana $n > 0
mob echo Check passed.
endif
groupmaxmove
Syntax: groupmaxmove $n <operator> <value>
Returns: Numeric
Entity Types: All
Max moves total of group.
if groupmaxmove $n > 0
mob echo Check passed.
endif
groupmove
Syntax: groupmove $n <operator> <value>
Returns: Numeric
Entity Types: All
Total moves of group.
if groupmove $n > 0
mob echo Check passed.
endif
groupstr
Syntax: groupstr $n <operator> <value>
Returns: Numeric
Entity Types: All
Highest STR in group.
if groupstr $n > 0
mob echo Check passed.
endif
groupwis
Syntax: groupwis $n <operator> <value>
Returns: Numeric
Entity Types: All
Highest WIS in group.
if groupwis $n > 0
mob echo Check passed.
endif
grpsize
Syntax: grpsize $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of members in the character’s group.
if grpsize $n > 3
mob echo You have a large group.
endif
ischarm
Syntax: ischarm $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is charmed.
if ischarm $n
mob echo Check passed.
endif
isfollow
Syntax: isfollow $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is following someone.
if isfollow $n
mob echo Check passed.
endif
isleader
Syntax: isleader $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is the group leader.
if isleader $n
mob echo Check passed.
endif
pgroupcon
Syntax: pgroupcon $n <operator> <value>
Returns: Numeric
Entity Types: All
Player-only group CON aggregate.
if pgroupcon $n > 0
mob echo Check passed.
endif
pgroupdex
Syntax: pgroupdex $n <operator> <value>
Returns: Numeric
Entity Types: All
Player-only group DEX aggregate.
if pgroupdex $n > 0
mob echo Check passed.
endif
pgroupint
Syntax: pgroupint $n <operator> <value>
Returns: Numeric
Entity Types: All
Player-only group INT aggregate.
if pgroupint $n > 0
mob echo Check passed.
endif
pgroupstr
Syntax: pgroupstr $n <operator> <value>
Returns: Numeric
Entity Types: All
Player-only group STR aggregate.
if pgroupstr $n > 0
mob echo Check passed.
endif
pgroupwis
Syntax: pgroupwis $n <operator> <value>
Returns: Numeric
Entity Types: All
Player-only group WIS aggregate.
if pgroupwis $n > 0
mob echo Check passed.
endif
samegroup
Syntax: samegroup $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if two characters are in the same group.
if samegroup $n sentinel
mob echo Check passed.
endif
Tokens
5 ifchecks
hastoken
Syntax: hastoken $n <value>
Returns: Boolean (true/false)
Entity Types: All
True if the character has a token with the given widevnum.
if hastoken $n 500
mob echo You have the quest token.
endif
tokencount
Syntax: tokencount $n [<value>] <operator> <value>
Returns: Numeric
Entity Types: All
Number of tokens the character carries.
if tokencount $n > 5
mob echo You have many tokens.
endif
tokenexists
Syntax: tokenexists <value>
Returns: Boolean (true/false)
Entity Types: All
True if a token with the given vnum exists in the world.
if tokenexists 50
mob echo Check passed.
endif
tokentimer
Syntax: tokentimer $n <value> <operator> <value>
Returns: Numeric
Entity Types: All
Remaining timer on the specified token.
if tokentimer $n 100 > 0
mob echo Check passed.
endif
tokenvalue
Syntax: tokenvalue $n <value> <value> <operator> <value>
Returns: Numeric
Entity Types: All
Value field of the specified token.
if tokenvalue $n 100 > 0
mob echo Check passed.
endif
Variables
10 ifchecks (5 new)
tempstore1 New
Syntax: tempstore1 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns temporary storage value 1 for the entity.
if tempstore1 $n > 0
mob echo Check passed.
endif
tempstore2 New
Syntax: tempstore2 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns temporary storage value 2 for the entity.
if tempstore2 $n > 0
mob echo Check passed.
endif
tempstore3 New
Syntax: tempstore3 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns temporary storage value 3 for the entity.
if tempstore3 $n > 0
mob echo Check passed.
endif
tempstore4 New
Syntax: tempstore4 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns temporary storage value 4 for the entity.
if tempstore4 $n > 0
mob echo Check passed.
endif
tempstore5 New
Syntax: tempstore5 $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns temporary storage value 5 for the entity.
if tempstore5 $n > 0
mob echo Check passed.
endif
varbool
Syntax: varbool <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the variable has a truthy value.
