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	<id>https://wiki.dikumud.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nove</id>
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	<updated>2026-07-28T15:54:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/reset_race()&amp;diff=1266</id>
		<title>Manual:DIL Manual/reset race()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/reset_race()&amp;diff=1266"/>
		<updated>2025-12-04T22:39:51Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpresetrace&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_race( u : unitptr ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         player your resetting&lt;br /&gt;
&lt;br /&gt;
 Reset a characters race, weight, height, age, lifespan, and costs for training.&lt;br /&gt;
 As if you first log on the character.  Great for reroll along with 'reset_level' and 'reset_vlevel'.&lt;br /&gt;
 '''Example:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_race (u);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''See Also'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 [[#bpresetlevel|reset a players level]] and&lt;br /&gt;
 [[#bpresetvlevel|reset a players virtual level]]&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpresetrace&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_race( u : unitptr ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         player your resetting&lt;br /&gt;
&lt;br /&gt;
 Reset a characters race, weight, height, age, lifespan, and costs for training.&lt;br /&gt;
 As if you first log on the character.  Great for reroll along with 'reset_level' and 'reset_vlevel'.&lt;br /&gt;
 '''Example:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_race (u);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''See Also'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 [[#bpresetlevel|reset a players level]] and&lt;br /&gt;
 [[#bpresetvlevel|reset a players virtual level]]&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/unequip()&amp;diff=1265</id>
		<title>Manual:DIL Manual/unequip()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/unequip()&amp;diff=1265"/>
		<updated>2025-12-04T22:39:48Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpuneq&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 unequip ( u : unitptr )&lt;br /&gt;
    u : Unit to unequip.&lt;br /&gt;
    result: Unequipes unit presumed to be in equipment of PC/NPC.&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpuneq&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 unequip ( u : unitptr )&lt;br /&gt;
    u : Unit to unequip.&lt;br /&gt;
    result: Unequipes unit presumed to be in equipment of PC/NPC.&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/visible()&amp;diff=1264</id>
		<title>Manual:DIL Manual/visible()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/visible()&amp;diff=1264"/>
		<updated>2025-12-04T22:39:37Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfvis&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer visible(u1 : unitptr, u2 : unitptr)&lt;br /&gt;
    u1: The character who is looking at u2&lt;br /&gt;
    u2: The unit which the character u1 is trying to see.&lt;br /&gt;
    return: TRUE if u1 can see u2, FALSE otherwise.&lt;br /&gt;
    Example: if (visible(self, victim)) ...&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfvis&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer visible(u1 : unitptr, u2 : unitptr)&lt;br /&gt;
    u1: The character who is looking at u2&lt;br /&gt;
    u2: The unit which the character u1 is trying to see.&lt;br /&gt;
    return: TRUE if u1 can see u2, FALSE otherwise.&lt;br /&gt;
    Example: if (visible(self, victim)) ...&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/beginedit()&amp;diff=1263</id>
		<title>Manual:DIL Manual/beginedit()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/beginedit()&amp;diff=1263"/>
		<updated>2025-12-04T22:39:33Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpbeginedit&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;beginedit ( u : unitptr);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the PC unit doing the editing&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         When done  editing it returns SFB_EDIT and activator is set to PC&lt;br /&gt;
&lt;br /&gt;
 The 'BEGINEDIT' function sets a PC into editing mode.  while in edit mode&lt;br /&gt;
 the PC field 'editing is set to true.  Once the PC is done editing a 'SFB_EDIT'&lt;br /&gt;
 message is sent to the unit editing to continue on with the DIL.&lt;br /&gt;
 If for some reason the PC needs to break&lt;br /&gt;
 out of the editor before it is done editing then the Dil needs to call&lt;br /&gt;
 the 'killedit' function&lt;br /&gt;
 [[#sect-beginedit|interrupt editing before done]]&lt;br /&gt;
&lt;br /&gt;
 '''example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin edextra ();&lt;br /&gt;
 var&lt;br /&gt;
         temp:string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 The previous DIL is an example of how you could make a command to set the&lt;br /&gt;
 general extra which is the characters description when you do 'look player'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpbeginedit&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;beginedit ( u : unitptr);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the PC unit doing the editing&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         When done  editing it returns SFB_EDIT and activator is set to PC&lt;br /&gt;
&lt;br /&gt;
 The 'BEGINEDIT' function sets a PC into editing mode.  while in edit mode&lt;br /&gt;
 the PC field 'editing is set to true.  Once the PC is done editing a 'SFB_EDIT'&lt;br /&gt;
 message is sent to the unit editing to continue on with the DIL.&lt;br /&gt;
 If for some reason the PC needs to break&lt;br /&gt;
 out of the editor before it is done editing then the Dil needs to call&lt;br /&gt;
 the 'killedit' function&lt;br /&gt;
 [[#sect-beginedit|interrupt editing before done]]&lt;br /&gt;
&lt;br /&gt;
 '''example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin edextra ();&lt;br /&gt;
 var&lt;br /&gt;
         temp:string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 The previous DIL is an example of how you could make a command to set the&lt;br /&gt;
 general extra which is the characters description when you do 'look player'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/purse()&amp;diff=1262</id>
		<title>Manual:DIL Manual/purse()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/purse()&amp;diff=1262"/>
		<updated>2025-12-04T22:39:29Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfpurse&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer purse(u : unitptr, coinage : integer)&lt;br /&gt;
    u : The unit to check&lt;br /&gt;
    coinage: The money type (e.g. gold, silver), one of IRON_PIECE, etc.&lt;br /&gt;
    Returns: The number of such units found.&lt;br /&gt;
    Example: if (purse(self, PLATINUM_PIECE) &amp;gt; 10)&lt;br /&gt;
               exec(&amp;quot;say I am loaded with platinum!&amp;quot;, self);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfpurse&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer purse(u : unitptr, coinage : integer)&lt;br /&gt;
    u : The unit to check&lt;br /&gt;
    coinage: The money type (e.g. gold, silver), one of IRON_PIECE, etc.&lt;br /&gt;
    Returns: The number of such units found.&lt;br /&gt;
    Example: if (purse(self, PLATINUM_PIECE) &amp;gt; 10)&lt;br /&gt;
               exec(&amp;quot;say I am loaded with platinum!&amp;quot;, self);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/findrndunit()&amp;diff=1261</id>
		<title>Manual:DIL Manual/findrndunit()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/findrndunit()&amp;diff=1261"/>
		<updated>2025-12-04T22:39:28Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bffindru&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 unitptr findrndunit( u : unitptr, sv : integer, uf : integer)&lt;br /&gt;
    Returns: A pointer to a random unit, or null&lt;br /&gt;
    u  : The unit pointer which the search is relative to.&lt;br /&gt;
    sv : The search-location, a value (not bit vector) of FIND_UNIT_XXX&lt;br /&gt;
    uf : Bit vector. The unit flags which can match of UNIT_ST_XXX&lt;br /&gt;
&lt;br /&gt;
    Example: u := findrndunit(self, FIND_UNIT_ZONE, UNIT_ST_PC|UNIT_ST_NPC);&lt;br /&gt;
&lt;br /&gt;
    This routine returns a random unit. Notice how the 'uf' lets you&lt;br /&gt;
    specify exactly what unit types to look for. The 'sv' is not a&lt;br /&gt;
    bit vector, although FIND_UNIT_XXX is usually used as such. If&lt;br /&gt;
    you need to search multiple environments, then call the routine&lt;br /&gt;
    once for each.&lt;br /&gt;
&lt;br /&gt;
    Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will&lt;br /&gt;
    pick a random player which in addition to being in the search&lt;br /&gt;
    environment also is registered as valid payer (or not). Asking&lt;br /&gt;
    for a room would yield a random room registered to be accessible&lt;br /&gt;
    for paying players only (or not). Asking for objects would&lt;br /&gt;
    return no unit (null).&lt;br /&gt;
&amp;lt;span id=&amp;quot;bffindru&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 unitptr findrndunit( u : unitptr, sv : integer, uf : integer)&lt;br /&gt;
    Returns: A pointer to a random unit, or null&lt;br /&gt;
    u  : The unit pointer which the search is relative to.&lt;br /&gt;
    sv : The search-location, a value (not bit vector) of FIND_UNIT_XXX&lt;br /&gt;
    uf : Bit vector. The unit flags which can match of UNIT_ST_XXX&lt;br /&gt;
&lt;br /&gt;
    Example: u := findrndunit(self, FIND_UNIT_ZONE, UNIT_ST_PC|UNIT_ST_NPC);&lt;br /&gt;
&lt;br /&gt;
    This routine returns a random unit. Notice how the 'uf' lets you&lt;br /&gt;
    specify exactly what unit types to look for. The 'sv' is not a&lt;br /&gt;
    bit vector, although FIND_UNIT_XXX is usually used as such. If&lt;br /&gt;
    you need to search multiple environments, then call the routine&lt;br /&gt;
    once for each.&lt;br /&gt;
&lt;br /&gt;
    Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will&lt;br /&gt;
    pick a random player which in addition to being in the search&lt;br /&gt;
    environment also is registered as valid payer (or not). Asking&lt;br /&gt;
    for a room would yield a random room registered to be accessible&lt;br /&gt;
    for paying players only (or not). Asking for objects would&lt;br /&gt;
    return no unit (null).&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/gamestate()&amp;diff=1260</id>
		<title>Manual:DIL Manual/gamestate()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/gamestate()&amp;diff=1260"/>
		<updated>2025-12-04T22:39:25Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpgamestate&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;  gamestate( u : unitptr, gs : integer ); &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 Change the gamestate of a unitptr, uses the GS_ defines from the&lt;br /&gt;
 '''vme.h'''. This is used on the log on menu of the VME 2.0 release. Which is&lt;br /&gt;
 shown here as an example but it can also be used in a command.  When used it&lt;br /&gt;
 removes the char from playing so be aware that players could use this to hide&lt;br /&gt;
 if you run a player killing style mud.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin informer();&lt;br /&gt;
 var&lt;br /&gt;
 tgt : unitptr;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 dilbegin aware on_connect();&lt;br /&gt;
 external&lt;br /&gt;
         informer();&lt;br /&gt;
         login_modify(tgt : unitptr);&lt;br /&gt;
&lt;br /&gt;
 var&lt;br /&gt;
   wizlvl : integer;&lt;br /&gt;
         i:integer;&lt;br /&gt;
      err : integer;&lt;br /&gt;
     motd : string;&lt;br /&gt;
  welcome : string;&lt;br /&gt;
  goodbye : string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 Look in '''vme.h''' for the possible values you can send to the menu&lt;br /&gt;
 function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpgamestate&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;  gamestate( u : unitptr, gs : integer ); &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 Change the gamestate of a unitptr, uses the GS_ defines from the&lt;br /&gt;
 '''vme.h'''. This is used on the log on menu of the VME 2.0 release. Which is&lt;br /&gt;
 shown here as an example but it can also be used in a command.  When used it&lt;br /&gt;
 removes the char from playing so be aware that players could use this to hide&lt;br /&gt;
 if you run a player killing style mud.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin informer();&lt;br /&gt;
