of mortals would actually be able to see.
See also: lwho()
+& wait()
+wait(<time>,<functions>)
+wait(<object>,<functions>)
+wait(<object>/<time>,<functions>)
+
+ 1st argument is evaluated.
+ 2nd argument is evaluated upon execution.
+
+ The basic form of this function puts the function list into the wait
+ queue to execute in <time> seconds.
+
+ The second form puts the the functions into the semaphore wait queue on
+ <object>. The executor will execute <functions> when <object> is notified.
+
+ The third form combines the first two: the enactor will execute
+ <functions> when <object> is notified or when <time> passes,
+ whichever happens first.
+
+ Any form you do returns a 'QID' to be used in a signal().
+
+ More forms that support semaphores on arbitrary attributes are described in
+ help @wait2
+
+ See also the help for: SEMAPHORES, @drain, @notify, signal()
+
+& trigger()
+Trigger(<object>/<attribute>,<val1>,<val2>,...,<val10>)
+
+ Works just like @trigger that fills in those fields.
+
+ See also the help for: @trigger
+
+& signal()
+ signal(<queue id>,<signal>[,<signal argument>])
+
+ Sends a signal to a queue entry in the MUSH queue. Returns 1 on success
+ or #-1 with an error message on failure, except as specified below.
+
+ You must have control over the executor of the queue entry in order to send
+ it a signal. The KILL signal additionally requires that you can exercise
+ the Halt power over the executor.
+
+ Possible signals:
+ KILL - Kill the entry and remove it from the queue
+ FREEZE - Freeze the countdown timer for the queue entry
+ CONTINUE - Resume the countdown timer for the queue entry
+ TIME - Set the countdown timer for the queue entry to the argument
+ QUERY_T - Return the value of the countdown timer for the queue entry
This is a dangerous way of coding, know what your doing before
using this method.
-& wait()
-wait(<time>,<functions>)
-wait(<object>,<functions>)
-wait(<object>/<time>,<functions>)
-
- 1st argument is evaluated.
- 2nd argument is evaluated upon execution.
-
- The basic form of this function puts the function list into the wait
- queue to execute in <time> seconds.
-
- The second form puts the the functions into the semaphore wait queue on
- <object>. The executor will execute <functions> when <object> is notified.
-
- The third form combines the first two: the enactor will execute
- <functions> when <object> is notified or when <time> passes,
- whichever happens first.
-
- Any form you do returns a 'QID' to be used in a signal().
-
- More forms that support semaphores on arbitrary attributes are described in
- help @wait2
-
- See also the help for: SEMAPHORES, @drain, @notify, signal()
-
-& trigger()
-Trigger(<object>/<attribute>,<val1>,<val2>,...,<val10>)
-
- Works just like @trigger that fills in those fields.
-
- See also the help for: @trigger
-
-& signal()
- signal(<queue id>, <signal>[,<wait arg with time signal>])
-
- Signals a specific QID directly in the MUSH queue.
- All signals require you control the executor of the QID, except
- Kill signal also takes halt power of the executor.
-
- Defined Queue Signals:
- KILL - Kills a Queue ID out of the queue.
- FREEZE - Freezes a Countdown QID in the MUSH Queue.
- CONTINUE - Continue contdown of a QID in the MUSH Queue.
- TIME - Re-Adjust time of a QID in the MUSH Queue.
- QUERY_T - Query The Amount of time left on a qid wait process.
-
- Returns 1 if signal goes through, otherwise returns #-1 Error Message
-
& @AUNIDLE
Actions to be performed when a player un-idles after a given period of time.
First the player's @AUNIDLE will be executed & if there is a @AUNIDLE