if varbool example
mob echo Check passed.
endif
vardefined
Syntax: vardefined <argument>
Returns: Boolean (true/false)
Entity Types: All
True if a named variable is set on the entity.
if vardefined quest_started
mob echo Quest is in progress.
endif
varexit
Syntax: varexit <argument> <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the variable references a valid exit room.
if varexit example
mob echo Check passed.
endif
varnumber
Syntax: varnumber <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named variable.
if varnumber quest_stage > 3
mob echo You are past stage 3.
endif
varstring
Syntax: varstring <argument> <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the variable equals the comparison string.
if varstring quest_status complete
mob echo Quest complete!
endif
Map and Wilderness
14 ifchecks
angle
Syntax: angle $n <operator> <value>
Returns: Numeric
Entity Types: All
Direction angle (for wilderness movement).
if angle $n > 0
mob echo Check passed.
endif
areahasland
Syntax: areahasland
Returns: Boolean (true/false)
Entity Types: All
True if the area has a wilderness land allocation.
if areahasland
mob echo Check passed.
endif
areaid
Syntax: areaid or areaid <operator> <value>
Returns: Numeric
Entity Types: All
Returns the area UID.
if areaid > 0
mob echo Check passed.
endif
arealandx
Syntax: arealandx or arealandx <operator> <value>
Returns: Numeric
Entity Types: All
X coordinate of the area’s land on the wilderness map.
if arealandx > 0
mob echo Check passed.
endif
arealandy
Syntax: arealandy or arealandy <operator> <value>
Returns: Numeric
Entity Types: All
Y coordinate of the area’s land.
if arealandy > 0
mob echo Check passed.
endif
areax
Syntax: areax or areax <operator> <value>
Returns: Numeric
Entity Types: All
X position of the entity in the area’s local map.
if areax > 0
mob echo Check passed.
endif
areay
Syntax: areay or areay <operator> <value>
Returns: Numeric
Entity Types: All
Y position in local map.
if areay > 0
mob echo Check passed.
endif
maparea
Syntax: maparea or maparea <operator> <value>
Returns: Numeric
Entity Types: All
Map area ID.
if maparea > 0
mob echo Check passed.
endif
mapheight
Syntax: mapheight or mapheight <operator> <value>
Returns: Numeric
Entity Types: All
Height of the map.
if mapheight > 0
mob echo Check passed.
endif
mapid
Syntax: mapid or mapid <operator> <value>
Returns: Numeric
Entity Types: All
Current map ID.
if mapid > 0
mob echo Check passed.
endif
mapvalid
Syntax: mapvalid
Returns: Boolean (true/false)
Entity Types: All
True if the character has a valid map position.
if mapvalid
mob echo Check passed.
endif
mapwidth
Syntax: mapwidth or mapwidth <operator> <value>
Returns: Numeric
Entity Types: All
Width of the map.
if mapwidth > 0
mob echo Check passed.
endif
mapx
Syntax: mapx or mapx <operator> <value>
Returns: Numeric
Entity Types: All
Map X position.
if mapx > 0
mob echo Check passed.
endif
mapy
Syntax: mapy or mapy <operator> <value>
Returns: Numeric
Entity Types: All
Map Y position.
if mapy > 0
mob echo Check passed.
endif
Time
9 ifchecks
day
Syntax: day or day <operator> <value>
Returns: Numeric
Entity Types: All
Current in-game day.
if day > 0
mob echo Check passed.
endif
hour
Syntax: hour $n <operator> <value>
Returns: Numeric
Entity Types: All
Current in-game hour (0-23).
if hour $n > 18
mob echo Evening is upon us.
endif
ismoonup
Syntax: ismoonup
Returns: Boolean (true/false)
Entity Types: All
True if the moon is up.
if ismoonup
mob echo Check passed.
endif
month
Syntax: month or month <operator> <value>
Returns: Numeric
Entity Types: All
Current in-game month.
if month > 0
mob echo Check passed.
endif
moonphase
Syntax: moonphase or moonphase <operator> <value>
Returns: Numeric
Entity Types: All
Current moon phase (0-7).
if moonphase > 0
mob echo Check passed.
endif
sunlight
Syntax: sunlight $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns 0=dark, 1=sunrise, 2=daytime, 3=sunset.
if sunlight $n > 0
mob echo Check passed.
endif
systemtime
Syntax: systemtime or systemtime <operator> <value>
Returns: Numeric
Entity Types: All
Returns real-world Unix timestamp.
