General Purpose
self A reference to the entity the script is attached to. Always valid.
threadid A record representing the currently executing script thread in a uniquely identifiable fashion.
random. num DEPRECATED Random number between 1 and num. Use %random(num)% instead.
random.char DEPRECATED Random person in room. Use % entity .room.people.word(%random(% entity .room.people.count%)%)% instead.
random(num) Random number between 1 and num.
select(cond, a, b) If cond is true/non-zero, the result is a. Otherwise the result is b. This mimics C-style trinary conditional, cond ? a : b
skillroll(value) Perform a skillroll against the specified value. > 0 is success, 0 or less is failure.
tiers(value) The Tier Value (useful fo rskillrolls) of the given value.
@mob(VIRTUAL, FIELD) Special purpose - get value of field from prototype mob virtualid
@obj(VIRTUAL, FIELD) Special purpose - get value of field from prototype obj virtualid

String Fields / Modifiers
value.an A new string with "a" or "an" prefixing the contents of value depending on if value beings with a vowel.
value.cap Capitalize the word. Skips color codes and non-letters, to capitalize the first real letter of the word.
value.contains(other) 1 if value contains the substring other.
value.beginswith(other) 1 if value begins with the string other.
value.endswith(other) 1 if value ends with the string other.
value.isabbrev(abbrev) 1 if abbrev is an abbreviation of value.
value.isname(name) 1 if name is in list of names (even as an abbreviation) in value.
value.trim Remove beginning/ending spaces. E.g. " foo bar " becomes "foo bar".
value.splat(times) Repeat value the specified number of times
value.strlen The length of the string, counting color codes.
value.stripcolor Removes all color codes from the string.
value.regex(pattern) Regular expression parser. Given the string value and the regular expression pattern, determine if pattern is found in value. pattern supports full regular expression syntax, include 'capture groups'. A capture group is used to extract portions of a string that matches the format. Uses the PCRE (Perl Compatible Regular Expressions) style of regex.
value.replace(pattern, replacement) Similiar to regex. Replaces the first matching regex pattern in value with replacement. Supports capture groups in the pattern corresponding to \0 through \9 in the replacement.
value.replaceall(pattern, _replacement) Like replace, but replaces all matches.
expandcolorcodes(value) Convert color codes to doubled quotes for displaying the codes themselves.
print(format, ...) Like the 'print' command. Returns a string generated using the format and additional parameters.
NOTE You must use $ before the format string, or you will get incorrect output or errors.
For example: %print($"You have %d rounds left.", %rounds%)%

String / List Fields
value. num DEPRECATED Get string word / list item number num from variable value. Use value [ num ] instead.
value.word(num) DEPRECATED Word / list item number num from variable value. Words/items are separated by 1 or more spaces. Use value [ num ] instead.
value.count The number of words/items in value.
value.extract(num) Return the string/list with word / item number num removed. You can alternatively use ' unset value num ' for immediate effect.
value.find(what) The word / item number of what in value. what must be an exact, full match. 0 if no match.
value.findbyfield(fieldname, match) The index (word / item number) of a record in value whose field fieldname contains match. what must be an exact, full match. 0 if no match.
value.head The first word / item of value.
value.tail The last word / item of value. NOTE Currently erroneously acts as everything AFTER the first word. Fixing it is undecided.
value.pop Everything after the first word / item of value.
value.intersection(list) Produces a list that contains only the words / items common to both value and list.
value.insert(where, what) Return the string/list with what inserted into (before) word / item number where.
value.filter(filter) Returns a list of items in the list value that match the filter.
A filter can have an optional subfield on the filter
For example, "hasvariable(foobar)"

Additionally a filter can be an operation, with the field on the left-hand side
For example, "level < 50"

There are 2 filtering modes
by entity or record field/variable - simply specify the name of the entity field/variable. The example above, "level < 50" would be useful to filter a list of characters
by value - Use $ in place of the value, i.e, "$ < 5" to filter a list of numbers

Parameters
value.extractparam(num) Returns the parameter list with parameter number num removed.
value.param(num) Parameter number num of value. Parameters are specially separated items.
value.paramcount The number of parameters in value. If the final parameter is empty it will still be counted.
value.paramfind(what) The parameter number of what in value. what must be an exact, full match, excluding leading and trailing spaces of the parameter. 0 if no match.