 var&lt;br /&gt;
 tgt : unitptr;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 dilbegin aware on_connect();&lt;br /&gt;
 external&lt;br /&gt;
         informer();&lt;br /&gt;
         login_modify(tgt : unitptr);&lt;br /&gt;
&lt;br /&gt;
 var&lt;br /&gt;
   wizlvl : integer;&lt;br /&gt;
         i:integer;&lt;br /&gt;
      err : integer;&lt;br /&gt;
     motd : string;&lt;br /&gt;
  welcome : string;&lt;br /&gt;
  goodbye : string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 Look in '''vme.h''' for the possible values you can send to the menu&lt;br /&gt;
 function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/clear()&amp;diff=1259</id>
		<title>Manual:DIL Manual/clear()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/clear()&amp;diff=1259"/>
		<updated>2025-12-04T22:39:18Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpclear&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 clear( i : integer )&lt;br /&gt;
&lt;br /&gt;
    Clears the interrupt number &amp;quot;i&amp;quot;. If i is invalid, this will either&lt;br /&gt;
    clear an wrong interrupt or do nothing.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpclear&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 clear( i : integer )&lt;br /&gt;
&lt;br /&gt;
    Clears the interrupt number &amp;quot;i&amp;quot;. If i is invalid, this will either&lt;br /&gt;
    clear an wrong interrupt or do nothing.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/findroom()&amp;diff=1258</id>
		<title>Manual:DIL Manual/findroom()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/findroom()&amp;diff=1258"/>
		<updated>2025-12-04T22:39:01Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bffindr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 unitptr findroom ( s : string )&lt;br /&gt;
    s : Symbolic name of room.&lt;br /&gt;
    return: A pointer to the room, or null&lt;br /&gt;
    Example: findroom(&amp;quot;inn@udgaard&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bffindr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 unitptr findroom ( s : string )&lt;br /&gt;
    s : Symbolic name of room.&lt;br /&gt;
    return: A pointer to the room, or null&lt;br /&gt;
    Example: findroom(&amp;quot;inn@udgaard&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/realtime&amp;diff=1257</id>
		<title>Manual:DIL Manual/realtime</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/realtime&amp;diff=1257"/>
		<updated>2025-12-04T22:38:57Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bvrealtime&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'realtime'&lt;br /&gt;
    This variable returns the number of seconds passed since 1970 something.&lt;br /&gt;
    For C buffs this is equivalent to time(NULL).&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bvrealtime&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'realtime'&lt;br /&gt;
    This variable returns the number of seconds passed since 1970 something.&lt;br /&gt;
    For C buffs this is equivalent to time(NULL).&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/continue&amp;diff=1256</id>
		<title>Manual:DIL Manual/continue</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/continue&amp;diff=1256"/>
		<updated>2025-12-04T22:38:57Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;dccont&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''continue:'''&lt;br /&gt;
     The continue statement makes you jump to the top&lt;br /&gt;
     of any loop you're currently in.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   dilbegin foo();&lt;br /&gt;
   code&lt;br /&gt;
dilend&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;dccont&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''continue:'''&lt;br /&gt;
     The continue statement makes you jump to the top&lt;br /&gt;
     of any loop you're currently in.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   dilbegin foo();&lt;br /&gt;
   code&lt;br /&gt;
dilend&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/getcolor()&amp;diff=1255</id>
		<title>Manual:DIL Manual/getcolor()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/getcolor()&amp;diff=1255"/>
		<updated>2025-12-04T22:38:53Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfgcolor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt; string getcolor (ch : unitptr, ks : string) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ch'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         character you are deleting the color from&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ks'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         key string for the color&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''returns'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         returns the color in a string&lt;br /&gt;
&lt;br /&gt;
 This function returns what color a player has for a key in the players list.&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;string := getcolor(pc, &amp;quot;clan_who&amp;quot;);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfgcolor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt; string getcolor (ch : unitptr, ks : string) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ch'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         character you are deleting the color from&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ks'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         key string for the color&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''returns'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         returns the color in a string&lt;br /&gt;
&lt;br /&gt;
 This function returns what color a player has for a key in the players list.&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;string := getcolor(pc, &amp;quot;clan_who&amp;quot;);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/wait()&amp;diff=1254</id>
		<title>Manual:DIL Manual/wait()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/wait()&amp;diff=1254"/>
		<updated>2025-12-04T22:38:49Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpwait&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 wait ( i : integer , dilexp )&lt;br /&gt;
    i : Message class to accept, see SFB_* in values.h and/or vme.h&lt;br /&gt;
    dilexp : Expression that has to be TRUE or not null to accept message.&lt;br /&gt;
    result: Waits for a command, matching the flagset, and satisfies the&lt;br /&gt;
            expression. When using the 'wait()' command, the first argument&lt;br /&gt;
            is an integer, that tells what classes of messages to wait for.&lt;br /&gt;
            Each message class is represented by a bit named as described in&lt;br /&gt;
            the chapter on messages.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
    wait (SFB_TICK|SFB_MSG, TRUE)&lt;br /&gt;
    /* Will accept a message, either from another DIL program or a&lt;br /&gt;
       timer message. As the second argument is always TRUE, any&lt;br /&gt;
       such message will reactivate the DIL program.&lt;br /&gt;
     */&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   wait (SFB_CMD, command(&amp;quot;transmutate&amp;quot;))&lt;br /&gt;
   /* waits for an command entered named 'transmutate'.&lt;br /&gt;
      Activates the DIL program, that then can block the command, or&lt;br /&gt;
      let it pass (and then let the game produce the normal error&lt;br /&gt;
      message for unknown commands).&lt;br /&gt;
   */&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpwait&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 wait ( i : integer , dilexp )&lt;br /&gt;
    i : Message class to accept, see SFB_* in values.h and/or vme.h&lt;br /&gt;
    dilexp : Expression that has to be TRUE or not null to accept message.&lt;br /&gt;
    result: Waits for a command, matching the flagset, and satisfies the&lt;br /&gt;
            expression. When using the 'wait()' command, the first argument&lt;br /&gt;
            is an integer, that tells what classes of messages to wait for.&lt;br /&gt;
            Each message class is represented by a bit named as described in&lt;br /&gt;
            the chapter on messages.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
    wait (SFB_TICK|SFB_MSG, TRUE)&lt;br /&gt;
    /* Will accept a message, either from another DIL program or a&lt;br /&gt;
       timer message. As the second argument is always TRUE, any&lt;br /&gt;
       such message will reactivate the DIL program.&lt;br /&gt;
     */&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   wait (SFB_CMD, command(&amp;quot;transmutate&amp;quot;))&lt;br /&gt;
   /* waits for an command entered named 'transmutate'.&lt;br /&gt;
      Activates the DIL program, that then can block the command, or&lt;br /&gt;
      let it pass (and then let the game produce the normal error&lt;br /&gt;
      message for unknown commands).&lt;br /&gt;
   */&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/filesize()&amp;diff=1253</id>
		<title>Manual:DIL Manual/filesize()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/filesize()&amp;diff=1253"/>
		<updated>2025-12-04T22:38:36Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bffilesize&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;integer filesize ( filename :string);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''file'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         The file name you want to check&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         a file size in bites 0 if no file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This function does exactly what it says it does it checks a files size.&lt;br /&gt;
&lt;br /&gt;
 '''Example DIL:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin notebook ();&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 The previous DIL example shows how you could use the 'filesize' instruction to&lt;br /&gt;
 check the size of a player stored notebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bffilesize&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;integer filesize ( filename :string);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''file'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         The file name you want to check&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         a file size in bites 0 if no file&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This function does exactly what it says it does it checks a files size.&lt;br /&gt;
&lt;br /&gt;
 '''Example DIL:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin notebook ();&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 The previous DIL example shows how you could use the 'filesize' instruction to&lt;br /&gt;
 check the size of a player stored notebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/target&amp;diff=1252</id>
		<title>Manual:DIL Manual/target</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/target&amp;diff=1252"/>
		<updated>2025-12-04T22:38:30Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;targ&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'target'&lt;br /&gt;
    This variable is a unit pointer to the unit which is the target of the&lt;br /&gt;
    current operation. For 'done' messages this could for example be the&lt;br /&gt;
    destination in a give command.&lt;br /&gt;
    See description of messages for more information.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;targ&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'target'&lt;br /&gt;
    This variable is a unit pointer to the unit which is the target of the&lt;br /&gt;
    current operation. For 'done' messages this could for example be the&lt;br /&gt;
    destination in a give command.&lt;br /&gt;
    See description of messages for more information.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/isplayer()&amp;diff=1251</id>
		<title>Manual:DIL Manual/isplayer()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/isplayer()&amp;diff=1251"/>
		<updated>2025-12-04T22:38:28Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfisplayer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;integer isplayer( pcname : string ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''pcname'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the name of the player being checked&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''Return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Returns an integer TRUE if pcname is a player FALSE if not&lt;br /&gt;
&lt;br /&gt;
 This function is used to find out if a string you pass to it is a player or not.&lt;br /&gt;