if systemtime > 0
mob echo Check passed.
endif
timeofday
Syntax: timeofday <argument>
Returns: Boolean (true/false)
Entity Types: All
True if current time matches day, dusk, night, or dawn.
if timeofday night
mob echo The night is dark.
endif
year
Syntax: year or year <operator> <value>
Returns: Numeric
Entity Types: All
Current in-game year.
if year > 0
mob echo Check passed.
endif
Random and Math
12 ifchecks
abs
Syntax: abs <value>
Returns: Boolean (true/false)
Entity Types: All
Returns the absolute value.
if abs 50
mob echo Check passed.
endif
bit
Syntax: bit
Returns: Boolean (true/false)
Entity Types: All
Tests a specific bit in a bitmask.
if bit
mob echo Check passed.
endif
cos
Syntax: cos <value> <operator> <value>
Returns: Numeric
Entity Types: All
Cosine of angle.
if cos 10 > 0
mob echo Check passed.
endif
dice
Syntax: dice <value> <value> [<value>] <operator> <value>
Returns: Numeric
Entity Types: All
Rolls NdS dice and returns the sum.
if dice 2 6 > 8
mob echo You rolled well!
endif
max
Syntax: max $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the larger of two values.
if max $n > 0
mob echo Check passed.
endif
min
Syntax: min $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the smaller of two values.
if min $n > 0
mob echo Check passed.
endif
rand
Syntax: rand <value> [<value>]
Returns: Boolean (true/false)
Entity Types: All
True randomly, with the given percent probability.
if rand 25
mob echo Lucky you! (25% chance)
endif
randpoint
Syntax: randpoint <value> [<value>]
Returns: Boolean (true/false)
Entity Types: All
Used for random waypoint checks.
if randpoint 50
mob echo Check passed.
endif
register
Syntax: register <value> <operator> <value>
Returns: Numeric
Entity Types: All
Returns a temporary register value.
if register 10 > 0
mob echo Check passed.
endif
roll
Syntax: roll $n
Returns: Boolean (true/false)
Entity Types: All
Rolls a die; true if roll > half of sides.
if roll $n
mob echo Check passed.
endif
sign
Syntax: sign <value> <operator> <value>
Returns: Numeric
Entity Types: All
Returns -1, 0, or 1 indicating the sign.
if sign 10 > 0
mob echo Check passed.
endif
sin
Syntax: sin <value> <operator> <value>
Returns: Numeric
Entity Types: All
Sine of angle (integer degrees).
if sin 10 > 0
mob echo Check passed.
endif
Quests and Progress
11 ifchecks (8 new)
hasquest New
Syntax: hasquest $n <value>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the specified quest.
if hasquest $n 100
mob echo Check passed.
endif
isquesting
Syntax: isquesting $n
Returns: Boolean (true/false)
Entity Types: All
True if the character is on an active quest.
if isquesting $n
mob echo You are on a quest.
endif
questabandoned New
Syntax: questabandoned $n <value>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has abandoned the specified quest.
if questabandoned $n 100
mob echo Check passed.
endif
questactive New
Syntax: questactive $n <value>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the specified quest active.
if questactive $n 100
mob echo Your quest is active.
endif
questcomplete New
Syntax: questcomplete $n <value>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has completed the specified quest.
if questcomplete $n 100
mob echo You have completed this quest.
endif
questcompletions New
Syntax: questcompletions $n <value> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the number of times the entity completed the quest.
if questcompletions $n 100 > 0
mob echo Check passed.
endif
questfailed New
Syntax: questfailed $n <value>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has failed the specified quest.
if questfailed $n 100
mob echo Check passed.
endif
questfailures New
Syntax: questfailures $n <value> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the number of times the entity failed the quest.
if questfailures $n 100 > 0
mob echo Check passed.
endif
questpoint
Syntax: questpoint $n <operator> <value>
Returns: Numeric
Entity Types: All
Quest points held.
if questpoint $n > 50
mob echo You have many quest points.
endif
queststage New
Syntax: queststage $n <value> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the current stage of the specified quest.
if queststage $n 100 > 2
mob echo You are past stage 2.
endif
totalquests
Syntax: totalquests $n <operator> <value>
Returns: Numeric
Entity Types: All
Total quests completed.
if totalquests $n > 10
mob echo An experienced quester!
endif
Events
10 ifchecks (10 new)
eventactive New
Syntax: eventactive <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the named event is currently active.