Conversion Operations
eval(expression) Allows a mathematical expression to be dropped into commands where math is not normally allowed.
float(what) Convert what into a decimal number (float). Strings become 0.0.
integer(what) Convert what into a whole number (integer). Floats lose the decimal. Strings become 0.
string(what) Convert what into a string. Forceful conversion. No real use.
isnumber(what) True if what is a number of any kind.
isinteger(what) True if what is a whole number (integer).
isfloat(what) True if what is a decimal number (float).
crc(value) Generate CRC of string. NOTE: Prefer hash(value) over CRC.
hash(value) Generate hash of string.

Clans
clans A list of references to every clan
clan(clan) A reference to the Clan data, if any
clanmemberson(clan) DEPRECATED A list of references to clan members currently online. Use %clan(clan).membersonline% instead.
clan.id ID number
clan.vnum DEPRECATED ID number. Use % clan .id% instead.
clan.name The name
clan.tag The tag (short name)
clan.leader Record containing the name and a ref to the leader
clan.races List of the races allowed
clan.room Recall room
clan.savings Clan Points
clan.ranks List of references to Clan Rank data
clan.members List of references to Clan Member data
clan.membersOnline List of references to member players that are currently online
clan.enemies List of enemy clan IDs
clan.allies List of ally clan IDs
clan.IsMember(who) Is who a member of the clan. who may be a name, ID, or reference.
clan.IsApplicant(who) Is who applying to the clan. who may be a name, ID, or reference.
clan.IsBanned(who) Is who banned from applying to the clan. who may be a name, ID, or reference.
clan.IsEnemy(other) Is other an enemy clan. other may be an ID or reference to a clan. Only one clan must be at war with the other.
clan.IsAlly(other) Is other an allied clan. other may be an ID or reference to a clan. Both clans must be allies.
clan.Relation(other) Relation of clan to other. other may be an ID or reference to a clan. Results will be Neutral, Friend (if allied), or Enemy (if at war)
Clan Members
clanmember.id Player ID of member
clanmember.name Name of member
clanmember.ref Reference to member, if online
clanmember.rank A reference to the Clan rank of the member
clanmember.privileges List of personal privileges of member (currently unused)
clanmember.laston Last time member was online
Clan Ranks
clanrank.name Name of rank
clanrank.order Order of rank, 0 is leadership.
clanrank.privileges List of privileges granted to members of that rank.

Date and Time
date Current system time in seconds. Useful for tracking real-time time differences.
date.second Second of the minute of current system time.
date.minute Minute of the hour of current system time.
date.hour Hour of the day of current system time.
date.day Day of month current system time.
date.month Month of current system time.
date.year Year of current system time.
date.weekday Day of week current system time.
date.yearday Day of year (1..365) of current system time.
pulse Current pulse since reboot (1/10th of a second). Resets to 0 at reboot or copyover. Do not keep this value persistent on objects, unless you REALLY know what the hell you are doing.
time.minute Minute of game time.
time.hour Hour of game time.
time.day Day of game time.
time.month Month of game time.
time.year Year of game time.
time.weekday Day of week of game time.