 This can be used and is used to find out if a player is truly a player that an&lt;br /&gt;
 Administrator is deleting with out having that player on line.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 if (not isplayer(arg))&lt;br /&gt;
---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfisplayer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;integer isplayer( pcname : string ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''pcname'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the name of the player being checked&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''Return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Returns an integer TRUE if pcname is a player FALSE if not&lt;br /&gt;
&lt;br /&gt;
 This function is used to find out if a string you pass to it is a player or not.&lt;br /&gt;
 This can be used and is used to find out if a player is truly a player that an&lt;br /&gt;
 Administrator is deleting with out having that player on line.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 if (not isplayer(arg))&lt;br /&gt;
---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/setweight()&amp;diff=1250</id>
		<title>Manual:DIL Manual/setweight()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/setweight()&amp;diff=1250"/>
		<updated>2025-12-04T22:38:26Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpsetweight&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 setweight( u : unitptr, i : integer )&lt;br /&gt;
    u : the unit on which you wish to alter the weight.&lt;br /&gt;
    i : the new weight&lt;br /&gt;
&lt;br /&gt;
    This is needed on for example drink-containers. I.e. if you wish to&lt;br /&gt;
    remove or add some liquid, you must also adjust the weight of the&lt;br /&gt;
    container, or you will mess up things.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpsetweight&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 setweight( u : unitptr, i : integer )&lt;br /&gt;
    u : the unit on which you wish to alter the weight.&lt;br /&gt;
    i : the new weight&lt;br /&gt;
&lt;br /&gt;
    This is needed on for example drink-containers. I.e. if you wish to&lt;br /&gt;
    remove or add some liquid, you must also adjust the weight of the&lt;br /&gt;
    container, or you will mess up things.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/zoneptr&amp;diff=1248</id>
		<title>Manual:DIL Manual/zoneptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/zoneptr&amp;diff=1248"/>
		<updated>2025-12-04T22:38:17Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;zptr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Type:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;zoneptr&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Zone Pointer Fields'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''next'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to next zoneptr&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''previous'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to previous zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''creators'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         stringlist - list of creators&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''name'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - zone name (%zone)&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''title'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - zone title (title &amp;quot;&amp;quot;)&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''rooms'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to the base room&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''objs'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to the base objects of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''npcs'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to base NPCs of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''resetmode'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer- reset mode of zone in 'values.h'&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''resettime'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the reset time of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''access'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the access level of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''loadlevel'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the loadlevel of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''payonly'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the paystatus of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''roomcount'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the number of rooms in a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''objcount'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the numbner of objects in a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''npccount'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the number of npcs/mobiles in a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''fname'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - the filename of a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''notes'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - the Zone Notes&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''help'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - the Zone Help&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   The 'zoneptr' works like a unitptr.  To get the first zoneptr in the global&lt;br /&gt;
 list of zones you use 'zhead'.&lt;br /&gt;
 '''Example: '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;zoneptr := zhead();&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Zone list command'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin zonelist (arg:string);&lt;br /&gt;
 var&lt;br /&gt;
  z:zoneptr;&lt;br /&gt;
  buf:string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;zptr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Type:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;zoneptr&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Zone Pointer Fields'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''next'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to next zoneptr&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''previous'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to previous zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''creators'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         stringlist - list of creators&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''name'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - zone name (%zone)&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''title'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - zone title (title &amp;quot;&amp;quot;)&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''rooms'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to the base room&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''objs'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to the base objects of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''npcs'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - pointer to base NPCs of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''resetmode'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer- reset mode of zone in 'values.h'&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''resettime'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the reset time of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''access'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the access level of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''loadlevel'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the loadlevel of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''payonly'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the paystatus of the zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''roomcount'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the number of rooms in a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''objcount'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the numbner of objects in a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''npccount'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         integer - the number of npcs/mobiles in a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''fname'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - the filename of a zone&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''notes'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - the Zone Notes&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''help'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         string - the Zone Help&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   The 'zoneptr' works like a unitptr.  To get the first zoneptr in the global&lt;br /&gt;
 list of zones you use 'zhead'.&lt;br /&gt;
 '''Example: '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;zoneptr := zhead();&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Zone list command'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin zonelist (arg:string);&lt;br /&gt;
 var&lt;br /&gt;
  z:zoneptr;&lt;br /&gt;
  buf:string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/fits()&amp;diff=1249</id>
		<title>Manual:DIL Manual/fits()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/fits()&amp;diff=1249"/>
		<updated>2025-12-04T22:38:17Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bffits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 string fits( char : unitptr, obj : unitptr, pos : integer );&lt;br /&gt;
    char: Character which we want to test if obj can be fitted upon&lt;br /&gt;
    obj:  The object we want to see if fits char.&lt;br /&gt;
    pos:  -1 or WEAR_XXX&lt;br /&gt;
    Returns: Empty string if ok, or a textual description of the size problem.&lt;br /&gt;
&lt;br /&gt;
    Fits tests if &amp;quot;obj&amp;quot; can be worn by &amp;quot;char&amp;quot; in position &amp;quot;pos&amp;quot;. If&lt;br /&gt;
    pos is -1, then fits automatically figures out the default worn&lt;br /&gt;
    position for &amp;quot;obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
    Example:&lt;br /&gt;
&lt;br /&gt;
       s := fits(self, obj, -1);&lt;br /&gt;
       if (s != &amp;quot;&amp;quot;)&lt;br /&gt;
         exec(&amp;quot;say Don't buy it, its &amp;quot;+s, self);&lt;br /&gt;
&amp;lt;span id=&amp;quot;bffits&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 string fits( char : unitptr, obj : unitptr, pos : integer );&lt;br /&gt;
    char: Character which we want to test if obj can be fitted upon&lt;br /&gt;
    obj:  The object we want to see if fits char.&lt;br /&gt;
    pos:  -1 or WEAR_XXX&lt;br /&gt;
    Returns: Empty string if ok, or a textual description of the size problem.&lt;br /&gt;
&lt;br /&gt;
    Fits tests if &amp;quot;obj&amp;quot; can be worn by &amp;quot;char&amp;quot; in position &amp;quot;pos&amp;quot;. If&lt;br /&gt;
    pos is -1, then fits automatically figures out the default worn&lt;br /&gt;
    position for &amp;quot;obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
    Example:&lt;br /&gt;
&lt;br /&gt;
       s := fits(self, obj, -1);&lt;br /&gt;
       if (s != &amp;quot;&amp;quot;)&lt;br /&gt;
         exec(&amp;quot;say Don't buy it, its &amp;quot;+s, self);&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/goto&amp;diff=1247</id>
		<title>Manual:DIL Manual/goto</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/goto&amp;diff=1247"/>
		<updated>2025-12-04T22:38:16Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;dcgoto&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''goto:'''&lt;br /&gt;
     The goto statement lets you jump about in the code.&lt;br /&gt;
     Labels in your DIL programs, for 'goto' or interrupts&lt;br /&gt;
     are defined within ':'. For an example, see the program below.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 dilbegin foo();&lt;br /&gt;
   code&lt;br /&gt;
dilend&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;dcgoto&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''goto:'''&lt;br /&gt;
     The goto statement lets you jump about in the code.&lt;br /&gt;
     Labels in your DIL programs, for 'goto' or interrupts&lt;br /&gt;
     are defined within ':'. For an example, see the program below.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 dilbegin foo();&lt;br /&gt;
   code&lt;br /&gt;
dilend&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/delcolor()&amp;diff=1246</id>
		<title>Manual:DIL Manual/delcolor()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/delcolor()&amp;diff=1246"/>