if eventactive invasion
mob echo The invasion event is active!
endif
eventbracket New
Syntax: eventbracket $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the bracket level of the current event.
if eventbracket $n > 0
mob echo Check passed.
endif
eventgoal New
Syntax: eventgoal <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the goal value for the named event.
if eventgoal example > 0
mob echo Check passed.
endif
eventitems New
Syntax: eventitems <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the item count for the named event.
if eventitems example > 0
mob echo Check passed.
endif
eventkills New
Syntax: eventkills <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the kill count for the named event.
if eventkills example > 0
mob echo Check passed.
endif
eventphase New
Syntax: eventphase <argument> <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the named event is in the specified phase.
if eventphase example
mob echo Check passed.
endif
eventsourcebracket New
Syntax: eventsourcebracket $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the bracket of the event source entity.
if eventsourcebracket $n > 0
mob echo Check passed.
endif
eventsourceinstance New
Syntax: eventsourceinstance $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the instance of the event source entity.
if eventsourceinstance $n > 0
mob echo Check passed.
endif
eventsourceuid New
Syntax: eventsourceuid $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the UID of the event source entity.
if eventsourceuid $n > 0
mob echo Check passed.
endif
haseventsource New
Syntax: haseventsource $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has an event source.
if haseventsource $n
mob echo Check passed.
endif
Classes and Skills
14 ifchecks (14 new)
availskill New
Syntax: availskill $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the named skill is available to the entity.
if availskill $n dodge
mob echo Check passed.
endif
availsong New
Syntax: availsong $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the named song is available to the entity.
if availsong $n battle_hymn
mob echo Check passed.
endif
availspell New
Syntax: availspell $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the named spell is available to the entity.
if availspell $n fireball
mob echo Check passed.
endif
availtrait New
Syntax: availtrait $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the named trait is available to the entity.
if availtrait $n night_vision
mob echo Check passed.
endif
class New
Syntax: class $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity matches the named class.
if class $n warrior
mob echo You are a warrior.
endif
classcaster New
Syntax: classcaster $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s class is a caster class.
if classcaster $n
mob echo Check passed.
endif
classcombat New
Syntax: classcombat $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s class is a combat class.
if classcombat $n
mob echo Check passed.
endif
classcount New
Syntax: classcount $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the number of classes the entity has.
if classcount $n > 0
mob echo Check passed.
endif
classlevel New
Syntax: classlevel $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the entity’s level in the specified class.
if classlevel $n warrior > 10
mob echo You are an experienced warrior.
endif
hasclass New
Syntax: hasclass $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named class.
if hasclass $n mage
mob echo You have the mage class.
endif
hasskill New
Syntax: hasskill $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named skill.
if hasskill $n parry
mob echo You know how to parry.
endif
hassong New
Syntax: hassong $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named song.
if hassong $n battle_hymn
mob echo Check passed.
endif
isclass New
Syntax: isclass $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s primary class matches the argument.
if isclass $n warrior
mob echo Check passed.
endif
isspell New
Syntax: isspell $n
Returns: Boolean (true/false)
Entity Types: All
True if the object/entity is spell-related.
if isspell $n
mob echo Check passed.
endif
Missions and PK Totals
8 ifchecks (8 new)
missionpoint New
Syntax: missionpoint $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the entity’s mission points.
if missionpoint $n > 0
mob echo Check passed.
endif
onmission New
Syntax: onmission $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is currently on a mission.
if onmission $n
mob echo You are on a mission.
endif
savage New
Syntax: savage $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the entity’s savage/ferocity value.
if savage $n > 0
mob echo Check passed.
endif
totalmissions New
Syntax: totalmissions $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns total missions completed by the entity.
if totalmissions $n > 0
mob echo Check passed.
endif
totalpkfights New
Syntax: totalpkfights $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns total PK fights for the entity.
if totalpkfights $n > 0
mob echo Check passed.
endif
totalpkloss New
Syntax: totalpkloss $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns total PK losses for the entity.
if totalpkloss $n > 0
mob echo Check passed.
endif
totalpkratio New
Syntax: totalpkratio $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns PK win/loss ratio for the entity.
if totalpkratio $n > 0
mob echo Check passed.
endif
totalpkwins New
Syntax: totalpkwins $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns total PK wins for the entity.
if totalpkwins $n > 0
mob echo Check passed.
endif
Traits
4 ifchecks (4 new)
hastrait New
Syntax: hastrait $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named trait.