Advanced Mathematics
All of these math functions are under the Math: namespace. Example usage: %Math:sqrt(%foo%)%
Math:abs(x) Compute the absolute value of x.
Math:acos(angle) Arc cosine of angle (-1 to 1). Returns radians (-PI/2 to PI/2).
Math:acosh(angle) Inverse hyperbolic cosine of angle.
Math:asin(angle) Arc sine of angle (-1 to 1). Returns radians (-PI/2 to PI/2).
Math:asinh(angle) Inverse hyperbolic sine of angle.
Math:atan(angle) Arc tangent of angle (-1 to 1). Returns radians (-PI/2 to PI/2).
Math:atanh(angle) Inverse hyperbolic tangent.
Math:atan2(x, y) Arc tangent of the angle given the x and y. Returns radians (-PI to PI).
Math:cbrt(x) Cube root of x.
Math:ceil(x) Round x up to the nearest whole number.
Math:copysign(x, y) Return a number whose absolute value is equal to the absolute value of x, but whose sign is equal to y.
Math:cos(angle) Cosine of angle (given in radians).
Math:cosh(x) Hyperbolic cosine of x.
Math:erf(x) Error function of x. erf(x) == 2/sqrt(pi) * (integral from 0 to x of exp(-t * t) dt.
Math:erfc(x) Complement of erf(x). That is, 1.0 - erf(x).
Math:exp(x) Value of e raised to the power of x.
Math:exp2(x) 2 raised to the power of x. Same as pow(2, x).
Math:expm1(x) Exponential minus 1. Equivalent to exp(x) - 1.
Math:factorial(x) returns x! (factorial). If x is a floating point number, uses floating point math for larger but imprecise results.
Math:fdim(x, y) Positive difference; returns max(x-y,0).
Math:floor(x) 2Round x down to the nearest integer.
Math:hypot(x, y) Euclidean distance - hypotenuse. Returns sqrt(x * x + y * y).
Math:lgamma(x) Integral from 0 to infinity of t^(x-1) e^-t dt.
Math:log(x) Natural logarithm of x.
Math:log10(x) Base-10 natural logarithm of x.
Math:log1p(x) Equivalent to log(1 + x)
Math:log2(x) Base-2 natural logarithm of x.
Math:max(x, y) Returns the larger of x and y.
Math:min(x, y) Returns the smaller of x and y.
Math:nearbyint(x) Rounds to nearest whole number. Rounds halfway cases to the even number.
Math:nextafter(x, y) Increments x towards y by the smallest amount possible.
Math:pow(x, y) x to the power of y.
Math:round(x) Round to nearest whole number. Rounds halfway cases away from zero.
Math:sin(angle) Sin of angle (given in radians).
Math:sinh(x) Hyperbolic sine of x.
Math:sqrt(x) Square root of x.
Math:tan(angle) Tangent of angle (given in radians).
Math:tanh(x) Hyperbolic tangent of x.
Math:tgamma(x) True gamma of x.
Math:trunc(x) Drop decimals from x by rounding towards 0.

Directions
isdir(dir) Convert dir to a full-name direction, or 0 if it is not a valid direction. Also supports 0 to 5 numeric directions (n=0 e=1 s=2 w=3 u=4 d=5).
revdir(dir) The opposite direction of dir.
simplepath(start, target) Returns a basic path consisting of a list of directions from start to target. start and target may be a reference to a character, object, or room, or the virtual id of a room.

Lookup and Validation
character(name) Find a character (mob or player) in game by name, reference, or virtual id. Returns a reference.
record.field(name) Returns contents of an arbitrarily named field of the specified record. Will also support record.variable(name) in the near future for seemless integration with entities.
findroom(virtual) Find a room in game by reference or virtual id. Returns a reference.
makeuid(id) Convert id into a reference. Does not validate reference.
mudcommand(command) The full version of command, if it is a valid MUD command, otherwise 0.
object(name) Find an object in game by name, reference, or virtual id. Returns a reference.
player(name) Find a player in game by name or reference. Returns a reference.
players(options) A list of references to every connected player character in game. If options contains "linkdead", then it also includes linkdead players.
valid(reference) 1 if reference is still valid (the player/mob/object is still in game.
variable(name) Returns a local or global (on self) variable of the specified name. Allows retrieving arbitrarily named variables. Does not throw an error on missing variable, but instead returns a blank result. Note: when using a context, the context specifier must be inside the subfield.
zonerooms(zone) A reference to every room in the specified zone.

Virtual ID Confirmation
mobexists(virtual) 1 if there exists a prototype mob of virtual id virtual.
objexists(virtual) 1 if there exists a prototype object of virtual id virtual.
roomexists(virtual) 1 if there exists a room of virtual id virtual.

Characters
character.age Age, in years. Only useful for players.
character.agi Agility attribute.
character.ai A reference to the AI data of the mob, if any
character.alias Name keywords.
character.affects List of affect flags currently affecting character.
character.affecttypes List of affect names currently affecting character.
character.bonusarmor Bonus armor absorb.
character.cansee(who) If who is an object, 1 if character can see it, 0 otherwise. If who is a character, 0 if character cannot see the target, 1 if who is a 'shimmer' to character, and 2 if who is fully visible.
character.canuse(what) 1 if what is usable by character.
character.cango(dir) 1 if character can move dir.
character.carrying List of character 's inventory.
character.channels If a player, list of the channel flags set. Most flags designate that a channel is turned off (NO-SHOUT, for example).
character.clan Number of clan, or 0.
character.clanRank Reference to clan rank, if any
character.coo Coordination attribute.
character.condition Descriptive string about current health condition of character.
character.description Look-at description of character. Valid for both mobs and players.
character.enemy DEPRECATED Mob scripts only. 1 if character is an enemy to the mob the script is attached to. Use % character .relation(character)% instead.
character.eq List of character 's equipment.
character.faction Faction (human, alien, predator) of character.
character.friend DEPRECATED Mob scripts only. 1 if character is a friend to the mob the script is attached to. Use % character .relation(character)% instead.
character.fighting Reference to current combat target of character, or 0.
character.findtarget(...) Find a named/referenced target in nearby rooms, using the same target-scanning as the combat system.
Usage: character.findtarget(name, range or weapon [, direction ]).
name may be a name or a reference.
range or weapon may be a numeric range in rooms or a reference to a ranged weapon.
direction is optional, and specifies a single direction to check. If no direction is specified then all directions will be searched.

