The following is a list of functions that can be called in commands.
|c.check_skillrank("<skillname>")|n
Checks the caller's skill rank of the specified skill. Can also be used to check if caller has the skill at all.
|c.check_lessonreqs("<skillname>", lessons_required)|n
To use, you must first setup a |*lessons_required|n variable in the command. Give it a value for number of lessons that the player should have invested in the specified skill in order to use the command.
|ccaller.check_balance()|n or |ctarget.check_balance()|n
Check either the caller or target's balance. Recommended to call at the beginning of a command if it requires caller to have balance.
|ccaller.check_eq()|n or |ctarget.check_eq()|n
Check either the caller or target's equilibrium. Recommended to call at the beginning of a command if it requires caller to have equilibrium.
|ccaller.use_balance(balance_modifier)|n or |ctarget.use_balance(balance_modifier)|n
Called toward the end of a function to use caller or target's balance. |*balance_modifier|n variable must be set up for this to work. Standard balance recovery time is 4 seconds. A balance_modifier of 0 will take 4 seconds of balance. Supplying a negative number for the balance_modifier variable will subtract from 4. A positive number will add to 4.
|ccaller.use_eq(eq_modifier)|n or |ctarget.use_eq(eq_modifier)|n
Called toward the end of a function to use caller or target's equilibrium. |*eq_modifier|n variable must be set up for this to work. Standard equilibrium recovery time is 3 seconds. An eq_modifier of 0 will take 3 seconds of equilibrium. Supplying a negative number for the eq_modifier variable will subtract from 3. A positive number will add to 3.
|c.return_balance()|n and |c.return_eq()|n
Not regularly called in a command, but if there was going to be an ability to immediately regain balance or equilibrium, these could be used.
|c.check_block(target)|n
If an attack can be blocked by the BLOCK command (ex: kick), then call this to see if the target is indeed blocking. If so, the attack on target will fail.
|ccaller.check_health()|n or |ctarget.check_health()|n
Call both of these at the end of a command to check both the caller and target's health. These will apply damage and check health of character, applying the dead status to them if health has hit 0.
|c.check_mana(used_mana)|n
Currently this function is both checking mana and using mana. A |*used_mana|n variable must be setup ahead of time, and the value is the amount of mana that is needed to use the command. The function then checks to see if the caller has enough mana to use it (if they do not, it interrupts the command), and if they do have enough, it subtracts the used_mana amount from their current mana.
|c.check_stopped(stopped_by)|n
Call this at the beginning of a command to see if the caller has any afflictions that prevent the command from being used. The |*stopped_by|n variable needs to be setup ahead of time and should be a list of afflictions that prevent the command from being used. (Ex. stopped_by = "insomnia")
|cself.resurrect()|n or |ctarget.resurrect()|n
Called to return either caller (self) or target to life. Example is the God Command REVIVE, but could be utilized in commands for a healer type class.