if hastrait $n night_vision
mob echo You can see in the dark.
endif
traitbool New
Syntax: traitbool $n <argument>
Returns: Boolean (true/false)
Entity Types: All
Returns boolean value of the named trait.
if traitbool $n can_fly
mob echo You can fly!
endif
traitint New
Syntax: traitint $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns integer value of the named trait.
if traitint $n strength_bonus > 5
mob echo Very strong trait!
endif
traitstring New
Syntax: traitstring $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s trait string matches the argument.
if traitstring $n night_vision
mob echo Check passed.
endif
Flag Lookups
12 ifchecks (12 new)
flagcontainer New
Syntax: flagcontainer or flagcontainer <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named container flag.
if flagcontainer > 0
mob echo Check passed.
endif
flagcorpse New
Syntax: flagcorpse or flagcorpse <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named corpse flag.
if flagcorpse > 0
mob echo Check passed.
endif
flagexit New
Syntax: flagexit or flagexit <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named exit flag.
if flagexit > 0
mob echo Check passed.
endif
flagextra New
Syntax: flagextra or flagextra <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named extra flag.
if flagextra > 0
mob echo Check passed.
endif
flagextra2 New
Syntax: flagextra2 or flagextra2 <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named extra2 flag.
if flagextra2 > 0
mob echo Check passed.
endif
flagextra3 New
Syntax: flagextra3 or flagextra3 <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named extra3 flag.
if flagextra3 > 0
mob echo Check passed.
endif
flagextra4 New
Syntax: flagextra4 or flagextra4 <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named extra4 flag.
if flagextra4 > 0
mob echo Check passed.
endif
flagfurniture New
Syntax: flagfurniture or flagfurniture <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named furniture flag.
if flagfurniture > 0
mob echo Check passed.
endif
flaginterrupt New
Syntax: flaginterrupt or flaginterrupt <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named interrupt flag.
if flaginterrupt > 0
mob echo Check passed.
endif
flagportal New
Syntax: flagportal or flagportal <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named portal flag.
if flagportal > 0
mob echo Check passed.
endif
flagroom New
Syntax: flagroom or flagroom <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named room flag.
if flagroom > 0
mob echo Check passed.
endif
flagroom2 New
Syntax: flagroom2 or flagroom2 <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value of the named room2 flag.
if flagroom2 > 0
mob echo Check passed.
endif
Miscellaneous
94 ifchecks (18 new)
affectbit
Syntax: affectbit $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
True if the specific affect bitmask bit is set.
if affectbit $n example > 0
mob echo Check passed.
endif
affectbit2
Syntax: affectbit2 $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
True if the specific affect2 bitmask bit is set.
if affectbit2 $n example > 0
mob echo Check passed.
endif
affectedname
Syntax: affectedname $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if affected by the named custom affect.
if affectedname $n keyword
mob echo Check passed.
endif
affectedspell
Syntax: affectedspell $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if affected by the named spell.
if affectedspell $n fireball
mob echo Check passed.
endif
affectgroup
Syntax: affectgroup $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the strength of an affect group.
if affectgroup $n example > 0
mob echo Check passed.
endif
affectlocation
Syntax: affectlocation $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the modifier for an affect at the given location.
if affectlocation $n example > 0
mob echo Check passed.
endif
affectmodifier
Syntax: affectmodifier $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the stat modifier for an affect.
if affectmodifier $n example > 0
mob echo Check passed.
endif
affectskill
Syntax: affectskill $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the skill modifier from an affect.
if affectskill $n example > 0
mob echo Check passed.
endif
affecttimer
Syntax: affecttimer $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns remaining duration of an affect.
if affecttimer $n example > 0
mob echo Check passed.
endif
aura New
Syntax: aura $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named aura.
if aura $n glow
mob echo Check passed.
endif
canhunt
Syntax: canhunt $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity can be hunted.
if canhunt $n
mob echo Check passed.
endif
canpractice
Syntax: canpractice $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character can practice skills.
if canpractice $n dodge
mob echo Check passed.
endif
canscare
Syntax: canscare $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity can be scared.
if canscare $n
mob echo Check passed.
endif
death New
Syntax: death $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named death flag/type.
if death $n flag_name
mob echo Check passed.
endif
deitypoint
Syntax: deitypoint $n <operator> <value>
Returns: Numeric
Entity Types: All
Deity point total.
if deitypoint $n > 0
mob echo Check passed.