The result is either 0 for a failure, or a list of 3 values: target direction distance
target is a reference to the found target.
direction is the direction to the target.
distance is the distance in rooms to the target.

Use a negative search range to opt out of searching the character's current room.

character.followers List of followers.
character.group List of group members.
character.hasattached(virtual) 1 if script virtual is currently attached.
character.hasClanPermission(perm) 1 if character has the given permission within their clan, either by rank or personal privilege.
character.hasfunction(function) 1 if function is a valid function to call on character, provided by an attached entity-library script.
character.hasthread(threadid) 1 if threadid is a currently executing thread on character.
character.hasvariable(name) 1 if character has a global variable name.
character.hea Health attribute.
character.height Height of character. Only useful for players.
character.heshe Pick proper pronoun based on gender: he, she, it. For displaying text to users, prefer $ character E.
character.himher Pick proper pronoun based on gender: him, her, it. For displaying text to users, prefer $ character M.
character.hisher Pick proper pronoun based on gender: his, hers, its. For displaying text to users, prefer $ character S.
character.hitpercent Percent of hit points remaining.
character.hp Current hit points remaining.
character.hasskill(skill) 1 if character has the ability to train skill.
character.id ID Number. Unique and never changes. Player's ID numbers never change.
character.idle Idle time of players.
character.immobilized 1 if character is sleeping, stunned, incapacitated, or mortally wounded.
character.invis Level of invisibility: 0 through 3.
character.iscarrying(what) A reference to every item in character's inventory which matches what. what may be a name, virtual id, or reference. Does not search equipment or inside containers.
character.iscarryingdeep(what) Like character.iscarrying() but will also search inside non-equipped containers.
character.iswearing(what) Like iscarrying() but for worn equipment instead. Does not search into containers.
character.iswearingdeep(what) Like iswearing() but will also search inside non-equipped containers.
character.isname(name) 1 if name is an abbreviation of a keyword.
character.ismarine 1 if character is a Marine (Synthetic or Human).
character.karma Karma.
character.kno Knowledge attribute.
character.level Current level.
character.lifemp Total MP earned over players's lifetime, or MP value of mobile.
character.loadroom A reference to the custom loadroom of the player, if any, or 0 (0 for mobs). See also character.startroom.
character.maxhp Maximum hitpoints.
character.maxmv Maximum movement points.
character.master Reference to character being followed, or 0.
character.mdeaths Player's lifetime deaths to mobs.
character.mkills Player's lifetime mob kill count.
character.mobbits Mob flags if character is a mobile.
character.mp Current MP player has on hand, 0 for mobs.
character.mv Current movement points.
character.name Short name.
character.npc 1 if is a mobile, 0 if is a player.
character.neutral DEPRECATED Mob scripts only. 1 if character is neutral to the mob the script is attached to. Use % character .relation(% character %)% instead.
character.pdeaths Player's lifetime deaths to players.
character.per Perception attribute.
character.pkills Player's lifetime player kill count.
character.position Current position of character. Positions include: dead, mortally wounded, incapacitated, stunned, sleeping, resting, sitting, fighting, standing.
character.prefs Preference flags if character is a player.
character.pretitle Pretitle.
character.race Race: human, synthetic, predator, alien.
character.rank Current rank.
character.realskill(skill) Number of points of skill.
character.realunmodskill(skill) Raw number of points of skill, ignoring any equipment or affect boosts/penalties.
character.relation DEPRECATED Mob scripts only. Relation of character to the mob the script is attached to. Use % character .relation(character)% instead.
character.relation(who) Relation of character to who. Can be friendly, neutral, or enemy.
character.room Current room character is in. Will be a reference, not virtual id.
character.sex Gender: male, female, neutral
character.skill(skill) Skill value in tiers, with attribute bonus applied. Value is 0 to 35.
character.skillroll(skill) Perform a skillroll of skill. > 0 is success, 0 or less is failure.
character.staff 1 if character is a staff member.
character.startroom A reference to the room the player will respawn in (0 for mobs). See also character.loadroom.
character.str Strength attribute.
character.sitting Object character is sitting on, if any.
character.targetcharacter(name) Reference to a character visible to character in room that matches name. Supports #.name format.
character.targetobject(name) Reference to an object visible to character that matches name, first searching equipment, then inventory, then room. Supports #.name format.
character.targetobjectequipment(name) Like character.targetobject() but only searches equipment.
character.targetobjectinventory(name) Like character.targetobject() but only searches inventory.
character.targetobjectroom(name) Like character.targetobject() but only searches room.
character.target(name, filter) NOT YET IMPLEMENTED. Reference to matching character or object that matches name. filter must include one or more of the following words: character, objequipment, objinventory, objroom, and specifies what to search. Supports #.name#.
character.team Name of team, or none
character.title Title.
character.totalingame Number of character loaded, if a mobile.
character.traitor 1 if a traitor.
character.variable(name) Returns a variable of the specified name on character. Allows retrieving arbitrarily named variables. Does not throw an error on missing variable, but instead returns a blank result.
character.varclass "character"
character.vnum DEPRECATED Virtual number of mobile, -1 for players, non-mob NPCs, or mobiles whose Virtual IDs do not exist in VNum-mapped space. Use character.vid instead.
character.vid Virtual ID of mobile, 0 for players and non-mob NPCs.
character.wearing List of references of all worn equipment.
character.wearing(location) Reference to worn object worn on location.
character.weight Character's physical weight. Excludes carried items.