		<updated>2025-12-04T22:38:04Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpdelcolor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;delcolor (ch : unitptr, ks : string) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ch'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         character you are deleting the color from&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ks'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         key string for the color&lt;br /&gt;
&lt;br /&gt;
 This function is used to delete any colors from a players personal color list.&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;delcolor(pc, &amp;quot;clan_who&amp;quot;);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpdelcolor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;delcolor (ch : unitptr, ks : string) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ch'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         character you are deleting the color from&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ks'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         key string for the color&lt;br /&gt;
&lt;br /&gt;
 This function is used to delete any colors from a players personal color list.&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;delcolor(pc, &amp;quot;clan_who&amp;quot;);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/pagestring()&amp;diff=1245</id>
		<title>Manual:DIL Manual/pagestring()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/pagestring()&amp;diff=1245"/>
		<updated>2025-12-04T22:38:01Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bppagestring&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 pathto(buff : string, u : unitptr )&lt;br /&gt;
    buff   : The string that is to be paged to the player.&lt;br /&gt;
 	 u			: The unitptr the buff is to be paged for.&lt;br /&gt;
    returns: nothing&lt;br /&gt;
 	 example:&lt;br /&gt;
 	 pagestring (buff,self);&lt;br /&gt;
 	 would format the buff string to the player so the buff text doesn't scroll&lt;br /&gt;
 	 off the screen until after the player presses enter.&lt;br /&gt;
&amp;lt;span id=&amp;quot;bppagestring&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 pathto(buff : string, u : unitptr )&lt;br /&gt;
    buff   : The string that is to be paged to the player.&lt;br /&gt;
 	 u			: The unitptr the buff is to be paged for.&lt;br /&gt;
    returns: nothing&lt;br /&gt;
 	 example:&lt;br /&gt;
 	 pagestring (buff,self);&lt;br /&gt;
 	 would format the buff string to the player so the buff text doesn't scroll&lt;br /&gt;
 	 off the screen until after the player presses enter.&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/extraptr&amp;diff=1244</id>
		<title>Manual:DIL Manual/extraptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/extraptr&amp;diff=1244"/>
		<updated>2025-12-04T22:37:57Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;extra&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''The extraptr has the following fields:'''&lt;br /&gt;
&lt;br /&gt;
    extraptr:&lt;br /&gt;
       'names'        :stringlist (RW)&lt;br /&gt;
          names is a list of strings of names, that the extra description matches on.&lt;br /&gt;
       'descr'        :string (RW)&lt;br /&gt;
          descr is the contents of the extra description.&lt;br /&gt;
       'next'         :extraptr (RO)&lt;br /&gt;
          next is the next extra description in a list.&lt;br /&gt;
       'vals'        :intlist (RW)&lt;br /&gt;
          vals is a list of integer values attached to this extra.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 The unitptr is the key structure in the MUD, containing any kind of the&lt;br /&gt;
 following subtypes:&lt;br /&gt;
&lt;br /&gt;
    object      : a normal object, a sword, a vail, etc.&lt;br /&gt;
    room        : a room, location or the like.&lt;br /&gt;
    pc          : a playing character.&lt;br /&gt;
    npc         : a non playing character (mobile, monster, etc)&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;eptr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''Extraptr:'''&lt;br /&gt;
&lt;br /&gt;
   Extra descriptions, quests structures, etc can be searched and manipulated&lt;br /&gt;
 using variables of this type. There is no way to declare static structures of&lt;br /&gt;
 this type in DIL programs. Lists of extra descriptions are easily searched with&lt;br /&gt;
 the 'in' operator (See below).  Extraptr variables are 'volatile', and thus&lt;br /&gt;
 cleared whenever there is a possibility that they are rendered unusable.&lt;br /&gt;
&amp;lt;span id=&amp;quot;extra&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''The extraptr has the following fields:'''&lt;br /&gt;
&lt;br /&gt;
    extraptr:&lt;br /&gt;
       'names'        :stringlist (RW)&lt;br /&gt;
          names is a list of strings of names, that the extra description matches on.&lt;br /&gt;
       'descr'        :string (RW)&lt;br /&gt;
          descr is the contents of the extra description.&lt;br /&gt;
       'next'         :extraptr (RO)&lt;br /&gt;
          next is the next extra description in a list.&lt;br /&gt;
       'vals'        :intlist (RW)&lt;br /&gt;
          vals is a list of integer values attached to this extra.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 The unitptr is the key structure in the MUD, containing any kind of the&lt;br /&gt;
 following subtypes:&lt;br /&gt;
&lt;br /&gt;
    object      : a normal object, a sword, a vail, etc.&lt;br /&gt;
    room        : a room, location or the like.&lt;br /&gt;
    pc          : a playing character.&lt;br /&gt;
    npc         : a non playing character (mobile, monster, etc)&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/mud(day,month,..)&amp;diff=1243</id>
		<title>Manual:DIL Manual/mud(day,month,..)</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/mud(day,month,..)&amp;diff=1243"/>
		<updated>2025-12-04T22:37:56Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;mmmm&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'mudday'&lt;br /&gt;
 'mudhour'&lt;br /&gt;
 'mudmonth'&lt;br /&gt;
 'mudyear'&lt;br /&gt;
    These variables lets your program keep track of the time in the mud.&lt;br /&gt;
    They all have integer types.&lt;br /&gt;
&amp;lt;span id=&amp;quot;mmmm&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'mudday'&lt;br /&gt;
 'mudhour'&lt;br /&gt;
 'mudmonth'&lt;br /&gt;
 'mudyear'&lt;br /&gt;
    These variables lets your program keep track of the time in the mud.&lt;br /&gt;
    They all have integer types.&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/reset_level()&amp;diff=1242</id>
		<title>Manual:DIL Manual/reset level()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/reset_level()&amp;diff=1242"/>
		<updated>2025-12-04T22:37:49Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpresetlevel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_level( u : unitptr ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         player your resetting&lt;br /&gt;
&lt;br /&gt;
 This function simply resets a players level.  Can be used in functions&lt;br /&gt;
 like reroll where you set the players back to the way he first logged on.&lt;br /&gt;
 '''Example:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_level (u);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''See Also'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 [[#bpresetvlevel|reset a players virtual level]] and&lt;br /&gt;
 [[#bpresetrace|reset a players race information]]&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpresetlevel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_level( u : unitptr ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         player your resetting&lt;br /&gt;
&lt;br /&gt;
 This function simply resets a players level.  Can be used in functions&lt;br /&gt;
 like reroll where you set the players back to the way he first logged on.&lt;br /&gt;
 '''Example:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;reset_level (u);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''See Also'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 [[#bpresetvlevel|reset a players virtual level]] and&lt;br /&gt;
 [[#bpresetrace|reset a players race information]]&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/UNIT_ST_NPC&amp;diff=1241</id>
		<title>Manual:DIL Manual/UNIT ST NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/UNIT_ST_NPC&amp;diff=1241"/>
		<updated>2025-12-04T22:37:48Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;unpc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''if the type is UNIT_ST_NPC '''&lt;br /&gt;
&lt;br /&gt;
       'defaultpos'   :integer (RW)&lt;br /&gt;
          The default position of an NPC, see POSITION_* in values.h and/or vme.h&lt;br /&gt;
 	  'natural_armour'   :integer (RW)&lt;br /&gt;
 	     The natural armour of the NPC when naked.&lt;br /&gt;
       'npcflags'     :integer (RW)&lt;br /&gt;
          Some small options for NPC's see NPC_* in values.h and/or vme.h&lt;br /&gt;
 		       'switched'   :unitptr (RW)&lt;br /&gt;
 			      Character that is switched into this NPC.&lt;br /&gt;
&amp;lt;span id=&amp;quot;unpc&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''if the type is UNIT_ST_NPC '''&lt;br /&gt;
&lt;br /&gt;
       'defaultpos'   :integer (RW)&lt;br /&gt;
          The default position of an NPC, see POSITION_* in values.h and/or vme.h&lt;br /&gt;
 	  'natural_armour'   :integer (RW)&lt;br /&gt;
 	     The natural armour of the NPC when naked.&lt;br /&gt;
       'npcflags'     :integer (RW)&lt;br /&gt;
          Some small options for NPC's see NPC_* in values.h and/or vme.h&lt;br /&gt;
 		       'switched'   :unitptr (RW)&lt;br /&gt;
 			      Character that is switched into this NPC.&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/transfermoney()&amp;diff=1240</id>
		<title>Manual:DIL Manual/transfermoney()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/transfermoney()&amp;diff=1240"/>
		<updated>2025-12-04T22:37:44Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bftranmon&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer transfermoney( f : unitptr, t : unitptr, amount : integer)&lt;br /&gt;
    f : The char the money is taken from&lt;br /&gt;
    t : The char the money is given to&lt;br /&gt;
    amount : How much money.&lt;br /&gt;
    Returns: TRUE is money was transferred, FALSE if could not afford.&lt;br /&gt;
&lt;br /&gt;
    If 'f' is null and 't' isn't, then money is created and given to 't'.&lt;br /&gt;
    If 'f' isn't null but 't' is, then money is removed from 'f'.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bftranmon&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer transfermoney( f : unitptr, t : unitptr, amount : integer)&lt;br /&gt;
    f : The char the money is taken from&lt;br /&gt;
    t : The char the money is given to&lt;br /&gt;
    amount : How much money.&lt;br /&gt;
    Returns: TRUE is money was transferred, FALSE if could not afford.&lt;br /&gt;
&lt;br /&gt;
    If 'f' is null and 't' isn't, then money is created and given to 't'.&lt;br /&gt;
    If 'f' isn't null but 't' is, then money is removed from 'f'.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/block&amp;diff=1239</id>
		<title>Manual:DIL Manual/block</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/block&amp;diff=1239"/>
		<updated>2025-12-04T22:37:40Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpblock&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 block&lt;br /&gt;
    result: Blocks any command issued by a player or mobile. Blocking a&lt;br /&gt;
            command prevents the command from being parsed by the&lt;br /&gt;
            interpreter. This is ideal if you need to make a routine&lt;br /&gt;
            which intercepts a command, reacts on it in a special way,&lt;br /&gt;
            and does not need the standard way of reacting.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpblock&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 block&lt;br /&gt;
    result: Blocks any command issued by a player or mobile. Blocking a&lt;br /&gt;
            command prevents the command from being parsed by the&lt;br /&gt;
            interpreter. This is ideal if you need to make a routine&lt;br /&gt;
            which intercepts a command, reacts on it in a special way,&lt;br /&gt;
            and does not need the standard way of reacting.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/unitdir()&amp;diff=1238</id>
		<title>Manual:DIL Manual/unitdir()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/unitdir()&amp;diff=1238"/>