endif
exists New
Syntax: exists <argument>
Returns: Boolean (true/false)
Entity Types: Special (internal)
True if the named entity/variable exists.
if exists example
mob echo Check passed.
endif
findpath
Syntax: findpath or findpath <operator> <value>
Returns: Numeric
Entity Types: All
Returns path cost to the target vnum.
if findpath > 0
mob echo Check passed.
endif
gc New
Syntax: gc $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is garbage collected / invalid.
if gc $n
mob echo Check passed.
endif
hasaura New
Syntax: hasaura $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named aura effect.
if hasaura $n glow
mob echo Check passed.
endif
hascatalyst
Syntax: hascatalyst $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns catalyst count for the given ID.
if hascatalyst $n example > 0
mob echo Check passed.
endif
hascheckpoint
Syntax: hascheckpoint $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns checkpoint value for the given ID.
if hascheckpoint $n example > 0
mob echo Check passed.
endif
hasenviroment
Syntax: hasenviroment $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns environment value for the given ID.
if hasenviroment $n example > 0
mob echo Check passed.
endif
hasfaction New
Syntax: hasfaction $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has a faction.
if hasfaction $n
mob echo Check passed.
endif
hasprompt
Syntax: hasprompt $n
Returns: Boolean (true/false)
Entity Types: All
True if the character has a custom prompt set.
if hasprompt $n
mob echo Check passed.
endif
hasqueue
Syntax: hasqueue $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has a queued command.
if hasqueue $n
mob echo Check passed.
endif
hasreputation New
Syntax: hasreputation $n <value>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has reputation with the specified faction.
if hasreputation $n 100
mob echo Check passed.
endif
hasship New
Syntax: hasship $n
Returns: Boolean (true/false)
Entity Types: Special (internal)
True if the entity has a ship.
if hasship $n
mob echo Check passed.
endif
hassubclass
Syntax: hassubclass $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character has a subclass.
if hassubclass $n warrior
mob echo Check passed.
endif
hasvlink
Syntax: hasvlink or hasvlink <operator> <value>
Returns: Numeric
Entity Types: All
Returns number of vlinks on the entity.
if hasvlink > 0
mob echo Check passed.
endif
healregen
Syntax: healregen $n <operator> <value>
Returns: Numeric
Entity Types: All
HP regeneration rate.
if healregen $n > 0
mob echo Check passed.
endif
hired
Syntax: hired $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of players currently hiring this NPC.
if hired $n > 0
mob echo Check passed.
endif
hitdamage
Syntax: hitdamage $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns the hit damage value.
if hitdamage $n > 0
mob echo Check passed.
endif
hitdamclass
Syntax: hitdamclass $n
Returns: Boolean (true/false)
Entity Types: All
True if the hit deals the given damage class.
if hitdamclass $n
mob echo Check passed.
endif
hitdamtype
Syntax: hitdamtype $n
Returns: Boolean (true/false)
Entity Types: All
True if the hit uses the given damage type.
if hitdamtype $n
mob echo Check passed.
endif
hitdicebonus
Syntax: hitdicebonus $n <operator> <value>
Returns: Numeric
Entity Types: All
Bonus to hit dice roll.
if hitdicebonus $n > 0
mob echo Check passed.
endif
hitdicenumber
Syntax: hitdicenumber $n <operator> <value>
Returns: Numeric
Entity Types: All
Number of hit dice.
if hitdicenumber $n > 0
mob echo Check passed.
endif
hitdicetype
Syntax: hitdicetype $n <operator> <value>
Returns: Numeric
Entity Types: All
Die type for hit dice.
if hitdicetype $n > 0
mob echo Check passed.
endif
hitskilltype
Syntax: hitskilltype $n
Returns: Boolean (true/false)
Entity Types: All
True if hit uses the given skill type.
if hitskilltype $n
mob echo Check passed.
endif
inputwait
Syntax: inputwait $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is waiting for input.
if inputwait $n
mob echo Check passed.
endif
isboss
Syntax: isboss $n
Returns: Boolean (true/false)
Entity Types: All
True if the mob is a boss.
if isboss $n
mob echo Check passed.
endif
iscrosszone
Syntax: iscrosszone $n
Returns: Boolean (true/false)
Entity Types: All
True if the mob has crossed zone boundaries.
if iscrosszone $n
mob echo Check passed.
endif
isdelay
Syntax: isdelay $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has a pending delayed script.
if isdelay $n
mob echo Check passed.