Mob AI
ai.aggrroom 0..100 aggressive percentage against same room targets every thought cycle
ai.aggrranged 0..100 aggressive percentage against ranged targets every thought cycle
ai.aggrloyalty 0..100 aggressive percentage chance against targets fighting friends
ai.awarerange Number of rooms the mob can see
ai.moverate 0..100 percentage chance of wandering every thought cycle

Objects
object.actiondesc Look-at description. May contain multiple lines.
object.affects List of affect flags.
object.affectmods List of records detailing special affects applied to player when worn.
object.buyer ID # of original purchaser.
object.bought Time when item was bought. Same format as %date%.
object.contents List of references to objects inside object.
object.clan Clan restriction.
object.cost MP cost.
object.description Long description (in room).
object.extra Extras flags.
object.gun Reference to gun data, if any
object.hasattached(virtual) 1 if script virtual is currently attached.
object.hasfunction(function) 1 if function is a valid function to call on object, provided by an attached entity-library script.
object.hasthread(threadid) 1 if threadid is a currently executing thread on object.
object.hasvariable(name) 1 if object has a global variable name.
object.id ID Number. Unique. Note that objects saved in houses/pfiles receive new ID numbers when MUD reboots/copyovers, or player quits and re-enters.
object.inside Reference to object containing object. 0 if not inside another object.
object.iscontents(name) A reference to every item inside object inventory which matches name. name may be a name, virtual id, or reference. Does not search containers within object.
object.iscontentsdeep(name) Like object.iscontents(name) but searches inside containers.
object.isname(name) 1 if name is an abbreviation of a keyword.
object.level Level restriction.
object.name Namelist (keywords).
object.owner Reference to character carrying or wearing object. Even if object is inside a container, it can still have an owner.
object.reloaded 1 if object has been loaded from a house file or pfile.
object.room Current room object is in. Will be a reference.
object.racerestriction Race restriction flags.
object.shortdesc Short description (inventory/worn).
object.type Object type (board, weapon, etc).
object.timer Remaining time on the object timer.
object.val0 DEPRECATED Value #0. Different purpose for each type. Use object.val(0) instead.
object.value(name) Object value name. Each value has a different purpose for each object type. Please see LexiObjectValues for a list of values of every object type. THIS IS THE PREFERRED METHOD
object.variable(name) Returns a variable of the specified name on object. Allows retrieving arbitrarily named variables. Does not throw an error on missing variable, but instead returns a blank result.
object.varclass "object"
object.vnum DEPRECATED Virtual number of object. Can be -1 (corpses, mail, "Empty", object's virtual id does not exist in VNum-mapped space). Use object.vid instead.
object.vid Virtual ID of object. Can be 0 (corpses, mail, "Empty").
object.wear Wear flags (locations).
object.weight Weight of object. Includes weight of contents of a container.
object.worn Location object is worn on, or 0.