		<updated>2025-12-04T22:37:39Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfunitdir&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;stringlist unitdir( match : string ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''match'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         The wild card file you want to match or '*' for all.&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         a Stringlist with all the filenames that match the 'match' argument.&lt;br /&gt;
&lt;br /&gt;
 The 'match' argument uses the same wild cards as the Linux 'ls' command&lt;br /&gt;
 so the following will work.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''&amp;amp;ast;'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Match any character or group of characters&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''&amp;amp;quest;'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Match one of any character&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''[...]'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Match one of a set of characters&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;corpse*&amp;quot; matches:  corpse.10938 corpse.whistler corpseofwhistler ...&lt;br /&gt;
 &amp;quot;corpse?&amp;quot; matches corpse1 corpses corpse5 ...&lt;br /&gt;
 &amp;quot;[abc]*&amp;quot; matches ability about cost back ...&lt;br /&gt;
 &amp;quot;[a-z]*&amp;quot; about zoo man father ...&lt;br /&gt;
 &amp;quot;start[nm]end&amp;quot; matches startnend startmend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Example DIL:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin aware reload_corpse();&lt;br /&gt;
 var&lt;br /&gt;
         corpselist:stringlist;&lt;br /&gt;
         u:unitptr;&lt;br /&gt;
         ln:integer;&lt;br /&gt;
         i:integer;&lt;br /&gt;
         x:extraptr;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 The previous DIL example is the DIL used in restoring corpses to the game in&lt;br /&gt;
 case of a crash.  For more information you can see how the death DIL'S work&lt;br /&gt;
 by reading through the file death.zon in the vme2.0/zone.&lt;br /&gt;
 directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfunitdir&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;stringlist unitdir( match : string ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''match'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         The wild card file you want to match or '*' for all.&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''return'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         a Stringlist with all the filenames that match the 'match' argument.&lt;br /&gt;
&lt;br /&gt;
 The 'match' argument uses the same wild cards as the Linux 'ls' command&lt;br /&gt;
 so the following will work.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''&amp;amp;ast;'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Match any character or group of characters&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''&amp;amp;quest;'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Match one of any character&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''[...]'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Match one of a set of characters&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;corpse*&amp;quot; matches:  corpse.10938 corpse.whistler corpseofwhistler ...&lt;br /&gt;
 &amp;quot;corpse?&amp;quot; matches corpse1 corpses corpse5 ...&lt;br /&gt;
 &amp;quot;[abc]*&amp;quot; matches ability about cost back ...&lt;br /&gt;
 &amp;quot;[a-z]*&amp;quot; about zoo man father ...&lt;br /&gt;
 &amp;quot;start[nm]end&amp;quot; matches startnend startmend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Example DIL:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin aware reload_corpse();&lt;br /&gt;
 var&lt;br /&gt;
         corpselist:stringlist;&lt;br /&gt;
         u:unitptr;&lt;br /&gt;
         ln:integer;&lt;br /&gt;
         i:integer;&lt;br /&gt;
         x:extraptr;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 The previous DIL example is the DIL used in restoring corpses to the game in&lt;br /&gt;
 case of a crash.  For more information you can see how the death DIL'S work&lt;br /&gt;
 by reading through the file death.zon in the vme2.0/zone.&lt;br /&gt;
 directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/stop_fighting()&amp;diff=1237</id>
		<title>Manual:DIL Manual/stop fighting()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/stop_fighting()&amp;diff=1237"/>
		<updated>2025-12-04T22:37:36Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpstopfighting&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;stop_fighting( ch: unitptr, vict : unitptr ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ch'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - person you are stoping the fighting for&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''vict'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - person you are removing from the fighting or null for everyone&lt;br /&gt;
&lt;br /&gt;
 This function can be used to cancel combat in a room or with two people.&lt;br /&gt;
 The following example copied to a player will stop any fight the player is in.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin stop_combat();&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpstopfighting&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;stop_fighting( ch: unitptr, vict : unitptr ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''ch'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - person you are stoping the fighting for&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''vict'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         unitptr - person you are removing from the fighting or null for everyone&lt;br /&gt;
&lt;br /&gt;
 This function can be used to cancel combat in a room or with two people.&lt;br /&gt;
 The following example copied to a player will stop any fight the player is in.&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin stop_combat();&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/excmdstr_case&amp;diff=1236</id>
		<title>Manual:DIL Manual/excmdstr case</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/excmdstr_case&amp;diff=1236"/>
		<updated>2025-12-04T22:37:32Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;excmdstr_case&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'excmdstr_case'&lt;br /&gt;
    This variable is a string which contains the &amp;quot;first string&amp;quot; which was entered&lt;br /&gt;
    by a player. The result of adding:&lt;br /&gt;
&lt;br /&gt;
       excmdstr_case + &amp;quot; &amp;quot; + argument&lt;br /&gt;
&lt;br /&gt;
    is the entire string as entered by the player.&lt;br /&gt;
    The 'excmdstr' is not changed in anyway from how a player types it.&lt;br /&gt;
    If a player types 'S' then the 'excmdstr_case' will have 'S' in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;excmdstr_case&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'excmdstr_case'&lt;br /&gt;
    This variable is a string which contains the &amp;quot;first string&amp;quot; which was entered&lt;br /&gt;
    by a player. The result of adding:&lt;br /&gt;
&lt;br /&gt;
       excmdstr_case + &amp;quot; &amp;quot; + argument&lt;br /&gt;
&lt;br /&gt;
    is the entire string as entered by the player.&lt;br /&gt;
    The 'excmdstr' is not changed in anyway from how a player types it.&lt;br /&gt;
    If a player types 'S' then the 'excmdstr_case' will have 'S' in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/set_fighting()&amp;diff=1235</id>
		<title>Manual:DIL Manual/set fighting()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/set_fighting()&amp;diff=1235"/>
		<updated>2025-12-04T22:37:28Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpsetfight&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 set_fighting( u : unitptr, t : unitptr )&lt;br /&gt;
    u : the unit on which attacks.&lt;br /&gt;
    t : the unit being attacked.&lt;br /&gt;
&lt;br /&gt;
    This is used to set two characters fighting. If the attacker is&lt;br /&gt;
    fighting already, the target will simply be inserted into the&lt;br /&gt;
    opponent list and perhaps killed a little later.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpsetfight&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 set_fighting( u : unitptr, t : unitptr )&lt;br /&gt;
    u : the unit on which attacks.&lt;br /&gt;
    t : the unit being attacked.&lt;br /&gt;
&lt;br /&gt;
    This is used to set two characters fighting. If the attacker is&lt;br /&gt;
    fighting already, the target will simply be inserted into the&lt;br /&gt;
    opponent list and perhaps killed a little later.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/cancarry()&amp;diff=1234</id>
		<title>Manual:DIL Manual/cancarry()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/cancarry()&amp;diff=1234"/>
		<updated>2025-12-04T22:37:26Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfcancarry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 integer can_carry(ch : unitptr, u : unitptr, n : integer)&lt;br /&gt;
    ch : The character to check&lt;br /&gt;
    u  : The unit to check if he can carry.&lt;br /&gt;
    n  : How many copies of that unit.&lt;br /&gt;
&lt;br /&gt;
    Returns: 0 if 'ch' can carry 'n' times 'u'.&lt;br /&gt;
             1 if 'n' items are too many (his hands are full)&lt;br /&gt;
             2 if 'n' times 'u' are too heavy&lt;br /&gt;
&lt;br /&gt;
    Example:&lt;br /&gt;
&lt;br /&gt;
       i := can_carry(activator, item, 1);&lt;br /&gt;
&lt;br /&gt;
       if (i == 1)&lt;br /&gt;
         exec(&amp;quot;say Your hands are full!&amp;quot;, self);&lt;br /&gt;
       else if (i == 2)&lt;br /&gt;
         exec(&amp;quot;say You cant carry that much weight.&amp;quot;, self);&lt;br /&gt;
       else&lt;br /&gt;
         exec(&amp;quot;give &amp;quot;+item.name+&amp;quot; to &amp;quot;+activator.name, self);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfcancarry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 integer can_carry(ch : unitptr, u : unitptr, n : integer)&lt;br /&gt;
    ch : The character to check&lt;br /&gt;
    u  : The unit to check if he can carry.&lt;br /&gt;
    n  : How many copies of that unit.&lt;br /&gt;
&lt;br /&gt;
    Returns: 0 if 'ch' can carry 'n' times 'u'.&lt;br /&gt;
             1 if 'n' items are too many (his hands are full)&lt;br /&gt;
             2 if 'n' times 'u' are too heavy&lt;br /&gt;
&lt;br /&gt;
    Example:&lt;br /&gt;
&lt;br /&gt;
       i := can_carry(activator, item, 1);&lt;br /&gt;
&lt;br /&gt;
       if (i == 1)&lt;br /&gt;
         exec(&amp;quot;say Your hands are full!&amp;quot;, self);&lt;br /&gt;
       else if (i == 2)&lt;br /&gt;
         exec(&amp;quot;say You cant carry that much weight.&amp;quot;, self);&lt;br /&gt;
       else&lt;br /&gt;
         exec(&amp;quot;give &amp;quot;+item.name+&amp;quot; to &amp;quot;+activator.name, self);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/follow()&amp;diff=1233</id>
		<title>Manual:DIL Manual/follow()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/follow()&amp;diff=1233"/>
		<updated>2025-12-04T22:37:25Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpfol&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 follow( f : unitptr, m : unitptr )&lt;br /&gt;
    f : The character to follow&lt;br /&gt;
    m : The character to be followed&lt;br /&gt;
&lt;br /&gt;
    Unconditionally makes 'f' follow 'm', even if 'f' is mortally&lt;br /&gt;
    wounded, sleeping, fighting or whatever.&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpfol&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 follow( f : unitptr, m : unitptr )&lt;br /&gt;
    f : The character to follow&lt;br /&gt;
    m : The character to be followed&lt;br /&gt;
&lt;br /&gt;
    Unconditionally makes 'f' follow 'm', even if 'f' is mortally&lt;br /&gt;
    wounded, sleeping, fighting or whatever.&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/atoi()&amp;diff=1232</id>
		<title>Manual:DIL Manual/atoi()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/atoi()&amp;diff=1232"/>
		<updated>2025-12-04T22:37:16Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfatoi&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer atoi ( s : string )&lt;br /&gt;
    s : A string with a number.&lt;br /&gt;
    return: The number in the string.&lt;br /&gt;
    Example: i := atoi(&amp;quot;42&amp;quot;);&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfatoi&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer atoi ( s : string )&lt;br /&gt;
    s : A string with a number.&lt;br /&gt;
    return: The number in the string.&lt;br /&gt;