endif
isdungeonunlocked New
Syntax: isdungeonunlocked $n
Returns: Boolean (true/false)
Entity Types: All
True if the dungeon is unlocked for the entity.
if isdungeonunlocked $n
mob echo Check passed.
endif
isexitvisible New
Syntax: isexitvisible $n $p <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the exit is visible to the entity in the specified direction.
if isexitvisible $n $p
mob echo Check passed.
endif
ishired
Syntax: ishired $n
Returns: Boolean (true/false)
Entity Types: All
True if the NPC is hired.
if ishired $n
mob echo Check passed.
endif
ishunting
Syntax: ishunting $n
Returns: Boolean (true/false)
Entity Types: All
True if the mob is actively hunting.
if ishunting $n
mob echo Check passed.
endif
isowner
Syntax: isowner $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity is the owner of something.
if isowner $n
mob echo Check passed.
endif
ispersist
Syntax: ispersist $n
Returns: Boolean (true/false)
Entity Types: All
True if the mob is marked as persistent.
if ispersist $n
mob echo Check passed.
endif
isprey
Syntax: isprey $n
Returns: Boolean (true/false)
Entity Types: All
True if the mob is flagged as prey.
if isprey $n
mob echo Check passed.
endif
isprog New
Syntax: isprog $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity has the named program attached.
if isprog $n my_prog
mob echo Check passed.
endif
isshopkeeper New
Syntax: isshopkeeper $n
Returns: Boolean (true/false)
Entity Types: All
True if the mobile is a shopkeeper.
if isshopkeeper $n
mob echo Check passed.
endif
issubclass
Syntax: issubclass $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character has a subclass.
if issubclass $n warrior
mob echo Check passed.
endif
isvalid New
Syntax: isvalid $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity reference is valid (non-null).
if isvalid $n
mob echo Entity is valid.
endif
isvaliditem New
Syntax: isvaliditem $n $p
Returns: Boolean (true/false)
Entity Types: All
True if the second entity is a valid item for the first.
if isvaliditem $n $p
mob echo Check passed.
endif
iswnum New
Syntax: iswnum $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity has a valid widevnum.
if iswnum $n
mob echo Check passed.
endif
lastreturn
Syntax: lastreturn or lastreturn <operator> <value>
Returns: Numeric
Entity Types: All
Return value of the last call/xcall.
if lastreturn > 0
mob echo Check passed.
endif
listcontains
Syntax: listcontains $n $p
Returns: Boolean (true/false)
Entity Types: All
True if the list variable contains the element.
if listcontains $n $p
mob echo Check passed.
endif
loaded
Syntax: loaded or loaded <operator> <value>
Returns: Numeric
Entity Types: All
Returns the load counter for this mob/object instance.
if loaded > 0
mob echo Check passed.
endif
manaregen
Syntax: manaregen $n <operator> <value>
Returns: Numeric
Entity Types: All
Mana regeneration rate.
if manaregen $n > 0
mob echo Check passed.
endif
manastore
Syntax: manastore $n <operator> <value>
Returns: Numeric
Entity Types: All
Stored mana value.
if manastore $n > 0
mob echo Check passed.
endif
mobsize
Syntax: mobsize $n <operator> <value>
Returns: Numeric
Entity Types: All
Size of the mob.
if mobsize $n > 0
mob echo Check passed.
endif
moveregen
Syntax: moveregen $n <operator> <value>
Returns: Numeric
Entity Types: All
Move regeneration rate.
if moveregen $n > 0
mob echo Check passed.
endif
number New
Syntax: number $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns the numeric value associated with the named parameter.
if number $n example > 0
mob echo Check passed.
endif
playerexists
Syntax: playerexists <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Returns 1 if a player with the given name exists.
if playerexists example > 0
mob echo Check passed.
endif
protocol
Syntax: protocol $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the character’s connection uses the named protocol.
if protocol $n keyword
mob echo Check passed.
endif
race
Syntax: race $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s race matches the named race.
if race $n elf
mob echo Greetings, elf.
endif
scriptsecurity
Syntax: scriptsecurity or scriptsecurity <operator> <value>
Returns: Numeric
Entity Types: All
The security level of the last script that ran.
if scriptsecurity > 0
mob echo Check passed.
endif
sex
Syntax: sex $n <operator> <value>
Returns: Numeric
Entity Types: All
Returns 0=none, 1=male, 2=female, 3=neutral.
if sex $n == 1
mob echo Hello, sir.
