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	<id>https://avendar.net/index.php?action=history&amp;feed=atom&amp;title=Avendar%3AProg_Appendix_4</id>
	<title>Avendar:Prog Appendix 4 - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://avendar.net/index.php?action=history&amp;feed=atom&amp;title=Avendar%3AProg_Appendix_4"/>
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	<updated>2026-04-18T00:00:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Appendix_4&amp;diff=2676&amp;oldid=prev</id>
		<title>Elanthe: Created page with &quot;= Appendix 4: List of If Checks =   if adrenaline(var) == #   if cansee(var) == var2   if charisma(var) == #   if class(var) == #   if compstr(#) == arg   if compx() == arg   if constitution(var) == #   if demonstate() == #   if dexterity(var) == #   if goldamt(var) == #   if hasboat(var)   if haspath(npc)  if hasrelief(var)   if hassymbol(var) == arg  if hitprcnt(var) == #   if inarea(var)   if inhouse(var) == House   if inroom(var) == vnum of room   if intelligence(var...&quot;</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Appendix_4&amp;diff=2676&amp;oldid=prev"/>
		<updated>2025-01-19T03:09:35Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Appendix 4: List of If Checks =   if adrenaline(var) == #   if cansee(var) == var2   if charisma(var) == #   if class(var) == #   if compstr(#) == arg   if compx() == arg   if constitution(var) == #   if demonstate() == #   if dexterity(var) == #   if goldamt(var) == #   if hasboat(var)   if haspath(npc)  if hasrelief(var)   if hassymbol(var) == arg  if hitprcnt(var) == #   if inarea(var)   if inhouse(var) == House   if inroom(var) == vnum of room   if intelligence(var...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Appendix 4: List of If Checks =&lt;br /&gt;
&lt;br /&gt;
 if adrenaline(var) == # &lt;br /&gt;
 if cansee(var) == var2 &lt;br /&gt;
 if charisma(var) == # &lt;br /&gt;
 if class(var) == # &lt;br /&gt;
 if compstr(#) == arg &lt;br /&gt;
 if compx() == arg &lt;br /&gt;
 if constitution(var) == # &lt;br /&gt;
 if demonstate() == # &lt;br /&gt;
 if dexterity(var) == # &lt;br /&gt;
 if goldamt(var) == # &lt;br /&gt;
 if hasboat(var) &lt;br /&gt;
 if haspath(npc)&lt;br /&gt;
 if hasrelief(var) &lt;br /&gt;
 if hassymbol(var) == arg&lt;br /&gt;
 if hitprcnt(var) == # &lt;br /&gt;
 if inarea(var) &lt;br /&gt;
 if inhouse(var) == House &lt;br /&gt;
 if inroom(var) == vnum of room &lt;br /&gt;
 if intelligence(var) == # &lt;br /&gt;
 if isanimal(var)&lt;br /&gt;
 if isanypcarea() &lt;br /&gt;
 if isanypchere(var) &lt;br /&gt;
 if isanynpchere(var) &lt;br /&gt;
 if isanyobjere(var) &lt;br /&gt;
 if isastral(var) &lt;br /&gt;
 if isaffected(var) == Bit number of the affect &lt;br /&gt;
 if isbalanced(var) &lt;br /&gt;
 if isbitset(var) == Bit # &lt;br /&gt;
 if iscarrying(var) == vnum of the object &lt;br /&gt;
 if ischaotic(var) &lt;br /&gt;
 if ischarmed(var) &lt;br /&gt;
 if iscriminal(var) &lt;br /&gt;
 if isday() == # &lt;br /&gt;
 if isevil(var) &lt;br /&gt;
 if isexists() &lt;br /&gt;
 if isfemale(var) &lt;br /&gt;
 if isfight(var) == name &lt;br /&gt;
 if isfighting(var) == name &lt;br /&gt;
 if isflying(var) &lt;br /&gt;
 if isfocused(var) &lt;br /&gt;
 if isfollow(var) &lt;br /&gt;
 if isghost(var) &lt;br /&gt;
 if isgood(var) &lt;br /&gt;
 if isgroup(var) &amp;amp; var2 &lt;br /&gt;
 if isheld(var) &lt;br /&gt;
 if ishere(var) &lt;br /&gt;
 if isimmort(var) &lt;br /&gt;
 if isindoors(var) &lt;br /&gt;
 if isinhouse(var) &lt;br /&gt;
 if islawful(var) &lt;br /&gt;
 if islight() &lt;br /&gt;
 if ismale(var) &lt;br /&gt;
 if ismaster(var) &lt;br /&gt;
 if isneuter(var) &lt;br /&gt;
 if isneutral(var) &lt;br /&gt;
 if isnpc(var) &lt;br /&gt;
 if isopen(var) == # or Direction &lt;br /&gt;
 if isoverlimit() == Vnum of the object &lt;br /&gt;
 if isowner(var) &lt;br /&gt;
 if ispc(var) &lt;br /&gt;
 if isphase() == # &lt;br /&gt;
 if israce(var) == Race &lt;br /&gt;
 if isrange(var) == var2 &lt;br /&gt;
 if isseason() == # or season &lt;br /&gt;
 if istime() == # &lt;br /&gt;
 if istrack(var) &lt;br /&gt;
 if istracking(var) &lt;br /&gt;
 if iswizi(var) &lt;br /&gt;
 if iswearslotfull(var) == # &lt;br /&gt;
 if isweather() == # &lt;br /&gt;
 if iswielding(var) == vnum of the object &lt;br /&gt;
 if isworn(var) &lt;br /&gt;
 if lagged(var)&lt;br /&gt;
 if level(var) == # &lt;br /&gt;
 if level41corpsehere()&lt;br /&gt;
 if material() == Material type &lt;br /&gt;
 if mobvcheck(var) == # &lt;br /&gt;
 if mobhere(vnum of mob) &lt;br /&gt;
 if mobvalue(mob slot) == # &lt;br /&gt;
 if name(var) == Name &lt;br /&gt;
 if number([var]) == &amp;lt;vnum&amp;gt;&lt;br /&gt;
 if objhere(vnum of object) &lt;br /&gt;
 if objfrom(var) == &amp;lt;animal|celestial&amp;gt;&lt;br /&gt;
 if objtype() == # &lt;br /&gt;
 if objval0() == # &lt;br /&gt;
 if objval1() == # &lt;br /&gt;
 if objval2() == # &lt;br /&gt;
 if objval3() == # &lt;br /&gt;
 if objvalue(obj slot) == # &lt;br /&gt;
 if perminvis([var])&lt;br /&gt;
 if position(var) == # &lt;br /&gt;
 if rand(#) &lt;br /&gt;
 if remembers(var) &lt;br /&gt;
 if recentowner([var]) == &amp;lt;name&amp;gt;&lt;br /&gt;
 if regex() == &amp;lt;regular expression&amp;gt;&lt;br /&gt;
 if roomflag(var) == &amp;lt;room flag name&amp;gt;&lt;br /&gt;
 if roomvalue(room slot) == # &lt;br /&gt;
 if sector(var) == &amp;lt;sector name&amp;gt;&lt;br /&gt;
 if sex(var) == # &lt;br /&gt;
 if size(var) == # or size &lt;br /&gt;
 if skill[vnum of skill](var) == # &lt;br /&gt;
 if snaffected(var) == vnum of spell affect &lt;br /&gt;
 if strength(var) == # &lt;br /&gt;
 is tanking(var) &lt;br /&gt;
 if valname(var) == var2 &lt;br /&gt;
 if wisdom(var) == #&lt;/div&gt;</summary>
		<author><name>Elanthe</name></author>
	</entry>
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