    Example: i := atoi(&amp;quot;42&amp;quot;);&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/weapon_name()&amp;diff=1231</id>
		<title>Manual:DIL Manual/weapon name()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/weapon_name()&amp;diff=1231"/>
		<updated>2025-12-04T22:37:15Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfweapon_name&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;string weapon_name( i : integer ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''i'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Weapon to get the name of ass defined in 'values.h' and 'weapons.def'&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''returns'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         The name of the weapon that corresponds with the integer value&lt;br /&gt;
&lt;br /&gt;
 '''example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 myweap:=weapon_name(5);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfweapon_name&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;string weapon_name( i : integer ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''i'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Weapon to get the name of ass defined in 'values.h' and 'weapons.def'&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''returns'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         The name of the weapon that corresponds with the integer value&lt;br /&gt;
&lt;br /&gt;
 '''example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 myweap:=weapon_name(5);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/link()&amp;diff=1230</id>
		<title>Manual:DIL Manual/link()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/link()&amp;diff=1230"/>
		<updated>2025-12-04T22:37:14Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bplink&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 link ( u : unitptr, t : unitptr )&lt;br /&gt;
    u : Unit to link.&lt;br /&gt;
    t : Unit to link into.&lt;br /&gt;
    result: Link a unit into another unit hierarchy. (Automatically&lt;br /&gt;
            unequipps if equipped).&lt;br /&gt;
&amp;lt;span id=&amp;quot;bplink&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 link ( u : unitptr, t : unitptr )&lt;br /&gt;
    u : Unit to link.&lt;br /&gt;
    t : Unit to link into.&lt;br /&gt;
    result: Link a unit into another unit hierarchy. (Automatically&lt;br /&gt;
            unequipps if equipped).&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/argument&amp;diff=1228</id>
		<title>Manual:DIL Manual/argument</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/argument&amp;diff=1228"/>
		<updated>2025-12-04T22:37:08Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;argu&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'argument'&lt;br /&gt;
    This variable is a string, showing the argument of a command resulting&lt;br /&gt;
    in the activation of the DIL program. See SFB_CMD for example.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;argu&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'argument'&lt;br /&gt;
    This variable is a string, showing the argument of a command resulting&lt;br /&gt;
    in the activation of the DIL program. See SFB_CMD for example.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/openroll()&amp;diff=1229</id>
		<title>Manual:DIL Manual/openroll()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/openroll()&amp;diff=1229"/>
		<updated>2025-12-04T22:37:08Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bforoll&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer openroll( dice : integer , end : integer )&lt;br /&gt;
    dice : The size of the dice being rolled.&lt;br /&gt;
    end  : The margin for the open-ended roll.&lt;br /&gt;
    return: A random integer in approximately +/- 2^31 in worst case.&lt;br /&gt;
    Example: i := openroll(100,5); The &amp;quot;100&amp;quot; roll continues on values&lt;br /&gt;
             96 - 100 and on values 1 - 5.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bforoll&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer openroll( dice : integer , end : integer )&lt;br /&gt;
    dice : The size of the dice being rolled.&lt;br /&gt;
    end  : The margin for the open-ended roll.&lt;br /&gt;
    return: A random integer in approximately +/- 2^31 in worst case.&lt;br /&gt;
    Example: i := openroll(100,5); The &amp;quot;100&amp;quot; roll continues on values&lt;br /&gt;
             96 - 100 and on values 1 - 5.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/quit&amp;diff=1227</id>
		<title>Manual:DIL Manual/quit</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/quit&amp;diff=1227"/>
		<updated>2025-12-04T22:37:06Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;fquit&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 quit:&lt;br /&gt;
   This simple command quits the entire DIL program, even if&lt;br /&gt;
   called while inside a procedure or function.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;fquit&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 quit:&lt;br /&gt;
   This simple command quits the entire DIL program, even if&lt;br /&gt;
   called while inside a procedure or function.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/dilfind()&amp;diff=1225</id>
		<title>Manual:DIL Manual/dilfind()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/dilfind()&amp;diff=1225"/>
		<updated>2025-12-04T22:36:58Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfdf&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer dilfind( s : string, u : unitptr )&lt;br /&gt;
    s : name of dil template to find.&lt;br /&gt;
    u : unit to find program in.&lt;br /&gt;
    return: Whether a program using a template with same name as in 's'&lt;br /&gt;
            attached to unit 'u' was found.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfdf&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer dilfind( s : string, u : unitptr )&lt;br /&gt;
    s : name of dil template to find.&lt;br /&gt;
    u : unit to find program in.&lt;br /&gt;
    return: Whether a program using a template with same name as in 's'&lt;br /&gt;
            attached to unit 'u' was found.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/string&amp;diff=1226</id>
		<title>Manual:DIL Manual/string</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/string&amp;diff=1226"/>
		<updated>2025-12-04T22:36:58Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''String:'''&lt;br /&gt;
&lt;br /&gt;
    A string is some text. They are used for a lot of things such as command&lt;br /&gt;
 arguments, room descriptions etc. String variables are automatically resized and&lt;br /&gt;
 allocated when you assign them, so you do not have to worry about the string&lt;br /&gt;
 length nor allocation in your DIL programs. Strings may be compared either with&lt;br /&gt;
 '==' (equal to),&lt;br /&gt;
 '!=' (not equal),&lt;br /&gt;
 '&amp;lt;=' (less than or equal to),&lt;br /&gt;
 '&amp;gt;=' (greater than or equal to)&lt;br /&gt;
 '&amp;lt;' (less than),&lt;br /&gt;
  '&amp;gt;' (greater than.&lt;br /&gt;
&lt;br /&gt;
   Static strings are defined just as in the rest of the zone, within double&lt;br /&gt;
 quotations.  Strings may be searched easily with the 'in' operator.  Variables&lt;br /&gt;
 of type string are saved with DIL programs, if attached to a saved unit.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;This is a static string&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Strings may also be added to each other, in an expression.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;say &amp;quot;+itoa(42)+&amp;quot; is the answer!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   if (self.name == self.names.[1]) ...&lt;br /&gt;
&lt;br /&gt;
   Elements of the string can also be accessed by referencing them by their position.&lt;br /&gt;
&lt;br /&gt;
   '''Example'''&lt;br /&gt;
   if (str.[3]==f])&lt;br /&gt;
'''Note'''&lt;br /&gt;
   Currently you can only access the single elements of a string you can not set&lt;br /&gt;
 them.  In the future this will be possible.  You can still accomplish this by&lt;br /&gt;
 copying one string to the other one element at a time and changing any that you&lt;br /&gt;
 want something like this.&lt;br /&gt;
&lt;br /&gt;
 '''Example'''&lt;br /&gt;
 i:=0;&lt;br /&gt;
 ln:=length (str);&lt;br /&gt;
 while (str.[i]&amp;lt;ln)&lt;br /&gt;
str:=newstr;&lt;br /&gt;
&lt;br /&gt;
   This snip of Dil would replace any 'f' in a string with a 'b' remember dil is&lt;br /&gt;
 not case sensitive so it will also replace an 'F'.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''String:'''&lt;br /&gt;
&lt;br /&gt;
    A string is some text. They are used for a lot of things such as command&lt;br /&gt;
 arguments, room descriptions etc. String variables are automatically resized and&lt;br /&gt;
 allocated when you assign them, so you do not have to worry about the string&lt;br /&gt;
 length nor allocation in your DIL programs. Strings may be compared either with&lt;br /&gt;
 '==' (equal to),&lt;br /&gt;
 '!=' (not equal),&lt;br /&gt;
 '&amp;lt;=' (less than or equal to),&lt;br /&gt;
 '&amp;gt;=' (greater than or equal to)&lt;br /&gt;
 '&amp;lt;' (less than),&lt;br /&gt;
  '&amp;gt;' (greater than.&lt;br /&gt;
&lt;br /&gt;
   Static strings are defined just as in the rest of the zone, within double&lt;br /&gt;
 quotations.  Strings may be searched easily with the 'in' operator.  Variables&lt;br /&gt;
 of type string are saved with DIL programs, if attached to a saved unit.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;This is a static string&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Strings may also be added to each other, in an expression.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;say &amp;quot;+itoa(42)+&amp;quot; is the answer!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
   if (self.name == self.names.[1]) ...&lt;br /&gt;
&lt;br /&gt;
   Elements of the string can also be accessed by referencing them by their position.&lt;br /&gt;
&lt;br /&gt;
   '''Example'''&lt;br /&gt;
   if (str.[3]==f])&lt;br /&gt;
'''Note'''&lt;br /&gt;
   Currently you can only access the single elements of a string you can not set&lt;br /&gt;
 them.  In the future this will be possible.  You can still accomplish this by&lt;br /&gt;
 copying one string to the other one element at a time and changing any that you&lt;br /&gt;
 want something like this.&lt;br /&gt;
&lt;br /&gt;
 '''Example'''&lt;br /&gt;
 i:=0;&lt;br /&gt;
 ln:=length (str);&lt;br /&gt;
 while (str.[i]&amp;lt;ln)&lt;br /&gt;
str:=newstr;&lt;br /&gt;
&lt;br /&gt;
   This snip of Dil would replace any 'f' in a string with a 'b' remember dil is&lt;br /&gt;
 not case sensitive so it will also replace an 'F'.&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/weapon_info()&amp;diff=1224</id>
		<title>Manual:DIL Manual/weapon info()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/weapon_info()&amp;diff=1224"/>
		<updated>2025-12-04T22:36:57Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfweapon_info&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;intlist weapon_info( i : integer ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''i'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Weapon to get the info of ass defined in 'values.h' and 'weapons.def'&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''returns'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Intlist containing 4 values:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''0'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Number of hands&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''1'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         weapon speed&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''2'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         weapon type&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''3'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         shield block value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This function gives you access to the values in the weapons.def file.&lt;br /&gt;
 With this things like 'wear' equipment' and 'look' are much easier to&lt;br /&gt;
 write in Dil.&lt;br /&gt;
 '''Example'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilcopy id_weap (arg:string);&lt;br /&gt;
 var&lt;br /&gt;
   i:integer;&lt;br /&gt;