endif
shiptype
Syntax: shiptype $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the ship is of the named type.
if shiptype $n keyword
mob echo Check passed.
endif
skeyword
Syntax: skeyword $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if text matches a keyword list.
if skeyword $n example
mob echo Check passed.
endif
strlen
Syntax: strlen $n <operator> <value>
Returns: Numeric
Entity Types: All
Length of a string.
if strlen $n > 0
mob echo Check passed.
endif
strprefix
Syntax: strprefix $n
Returns: Boolean (true/false)
Entity Types: All
True if string starts with prefix.
if strprefix $n
mob echo Check passed.
endif
tempstring
Syntax: tempstring $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the temp string equals the argument.
if tempstring $n example
mob echo Check passed.
endif
testhardmagic
Syntax: testhardmagic $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if hard magic conditions apply.
if testhardmagic $n example
mob echo Check passed.
endif
testskill
Syntax: testskill $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the skill check passes.
if testskill $n dodge
mob echo Check passed.
endif
testslowmagic
Syntax: testslowmagic $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if slow magic conditions apply.
if testslowmagic $n example
mob echo Check passed.
endif
testtokenspell
Syntax: testtokenspell $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if a token’s spell test passes.
if testtokenspell $n fireball
mob echo Check passed.
endif
timer New
Syntax: timer or timer <operator> <value>
Returns: Numeric
Entity Types: All
Returns the current script timer value.
if timer > 0
mob echo Check passed.
endif
valueac
Syntax: valueac or valueac <operator> <value>
Returns: Numeric
Entity Types: All
Armor class value.
if valueac > 0
mob echo Check passed.
endif
valueacstr
Syntax: valueacstr or valueacstr <operator> <value>
Returns: Numeric
Entity Types: All
AC strength value.
if valueacstr > 0
mob echo Check passed.
endif
valuedamage
Syntax: valuedamage or valuedamage <operator> <value>
Returns: Numeric
Entity Types: All
Damage value.
if valuedamage > 0
mob echo Check passed.
endif
valueposition
Syntax: valueposition or valueposition <operator> <value>
Returns: Numeric
Entity Types: All
Required position value.
if valueposition > 0
mob echo Check passed.
endif
valueranged
Syntax: valueranged or valueranged <operator> <value>
Returns: Numeric
Entity Types: All
Ranged combat value.
if valueranged > 0
mob echo Check passed.
endif
valuerelic
Syntax: valuerelic or valuerelic <operator> <value>
Returns: Numeric
Entity Types: All
Relic value.
if valuerelic > 0
mob echo Check passed.
endif
valuesector
Syntax: valuesector or valuesector <operator> <value>
Returns: Numeric
Entity Types: All
Sector type value.
if valuesector > 0
mob echo Check passed.
endif
valuesize
Syntax: valuesize or valuesize <operator> <value>
Returns: Numeric
Entity Types: All
Size value.
if valuesize > 0
mob echo Check passed.
endif
valuetoxin
Syntax: valuetoxin or valuetoxin <operator> <value>
Returns: Numeric
Entity Types: All
Toxin value.
if valuetoxin > 0
mob echo Check passed.
endif
valuetype
Syntax: valuetype or valuetype <operator> <value>
Returns: Numeric
Entity Types: All
Type field value.
if valuetype > 0
mob echo Check passed.
endif
valueweapon
Syntax: valueweapon or valueweapon <operator> <value>
Returns: Numeric
Entity Types: All
Weapon type value.
if valueweapon > 0
mob echo Check passed.
endif
valuewear
Syntax: valuewear or valuewear <operator> <value>
Returns: Numeric
Entity Types: All
Wear location value.
if valuewear > 0
mob echo Check passed.
endif
weaponskill
Syntax: weaponskill $n <argument> <operator> <value>
Returns: Numeric
Entity Types: All
Value of the current weapon skill.
if weaponskill $n example > 0
mob echo Check passed.
endif
weapontype
Syntax: weapontype $n <argument>
Returns: Boolean (true/false)
Entity Types: All
True if the entity uses the named weapon type.
if weapontype $n sword
mob echo Check passed.
endif
wnumvalid New
Syntax: wnumvalid $n
Returns: Boolean (true/false)
Entity Types: All
True if the entity’s widevnum is valid.
if wnumvalid $n
mob echo Check passed.
endif
word
Syntax: word $n
Returns: Boolean (true/false)
Entity Types: All
True if the nth word of the string matches.
if word $n
mob echo Check passed.
endif