Object Gun
gun.skill Combat skill
gun.skill2 Second combat skill, if any
gun.attack Attack type
gun.damage Damage
gun.damagetype Damage type
gun.rate Rate of fire
gun.range Maximum range
gun.optimalrange Optimal range
gun.ammo Reference to ammo data for the gun
gun.ammotype Ammo type. May also use gun.ammo.type
gun.ammovnum DEPRECATED Use gun.ammovid or gun.ammo.vid
gun.ammovid VirtualID? of ammo loaded. May also use gun.ammo.vid
gun.ammoammount Amount of ammo. May also use gun.ammo.ammount

Object Gun Ammo
gunammo.type Type of ammo
gunammo.vid Virtual ID of ammo loaded
gunammo.amount Amount of ammo

Rooms
room.contents List of references to objects inside the room.
room.description The full description
room.exit(direction) DEPRECATED Exit information list for direction. 0 if no exit, otherwise first item in list is the reference to the destination room (treat as a reference), followed by a list of flags. Use room.newexit(direction) instead. This will eventually be renamed to room.oldexit() and all references to it changed.
room.exits List of references the exits in a room.
room.flags Room flags.
room.hasattached(virtual) 1 if script virtual is currently attached.
room.hasfunction(function) 1 if function is a valid function to call on room, provided by an attached entity-library script.
room.hasthread(threadid) 1 if threadid is a currently executing thread on room.
room.hasvariable(name) 1 if room has a global variable name.
room.id ID Number. Unique and never changes during current reboot.
room.iscontents(what) A reference to every item in the room which matches what. what may be a name, virtual id, or reference. Does not search inside containers.
room.iscontentsdeep(what) Like room.iscontents(what) but will also search inside containers.
room.ispeople(who) A reference to every character in the room that matches who. who may be a name, virtual id, or reference.
room.ispeoplerace(who) DEPRECATED A reference to every character in the room that matches who. who may be a name, virtual id, or reference. Use room.people.filter with an appropraite filter string.
room.ispeoplenotrace(who) DEPRECATED A reference to every character in the room that matches who. who may be a name, virtual id, or reference. Use room.people.filter with an appropraite filter string.
room.light Light level in room.
room.name Room name.
room.newexit(dir) Returns a reference to the Exit for the given dir, or 0 if no exit. This will eventually be renamed to room.exit() and all references to it changed.
room.people A reference to every character in the room.
room.sector Sector type of room.
room.variable(name) Returns a variable of the specified name on room. Allows retrieving arbitrarily named variables. Does not throw an error on missing variable, but instead returns a blank result.
room.varclass "room"
room.vnum DEPRECATED Virtual number. May be -1 for dynamic rooms or rooms whose virtual id does not exist in VNum-mapped space. Use room.vid instead.
room.vid Virtual ID. May be 0 for dynamic rooms.
room.zone Zone name.

Exit
exit.room Reference to destination room
exit.vnum VirtualID? of destination room. Prefer exit.vid instead
exit.vid VirtualID? of destination room.
exit.key Key, if any
exit.name Direction of the exit
exit.direction Look-in-direction description
exit.description Look-in-direction description
exit.flags Flags (settable in redit)
exit.states States (temporary modifiers: closed, locked, impassable, blocked, disabled, breached, jammed, hidden)
exit.isOpen Exit has a destination, is not DISABLED, is not BLOCKED, and is BREACHED or not CLOSED
exit.isDoorClosed Exit has a destination, is not DISABLED, is not BREACHED, and is CLOSED
exit.isPassable Exit isOpen, is not NO-MOVE (flag), and is not IMPASSABLE
exit.isViewable same consitions as isOpen
Topic revision: r49 - 30 May 2009 - 16:22:33 - FearItself
Lexiscript.LexiScriptFields moved from Core.LexiScriptFields on 24 Sep 2006 - 01:31 by FearItself - put it back
 
This site is powered by the TWiki collaboration platformCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding TWiki? Send feedback