   il:intlist;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfweapon_info&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;intlist weapon_info( i : integer ) ;&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''i'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Weapon to get the info of ass defined in 'values.h' and 'weapons.def'&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''returns'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Intlist containing 4 values:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''0'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         Number of hands&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''1'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         weapon speed&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''2'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         weapon type&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''3'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         shield block value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This function gives you access to the values in the weapons.def file.&lt;br /&gt;
 With this things like 'wear' equipment' and 'look' are much easier to&lt;br /&gt;
 write in Dil.&lt;br /&gt;
 '''Example'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilcopy id_weap (arg:string);&lt;br /&gt;
 var&lt;br /&gt;
   i:integer;&lt;br /&gt;
   il:intlist;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/self&amp;diff=1223</id>
		<title>Manual:DIL Manual/self</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/self&amp;diff=1223"/>
		<updated>2025-12-04T22:36:56Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;self&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'self'&lt;br /&gt;
    This variable is a unitptr to the unit owning the DIL program.&lt;br /&gt;
    For C++ people, this is like the 'this' pointer.&lt;br /&gt;
    For example, if Mary has a program, then self.title equals&lt;br /&gt;
    &amp;quot;Mary the Lumberjack wife&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;self&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 'self'&lt;br /&gt;
    This variable is a unitptr to the unit owning the DIL program.&lt;br /&gt;
    For C++ people, this is like the 'this' pointer.&lt;br /&gt;
    For example, if Mary has a program, then self.title equals&lt;br /&gt;
    &amp;quot;Mary the Lumberjack wife&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/cmdptr&amp;diff=1221</id>
		<title>Manual:DIL Manual/cmdptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/cmdptr&amp;diff=1221"/>
		<updated>2025-12-04T22:36:54Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;cptr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''Type:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;cmdptr&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''cmdptr fields'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 '''name'''&lt;br /&gt;
             string - command name&lt;br /&gt;
 '''type'''&lt;br /&gt;
             integer - command type like social or skill or just command&lt;br /&gt;
 '''level'''&lt;br /&gt;
             integer - minimum level to use command&lt;br /&gt;
 '''loglevel'''&lt;br /&gt;
             integer - level of character that can see the log 0 for no logs&lt;br /&gt;
 '''position'''&lt;br /&gt;
             integer - minimum position to use command&lt;br /&gt;
 '''next'''&lt;br /&gt;
             cmdptr - pointer to the next cmdptr&lt;br /&gt;
 '''previous'''&lt;br /&gt;
             cmdptr - pointer to the previous cmdptr&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   The cmdptr can be used to search the command list or display all the commands.&lt;br /&gt;
 I0t is also now possible to sort the commands by type by defining your own command&lt;br /&gt;
 types and using the type field to sort on.&lt;br /&gt;
&lt;br /&gt;
   In order to get the first command in the list you use the following function:&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;chead();&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 If you want to get a specific command then you use the following function:&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;cmdptr := getcommand (s : string );&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin cmdtst(arg : string);&lt;br /&gt;
 var&lt;br /&gt;
   cmd : cmdptr;&lt;br /&gt;
   st : string;&lt;br /&gt;
&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;cptr&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 '''Type:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;cmdptr&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''cmdptr fields'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 '''name'''&lt;br /&gt;
             string - command name&lt;br /&gt;
 '''type'''&lt;br /&gt;
             integer - command type like social or skill or just command&lt;br /&gt;
 '''level'''&lt;br /&gt;
             integer - minimum level to use command&lt;br /&gt;
 '''loglevel'''&lt;br /&gt;
             integer - level of character that can see the log 0 for no logs&lt;br /&gt;
 '''position'''&lt;br /&gt;
             integer - minimum position to use command&lt;br /&gt;
 '''next'''&lt;br /&gt;
             cmdptr - pointer to the next cmdptr&lt;br /&gt;
 '''previous'''&lt;br /&gt;
             cmdptr - pointer to the previous cmdptr&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   The cmdptr can be used to search the command list or display all the commands.&lt;br /&gt;
 I0t is also now possible to sort the commands by type by defining your own command&lt;br /&gt;
 types and using the type field to sort on.&lt;br /&gt;
&lt;br /&gt;
   In order to get the first command in the list you use the following function:&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;chead();&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 If you want to get a specific command then you use the following function:&lt;br /&gt;
 '''Function:  '''&amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;cmdptr := getcommand (s : string );&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin cmdtst(arg : string);&lt;br /&gt;
 var&lt;br /&gt;
   cmd : cmdptr;&lt;br /&gt;
   st : string;&lt;br /&gt;
&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/Making_a_Program&amp;diff=1222</id>
		<title>Manual:DIL Manual/Making a Program</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/Making_a_Program&amp;diff=1222"/>
		<updated>2025-12-04T22:36:54Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;making&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;h3&amp;gt;'''Making a program:'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   You define your DIL programs within your zone file. Each program you make is a&lt;br /&gt;
 *template*. Such a template must be equipped with a unique name (for that zone).&lt;br /&gt;
 Templates can either be defined in a new %dil section, just below the %zone&lt;br /&gt;
 section in the zone file, or directly attached to units defined in your zonefile.&lt;br /&gt;
&lt;br /&gt;
   If you define your DIL templates inside a unit definition, that unit is&lt;br /&gt;
 automatically assigned a program using that template. If you want to use an&lt;br /&gt;
 already designed template, either in your own, or another zone, you use a&lt;br /&gt;
 special function named &amp;quot;dilcopy&amp;quot;, that takes the name of a template, and any&lt;br /&gt;
 optional parameters in parenthesis. The parameters of a template called with&lt;br /&gt;
 'dilcopy' may only be of types integer, strings and stringlists.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
 dilcopy myfunc@myzone(&amp;quot;say Hello, my friend!&amp;quot;, 1, CMD_SAY,&lt;br /&gt;
);&lt;br /&gt;
&lt;br /&gt;
   DIL templates can always be reused. In fact, with version 2.0 of DIL, programs&lt;br /&gt;
 are no longer saved with equipment, but only a symbolic reference is used. That&lt;br /&gt;
 way, if you make a change in your zone, ALL units using that program are changed.&lt;br /&gt;
 This however requires you keep the name. Upon loading, if a template is not&lt;br /&gt;
 found, the program is halted and rendered useless until such a reference can be&lt;br /&gt;
 found during loading.&lt;br /&gt;
&lt;br /&gt;
 Technical note:&lt;br /&gt;
&lt;br /&gt;
   When you use several 'dilcopy' in your zonefile, only one instance is present&lt;br /&gt;
 game-time, thus saving tremendous amounts of memory.  It is similar to a shared&lt;br /&gt;
 library, in which code is shared  but variables are not.&lt;br /&gt;
&lt;br /&gt;
 You may use your templates to define both procedure and functions for your other&lt;br /&gt;
 templates to call.&lt;br /&gt;
&lt;br /&gt;
 A template is defined by beginning with 'dilbegin' and ending with 'dilend'.&lt;br /&gt;
 Inside the template your program section is defined, marked by the keyword 'code',&lt;br /&gt;
 followed by the program itself;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 dilbegin myprogram();&lt;br /&gt;
 var&lt;br /&gt;
   i : integer;&lt;br /&gt;
   j : integer;&lt;br /&gt;
&lt;br /&gt;
 code&lt;br /&gt;
dilend&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   This simple template does nothing but making its owner say 'Hello world' once&lt;br /&gt;
 every 5 seconds. The template is called 'myprogram' and takes no arguments. The&lt;br /&gt;
 'pause' command waits for the program to receive a timer message, whose interval&lt;br /&gt;
 is set by the 'inline' variable 'heartbeat'. The 'self' variable is a unitptr&lt;br /&gt;
 referring to the unit owning the DIL program. Other inline variables will be&lt;br /&gt;
 explained later.&lt;br /&gt;
&lt;br /&gt;
   For a DIL program to work, it must be part of a *unit*: a room, player, non-player&lt;br /&gt;
 or object. The program uses *messages* to operate.  Your program gets activated&lt;br /&gt;
 when it receives a message that some command is being executed, or a certain amount&lt;br /&gt;
 of time has passed. You decide yourself in the program, what to wait for, before&lt;br /&gt;
 the program continues executing.&lt;br /&gt;
&lt;br /&gt;
   Supposing you want your program to contain variables, you have to put them in a&lt;br /&gt;
 section before the 'code' section marked 'var'. The variables are declared by&lt;br /&gt;
 their type and their name, separated by a ':' and ended by a ';'&lt;br /&gt;
&lt;br /&gt;
   For an example, see the program above. Variables of type 'string', 'stringlist'&lt;br /&gt;
 and 'integer' are saved, if the unit the program is attached to is saved with&lt;br /&gt;
 player inventory. Variables of type 'unitpr' and 'extraptr' are 'volatile'. This&lt;br /&gt;
 means that they are cleared whenever there is a chance that their contents may&lt;br /&gt;
 have been rendered non usable.  This ensures that you do not have any 'loose'&lt;br /&gt;
 pointers. However it is possible to 'secure' the contents of a 'unitptr' type&lt;br /&gt;
 variable of a unit located in your local environment (the units directly 'visible'&lt;br /&gt;
 to the unit who owns the DIL program) (see the secure / unsecure functions).&lt;br /&gt;
&amp;lt;span id=&amp;quot;making&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;h3&amp;gt;'''Making a program:'''&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   You define your DIL programs within your zone file. Each program you make is a&lt;br /&gt;
 *template*. Such a template must be equipped with a unique name (for that zone).&lt;br /&gt;
 Templates can either be defined in a new %dil section, just below the %zone&lt;br /&gt;
 section in the zone file, or directly attached to units defined in your zonefile.&lt;br /&gt;
&lt;br /&gt;
   If you define your DIL templates inside a unit definition, that unit is&lt;br /&gt;
 automatically assigned a program using that template. If you want to use an&lt;br /&gt;
 already designed template, either in your own, or another zone, you use a&lt;br /&gt;
 special function named &amp;quot;dilcopy&amp;quot;, that takes the name of a template, and any&lt;br /&gt;
 optional parameters in parenthesis. The parameters of a template called with&lt;br /&gt;
 'dilcopy' may only be of types integer, strings and stringlists.&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
&lt;br /&gt;
 dilcopy myfunc@myzone(&amp;quot;say Hello, my friend!&amp;quot;, 1, CMD_SAY,&lt;br /&gt;
);&lt;br /&gt;
&lt;br /&gt;
   DIL templates can always be reused. In fact, with version 2.0 of DIL, programs&lt;br /&gt;
 are no longer saved with equipment, but only a symbolic reference is used. That&lt;br /&gt;
 way, if you make a change in your zone, ALL units using that program are changed.&lt;br /&gt;
 This however requires you keep the name. Upon loading, if a template is not&lt;br /&gt;
 found, the program is halted and rendered useless until such a reference can be&lt;br /&gt;
 found during loading.&lt;br /&gt;
&lt;br /&gt;
 Technical note:&lt;br /&gt;
&lt;br /&gt;
   When you use several 'dilcopy' in your zonefile, only one instance is present&lt;br /&gt;
 game-time, thus saving tremendous amounts of memory.  It is similar to a shared&lt;br /&gt;
 library, in which code is shared  but variables are not.&lt;br /&gt;
&lt;br /&gt;
 You may use your templates to define both procedure and functions for your other&lt;br /&gt;
 templates to call.&lt;br /&gt;
&lt;br /&gt;
 A template is defined by beginning with 'dilbegin' and ending with 'dilend'.&lt;br /&gt;
 Inside the template your program section is defined, marked by the keyword 'code',&lt;br /&gt;
 followed by the program itself;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 dilbegin myprogram();&lt;br /&gt;
 var&lt;br /&gt;
   i : integer;&lt;br /&gt;
   j : integer;&lt;br /&gt;
&lt;br /&gt;
 code&lt;br /&gt;
dilend&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   This simple template does nothing but making its owner say 'Hello world' once&lt;br /&gt;
 every 5 seconds. The template is called 'myprogram' and takes no arguments. The&lt;br /&gt;
 'pause' command waits for the program to receive a timer message, whose interval&lt;br /&gt;
 is set by the 'inline' variable 'heartbeat'. The 'self' variable is a unitptr&lt;br /&gt;
 referring to the unit owning the DIL program. Other inline variables will be&lt;br /&gt;
 explained later.&lt;br /&gt;
&lt;br /&gt;
   For a DIL program to work, it must be part of a *unit*: a room, player, non-player&lt;br /&gt;
 or object. The program uses *messages* to operate.  Your program gets activated&lt;br /&gt;
 when it receives a message that some command is being executed, or a certain amount&lt;br /&gt;
 of time has passed. You decide yourself in the program, what to wait for, before&lt;br /&gt;
 the program continues executing.&lt;br /&gt;
&lt;br /&gt;
   Supposing you want your program to contain variables, you have to put them in a&lt;br /&gt;
 section before the 'code' section marked 'var'. The variables are declared by&lt;br /&gt;
 their type and their name, separated by a ':' and ended by a ';'&lt;br /&gt;
&lt;br /&gt;
   For an example, see the program above. Variables of type 'string', 'stringlist'&lt;br /&gt;
 and 'integer' are saved, if the unit the program is attached to is saved with&lt;br /&gt;
 player inventory. Variables of type 'unitpr' and 'extraptr' are 'volatile'. This&lt;br /&gt;
 means that they are cleared whenever there is a chance that their contents may&lt;br /&gt;
 have been rendered non usable.  This ensures that you do not have any 'loose'&lt;br /&gt;
 pointers. However it is possible to 'secure' the contents of a 'unitptr' type&lt;br /&gt;
 variable of a unit located in your local environment (the units directly 'visible'&lt;br /&gt;
 to the unit who owns the DIL program) (see the secure / unsecure functions).&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/spellindex()&amp;diff=1219</id>
		<title>Manual:DIL Manual/spellindex()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/spellindex()&amp;diff=1219"/>
		<updated>2025-12-04T22:36:46Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bfsplind&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer spellindex(s : string)&lt;br /&gt;
    s  : The abbreviated or full spell name&lt;br /&gt;
&lt;br /&gt;
    Returns: -1 if no such spell, otherwise it returns the spell index&lt;br /&gt;
             for that spell.&lt;br /&gt;
&lt;br /&gt;
    Example:&lt;br /&gt;
       s := &amp;quot;cu li wo&amp;quot;; /* cure light wounds */&lt;br /&gt;
       i := spellindex(s);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bfsplind&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 integer spellindex(s : string)&lt;br /&gt;
    s  : The abbreviated or full spell name&lt;br /&gt;
&lt;br /&gt;
    Returns: -1 if no such spell, otherwise it returns the spell index&lt;br /&gt;
             for that spell.&lt;br /&gt;
&lt;br /&gt;
    Example:&lt;br /&gt;
       s := &amp;quot;cu li wo&amp;quot;; /* cure light wounds */&lt;br /&gt;
       i := spellindex(s);&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/send_done()&amp;diff=1220</id>
		<title>Manual:DIL Manual/send done()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/send_done()&amp;diff=1220"/>
		<updated>2025-12-04T22:36:46Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpsend_done&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 send_done( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''c'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the command string that is sending the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''a'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (activator) that activated the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''m'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (medium) that the Dil is acting through&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''t'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (target) the Dil is acting on&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''p'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the power of the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''arg'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the argument sent with the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''o'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (other) you also want the message to go to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   This sends the 'SFB_DONE' message to any dils that are waiting for it in the&lt;br /&gt;
   surrounding area and to the other pointer if not null.  The following is just&lt;br /&gt;
   one example you can find many more in '''commands.zon'''&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin do_read (arg:string);&lt;br /&gt;
 var&lt;br /&gt;
 brdname:string;&lt;br /&gt;
         i:integer;&lt;br /&gt;
         u:unitptr;&lt;br /&gt;
         x:extraptr;&lt;br /&gt;
         ln:integer;&lt;br /&gt;
         temp:string;&lt;br /&gt;
         templist:stringlist;&lt;br /&gt;
         buff:string;&lt;br /&gt;
         f_name:string;&lt;br /&gt;
         act_str:string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpsend_done&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
 send_done( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''c'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the command string that is sending the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''a'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (activator) that activated the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''m'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (medium) that the Dil is acting through&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''t'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (target) the Dil is acting on&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''p'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the power of the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''arg'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the argument sent with the message&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''o'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         the unitptr (other) you also want the message to go to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   This sends the 'SFB_DONE' message to any dils that are waiting for it in the&lt;br /&gt;
   surrounding area and to the other pointer if not null.  The following is just&lt;br /&gt;
   one example you can find many more in '''commands.zon'''&lt;br /&gt;
&lt;br /&gt;
 '''Example:'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin do_read (arg:string);&lt;br /&gt;
 var&lt;br /&gt;
 brdname:string;&lt;br /&gt;
         i:integer;&lt;br /&gt;
         u:unitptr;&lt;br /&gt;
         x:extraptr;&lt;br /&gt;
         ln:integer;&lt;br /&gt;
         temp:string;&lt;br /&gt;
         templist:stringlist;&lt;br /&gt;
         buff:string;&lt;br /&gt;
         f_name:string;&lt;br /&gt;
         act_str:string;&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/destroy()&amp;diff=1218</id>
		<title>Manual:DIL Manual/destroy()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/destroy()&amp;diff=1218"/>
		<updated>2025-12-04T22:36:45Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpdest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;destroy ( u : unitptr );&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         :Unit to remove from game&lt;br /&gt;
&lt;br /&gt;
 The destroy function works in two ways depending on the Unit being acted on.&lt;br /&gt;
 If the Unit being acted on is a PC the player is saved and ejected from the game.&lt;br /&gt;
 If the Unit being acted on is a NPC, or an Object. the purge function destroys&lt;br /&gt;
 the Unit.  Currently destroy will not destroy rooms.&lt;br /&gt;
 This is different from the old destroy function in that it removes the player&lt;br /&gt;
 out of the game instead of leaving the player in the menu.&lt;br /&gt;
 '''Example'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin purge_all_pc();&lt;br /&gt;
 var&lt;br /&gt;
         u:unitptr/*Unit used to purge each player*/&lt;br /&gt;
         n:unitptr;/*used to keep track of next player*/&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpdest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 '''Function:'''  &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;destroy ( u : unitptr );&amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--TERM--&amp;gt;  '''u'''&lt;br /&gt;
 &amp;lt;!--DEFINITION--&amp;gt;         :Unit to remove from game&lt;br /&gt;
&lt;br /&gt;
 The destroy function works in two ways depending on the Unit being acted on.&lt;br /&gt;
 If the Unit being acted on is a PC the player is saved and ejected from the game.&lt;br /&gt;
 If the Unit being acted on is a NPC, or an Object. the purge function destroys&lt;br /&gt;
 the Unit.  Currently destroy will not destroy rooms.&lt;br /&gt;
 This is different from the old destroy function in that it removes the player&lt;br /&gt;
 out of the game instead of leaving the player in the menu.&lt;br /&gt;
 '''Example'''&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;lt;!--CODE--&amp;gt;&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 dilbegin purge_all_pc();&lt;br /&gt;
 var&lt;br /&gt;
         u:unitptr/*Unit used to purge each player*/&lt;br /&gt;
         n:unitptr;/*used to keep track of next player*/&lt;br /&gt;
 code&lt;br /&gt;
dilend&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/i&amp;gt;&amp;lt;!--ENDCODE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/addextra()&amp;diff=1217</id>
		<title>Manual:DIL Manual/addextra()</title>
		<link rel="alternate" type="text/html" href="https://wiki.dikumud.com/index.php?title=Manual:DIL_Manual/addextra()&amp;diff=1217"/>
		<updated>2025-12-04T22:36:43Z</updated>

		<summary type="html">&lt;p&gt;Nove: XML import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span id=&amp;quot;bpaddex&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 addextra ( var e : extraptr, l : stringlist , s : string )&lt;br /&gt;
    e : Extra description list to add element to.&lt;br /&gt;
    l : Stringlist for the .names field.&lt;br /&gt;
    s : String for the .descr field.&lt;br /&gt;
    result: Adds an extra description to a list of extra descriptions.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;strong&amp;gt;CAVEAT&amp;lt;/strong&amp;gt; builder: You cannot use an extraptr variable as the e&lt;br /&gt;
 argument, but you may continue to use the following form:&lt;br /&gt;
&lt;br /&gt;
    ...&lt;br /&gt;
    ...&lt;br /&gt;
    addextra (self.quests, &amp;quot;Bozo's Quest&amp;quot;);&lt;br /&gt;
    ...&lt;br /&gt;
    ...&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;br /&gt;
&amp;lt;span id=&amp;quot;bpaddex&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 addextra ( var e : extraptr, l : stringlist , s : string )&lt;br /&gt;
    e : Extra description list to add element to.&lt;br /&gt;
    l : Stringlist for the .names field.&lt;br /&gt;
    s : String for the .descr field.&lt;br /&gt;
    result: Adds an extra description to a list of extra descriptions.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;strong&amp;gt;CAVEAT&amp;lt;/strong&amp;gt; builder: You cannot use an extraptr variable as the e&lt;br /&gt;
 argument, but you may continue to use the following form:&lt;br /&gt;
&lt;br /&gt;
    ...&lt;br /&gt;
    ...&lt;br /&gt;
    addextra (self.quests, &amp;quot;Bozo's Quest&amp;quot;);&lt;br /&gt;
    ...&lt;br /&gt;
    ...&lt;br /&gt;
&lt;br /&gt;
 ---~---~---~---~---~---~---~---~---&lt;/div&gt;</summary>
		<author><name>Nove</name></author>
		
	</entry>
</feed>